bfreakb999
First Post
I've searched and read some examples of 4E version of the The Deck Of Many Things, but i wanted to attempt to make a version that was more balanced for the rules set for 4e. I don't really like the idea of having the PC's be at different levels or dealing with the trouble of a wish mechanic.
A fellow DM and I decided we would make our own version of the deck, but we would absolutely love some critiquing and suggestions for what we already have. Were using the 22 major arcana tarot cards and we tried to match their effect to the card or its interpretation. It's not meant to fit perfectly, but i think the majority of these are reasonable. We tried to give bonuses that would beneficial and detrimental effects that would really sting. Here is the version of the deck.
*We made the conditions a daily effect. Encounter effects don't seem to be as fun.
The Fool
You gain vulnerable to all damage equal to half your level. You may also draw another card and grant the cards effect to another player. This card breaks the normal drawing limitations of the Deck of Many Things.
The Magician
Choose one of the following effects: You gain a +2 tarot bonus to ranged attack rolls or you gain training in the Arcana skill. This effect ends after your next extended rest.
The High Priestess
Until the end of you next extended rest you gain the following benefits.
+5 tarot bonus to all knowledge checks. When rolling a perception or insight check you may roll twice and keep the higher result.
The Empress
Until the end of your next extended rest, you gain a +2 tarot bonus to your Will and a +2 tarot bonus to saving throws against conditions with the charm keyword. You suffer a -2 penalty to your Fortitude defense and a -2 penalty to saving against conditions with the Fear keyword. This effect ends after your next extended rest.
The Emperor
Until the end of your next extended rest, you gain a +2 tarot bonus to your Fortitude and a +2 tarot bonus to saving throws against conditions with the fear keyword. You suffer a -2 penalty to your Will defense and a -2 penalty to saving against conditions with the charm keyword. This effect ends after your next extended rest.
Both Empress and Emperor
If you have both The Empress and The Emperor Card, until the end of your next extended rest you gain a +2 tarot bonus your Will and Fortitude and Your speed is reduced by 1.
The Hierophant
Once during the day, before the end of your next extended rest you can choose to gain a +10 tarot bonus to one attack roll as a free action. Rolling a natural one in this way is not treated as an automatic miss.
The Lovers
Until the end of your next extended rest, whenever you end your turn adjacent to an enemy whose gender is opposite of your own, you are infatuated (save ends). While you are infatuated you are weakened and you suffer a -2 tarot penalty to attack rolls and grant combat advantage to that enemy.
The Chariot
Until the end of your next extended rest you gain a +1 tarot bonus to your speed and once per round you may shift as a minor action.
Strength
Choose one of the following effects: You gain a +2 tarot bonus melee attack rolls or you can choose to treat all Athletic checks to jump as if you had a running start. This effect ends after your next extended rest.
The Hermit
Until the end of your next extended rest, you gain a +4 tarot bonus to Insight and Perception and a -5 penalty to all Charisma-based skill checks.
The Wheel of Fortune
(1) Gain a +2 tarot bonus to your Fort until the end of your next extended rest.
(2) Gain a +2 tarot bonus to your Reflex until the end of your next extended rest
(3) Gain a +2 tarot bonus to your Will until the end of your next extended rest
(4)You gain a +2 tarot bonus to attack rolls until the end of your next extended rest.
(5) You suffer a -2 penalty to Fort until the end of you next extended rest.
(6) You suffer a -2 penalty to Reflex until the end of your next extended rest.
(7) You suffer a -2 penalty to Will until the end of your next extended rest.
(8) You suffer a -2 penalty to attack rolls until the end of your next extended rest.
(9) You gain a magic item (DM’s choice or random) equal to your level +1d4.
(10) Roll 1d8 for the first 8 effects. That effect now lasts for twice its normal duration.
Justice
All damage dice you roll are treated as half the maximum damage of that die. This effect ends after your next extended rest. (1d10 is treated as a 5)
The Hanged Man
Until your next extended rest, the first time you fall unconscious you cannot return to consciousness by any means until the end of the encounter. You do not make death saving throws while unconscious this way.
