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CORE RULES · v5.7
Equipment
Adamantine ArmorAdaptive HelmAlchemy JugAlchemy Jug (Blue)Alchemy Jug (Orange)Amulet of Proof Against Detection and LocationAmulet of the DrunkardArmor Of Fungal SporesArmor Of The FallenArmor Of WeightlessnessBag Of BountyBag of HoldingBag of TricksBalance of HarmonyBalloon PackBanshee's VeilBilgewater CutlassBlasted GogglesBlood of the Lycanthrope AntidoteBlood SpearBloodrage GreataxeBoomerang ShieldBoots of ElvenkindBoots of Striding and SpringingBoots of the VigilantBoots of the WinterlandsBottled BreathBracers of ArcheryBrooch of Living EssenceBrooch of ShieldingBroom of FlyingCap of Water BreathingCard Sharp's DeckCirclet of BlastingCirclet of Human PerfectionCloak of ElvenkindCloak of ProtectionCloak of the Manta RayCoiling Grasp TattooCracked DriftglobeCursed LuckstoneDecanter of Endless WaterDeck of IllusionsDeck Of MiscellanyDeck Of WonderDried LeechDriftglobeDust of CorrosionDust of DeliciousnessDust of DisappearanceDust of DrynessDust of Sneezing and ChokingEarwormEcho StoneEldritch Claw TattooElemental GemEmerald PenEversmoking BottleEyes of CharmingEyes of Minute SeeingEyes of the EagleFabulist GemFeywild ShardFinder's GogglesFlask of Perpetual BoozeGauntlets of Ogre PowerGem of BrightnessGlamerweaveGlove of BlastingGloves of Missile SnaringGloves of Swimming and ClimbingGloves of ThieveryGoggles of NightGoggles of Object ReadingGuardian EmblemGuild SignetHarkon's BiteHat of DisguiseHeadband of IntellectHellfire WeaponHelm of Comprehending LanguagesHelm of TelepathyHelm of Underwater ActionHouse Of CardsImmovable RodInfernal Puzzle BoxInquisitive's GogglesInsignia of ClawsJavelin of LightningKeoghtom's OintmentLantern of RevealingLiving GlovesLorehold PrimerMariner's ArmorMask of the BeastMedallion of ThoughtsMind Carapace ArmorMithral ArmorMizzium ApparatusMummy Rot AntidoteNature's MantleNecklace of AdaptationNight CallerOil of SlipperinessPaper BirdPearl of PowerPeriapt of HealthPeriapt of Wound ClosurePhilter of LovePipes of HauntingPipes of the SewersPiwafwiPixie DustPlate Of Knight's FellowshipPortal CompassPotion of AdvantagePotion of Animal FriendshipPotion of Fire BreathPotion of GrowthPotion of PoisonPotion Of PolychromyPotion of Psionic FortitudePotion of ResistancePotion of Water BreathingPrismari PrimerPropeller HelmPsi CrystalPyroconvergerQuandrix PrimerQuiver of EhlonnaRing of JumpingRing of Mind ShieldingRing of ObscuringRing Of Puzzler's WitRing of SwimmingRing of the OratorRing of Truth TellingRing of WarmthRing of Water WalkingRings of Shared SufferingRobe of SerpentsRobe of Useful ItemsRod of Mercurial FormRod of RetributionRope of ClimbingSaddle of the CavalierSeeker DartSending StonesSensory StoneSentinel ShieldSerpent Scale ArmorShatterspikeShield Of The TortoiseSilverquill PrimerSkyblinder StaffSling Of Giant FellingSlippers of Spider ClimbingSmokepowderSoul CoinSpies' MurmurStaff of the AdderStaff of the PythonStone of Good Luck (Luckstone)Stone of Ill LuckStorm BoomerangSword of VengeanceThessaltoxin AntidoteTrident of Fish CommandWand of EntangleWand of Magic DetectionWand of Magic MissilesWand of SecretsWand of WebWeapon of WarningWheel of Wind and WaterWildspace OrreryWind FanWinged AmmunitionWinged BootsWingwearWitherbloom Primer
Wondrous item · Uncommon

Deck of Illusions

Source: Dungeon Master's Guide
Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Playing CardIllusion
Ace of heartsRed dragon
King of heartsKnight and four guards
Queen of heartsSuccubus or incubus
Jack of heartsDruid
Ten of heartsCloud giant
Nine of heartsEttin
Eight of heartsBugbear
Two of heartsGoblin
Ace of diamondsBeholder
King of diamondsArchmage and mage apprentice
Queen of diamondsNight hag
Jack of diamondsAssassin
Ten of diamondsFire giant
Nine of diamondsOgre mage
Eight of diamondsGnoll
Two of diamondsKobold
Ace of spadesLich
King of spadesPriest and two acolytes
Queen of spadesMedusa
Jack of spadesVeteran
Ten of spadesFrost giant
Nine of spadesTroll
Eight of spadesHobgoblin
Two of spadesGoblin
Ace of clubsIron golem
King of clubsBandit captain and three bandits
Queen of clubsErinyes
Jack of clubsBerserker
Ten of clubsHill giant
Nine of clubsOgre
Eight of clubsOrc
Two of clubsKobold
Jokers (2)You (the deck's owner)