Death
When this card comes in to play, shuffle any other cards you have drawn back into the deck.
Those cards have no effect on you.
You suffer a -2 penalty to all defenses and saving throws and all enemy weapons gain Brutal 1 when dealing damage to you until the end of your next extended rest.
When you suffer a critical hit you are weakened (save ends).
Temperance
Whenever you regain hit points by any means other than regeneration, you regain additional hit points equal to half your level.
The Devil
Until your next extended rest you gain a +4 bonus to Initiative. You start each encounter dominated by the devil (save ends). While dominated, you are treated as being normally dominated by The Devil card, attacking the closest ally to you. You also gain +3 tarot bonus to all attack and damage rolls while dominated until your next extended rest.
The Tower
Until the end of your next extended rest, re-roll any natural roll of 20. Use the second result. If that second result is also a 20, the attack hits as normal and you are dazed. (save ends)
The Star
Once today before the end of your next extended rest, you may apply a +5 tarot bonus to any single d20 roll that you choose.
The Moon
This card may only be used after all other fates of cards have been decided. Choose one existing card with a negative effect that you are under. You share that effect to one ally of your choice.
The Sun
Once during the day, until the end of your next extended rest, you may choose to remove 1 card of your choice that you are affected by.
Judgment
Once today before the end of your next extended rest, you may choose to:
1. End one effect or disease that a save can end. If you are in an encounter when you use this, you are weakened until the end of your next turn.
2. When you fall unconscious you may choose to automatically stabilize. You may not make any death saving throws.
The World
You may choose one of the following:
(1) You gain a +2 tarot bonus to all attack and damage rolls until the end of your next extended rest.
(2) You also gain a +4 tarot bonus to all skill checks until the end of your next extended rest.
(3) You gain a +2 tarot bonus to all defenses until the end of your next extended rest.
(4) After the reading you can choose to have everyone shuffles their hands into the deck (except for this card) and redraws at least 2 cards. Ignore all previous effects and the reading begins again. You may choose 1 player other than yourself to be exempt from the reading.
A fellow DM and I decided we would make our own version of the deck, but we would absolutely love some critiquing and suggestions for what we already have. Were using the 22 major arcana tarot cards and we tried to match their effect to the card or its interpretation. It's not meant to fit perfectly, but i think the majority of these are reasonable. We tried to give bonuses that would beneficial and detrimental effects that would really sting. Here is the version of the deck.
*We made the conditions a daily effect. Encounter effects don't seem to be as fun.
The Fool
You gain vulnerable to all damage equal to half your level. You may also draw another card and grant the cards effect to another player. This card breaks the normal drawing limitations of the Deck of Many Things.
The Magician
Choose one of the following effects: You gain a +2 tarot bonus to ranged attack rolls or you gain training in the Arcana skill. This effect ends after your next extended rest.
The High Priestess
Until the end of you next extended rest you gain the following benefits.
+5 tarot bonus to all knowledge checks. When rolling a perception or insight check you may roll twice and keep the higher result.
The Empress
Until the end of your next extended rest, you gain a +2 tarot bonus to your Will and a +2 tarot bonus to saving throws against conditions with the charm keyword. You suffer a -2 penalty to your Fortitude defense and a -2 penalty to saving against conditions with the Fear keyword. This effect ends after your next extended rest.
The Emperor
Until the end of your next extended rest, you gain a +2 tarot bonus to your Fortitude and a +2 tarot bonus to saving throws against conditions with the fear keyword. You suffer a -2 penalty to your Will defense and a -2 penalty to saving against conditions with the charm keyword. This effect ends after your next extended rest.
Both Empress and Emperor
If you have both The Empress and The Emperor Card, until the end of your next extended rest you gain a +2 tarot bonus your Will and Fortitude and Your speed is reduced by 1.
The Hierophant
Once during the day, before the end of your next extended rest you can choose to gain a +10 tarot bonus to one attack roll as a free action. Rolling a natural one in this way is not treated as an automatic miss.
The Lovers
Until the end of your next extended rest, whenever you end your turn adjacent to an enemy whose gender is opposite of your own, you are infatuated (save ends). While you are infatuated you are weakened and you suffer a -2 tarot penalty to attack rolls and grant combat advantage to that enemy.
The Chariot
Until the end of your next extended rest you gain a +1 tarot bonus to your speed and once per round you may shift as a minor action.
Strength
Choose one of the following effects: You gain a +2 tarot bonus melee attack rolls or you can choose to treat all Athletic checks to jump as if you had a running start. This effect ends after your next extended rest.
The Hermit
Until the end of your next extended rest, you gain a +4 tarot bonus to Insight and Perception and a -5 penalty to all Charisma-based skill checks.
The Wheel of Fortune
(1) Gain a +2 tarot bonus to your Fort until the end of your next extended rest.
(2) Gain a +2 tarot bonus to your Reflex until the end of your next extended rest
(3) Gain a +2 tarot bonus to your Will until the end of your next extended rest
(4)You gain a +2 tarot bonus to attack rolls until the end of your next extended rest.
(5) You suffer a -2 penalty to Fort until the end of you next extended rest.
(6) You suffer a -2 penalty to Reflex until the end of your next extended rest.
(7) You suffer a -2 penalty to Will until the end of your next extended rest.
(8) You suffer a -2 penalty to attack rolls until the end of your next extended rest.
(9) You gain a magic item (DM’s choice or random) equal to your level +1d4.
(10) Roll 1d8 for the first 8 effects. That effect now lasts for twice its normal duration.
Justice
All damage dice you roll are treated as half the maximum damage of that die. This effect ends after your next extended rest. (1d10 is treated as a 5)
The Hanged Man
Until your next extended rest, the first time you fall unconscious you cannot return to consciousness by any means until the end of the encounter. You do not make death saving throws while unconscious this way.
Death
When this card comes in to play, shuffle any other cards you have drawn back into the deck.
Those cards have no effect on you.
You suffer a -2 penalty to all defenses and saving throws and all enemy weapons gain Brutal 1 when dealing damage to you until the end of your next extended rest.
When you suffer a critical hit you are weakened (save ends).
Temperance
Whenever you regain hit points by any means other than regeneration, you regain additional hit points equal to half your level.
The Devil
Until your next extended rest you gain a +4 bonus to Initiative. You start each encounter dominated by the devil (save ends). While dominated, you are treated as being normally dominated by The Devil card, attacking the closest ally to you. You also gain +3 tarot bonus to all attack and damage rolls while dominated until your next extended rest.
The Tower
Until the end of your next extended rest, re-roll any natural roll of 20. Use the second result. If that second result is also a 20, the attack hits as normal and you are dazed. (save ends)
The Star
Once today before the end of your next extended rest, you may apply a +5 tarot bonus to any single d20 roll that you choose.
The Moon
This card may only be used after all other fates of cards have been decided. Choose one existing card with a negative effect that you are under. You share that effect to one ally of your choice.
The Sun
Once during the day, until the end of your next extended rest, you may choose to remove 1 card of your choice that you are affected by.
Judgment
Once today before the end of your next extended rest, you may choose to:
1. End one effect or disease that a save can end. If you are in an encounter when you use this, you are weakened until the end of your next turn.
2. When you fall unconscious you may choose to automatically stabilize. You may not make any death saving throws.
The World
You may choose one of the following:
(1) You gain a +2 tarot bonus to all attack and damage rolls until the end of your next extended rest.
(2) You also gain a +4 tarot bonus to all skill checks until the end of your next extended rest.
(3) You gain a +2 tarot bonus to all defenses until the end of your next extended rest.
(4) After the reading you can choose to have everyone shuffles their hands into the deck (except for this card) and redraws at least 2 cards. Ignore all previous effects and the reading begins again. You may choose 1 player other than yourself to be exempt from the reading.
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