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CORE RULES · v5.7
Equipment
AbracadabrusAbsorbing TattooAll-Purpose ToolAmethyst LodestoneAmmunition, +1, +2, or +3Amulet of the Black SkullAmulet of the DevoutAmulet of the PlanesAnimated ShieldAntimagic ArmorArcane CannonArcane GrimoireArcane Propulsion ArmArmor of SafeguardingArmor, +1, +2, or +3Arrow of SlayingBag of DevouringBaleful TalonBattle Standard of Infernal PowerBlade of the MedusaBlast ScepterBloodaxeBloodseeker AmmunitionBloodshed BladeBloodwell VialBobbing Lily PadBoots of HasteBow Of MelodiesBracelet of Rock MagicCandle of InvocationCape of EnlargementCarpet of FlyingCataclysm BoltsCauldron of RebirthChime of ExileChronolometerCloak of ArachnidaClockwork ArmorConch of TeleportationConstantori's PortraitCorecut DaggerCrown Of Whirling CometsCrystal BallCrystalline ChronicleDancing SwordDeck Of DimensionsDeck Of Wild CardsDemon ArmorDevastation OrbDimensional LoopDispelling StoneDragon Scale MailDragonhide BeltDuskcrusherDwarven PlateDwarven ThrowerDyrrn's Tentacle WhipEfreeti BottleEldritch StaffFar GearFate Cutter ShearsFish SuitFlying Citadel HelmFool's BladeForcebreaker WeaponFrost BrandGhost Step TattooHammer of Runic FocusHelm of BrillianceHelm of Devil CommandHeward's Hireling ArmorHorn of ValhallaHorned RingHorseshoes of a ZephyrHunter's CoatIllusionist's BracersIngot of the Skold RuneKyrzin's OozeLast Stand ArmorLifewell TattooLiving ArmorLord's EnsembleLucent DestroyerManual of Bodily HealthManual of Gainful ExerciseManual of GolemsManual of Quickness of ActionMindblasting CapMindguard CrownMirror of Infinite TranspondenceMirror of Life TrappingMirror of Reflected PastsMistral MantleMoon SickleMudslick TowerNavigation OrbNimbus CoronetNine Lives StealerNolzur's Marvelous PigmentsOathbowOil of SharpnessOrb of the VeilOrnithopter of FlyingPennant of the Vind RunePeregrine MaskPolymorph BladePotion of FlyingPotion of InvisibilityPotion of LongevityPotion of PossibilityPotion of SpeedPotion of VitalityRaven's SlumberReincarnation DustRhythm Maker's DrumRing of AmityRing of Red FuryRing of RegenerationRing of Shooting StarsRing of TelekinesisRobe of Scintillating ColorsRobe of StarsRod of AbsorptionRod of AlertnessRod Of Hellish FlamesRod of SecurityRod of the Pact Keeper, +1, +2, +3Rotor of ReturnRuidium ArmorRuidium ShieldRuidium WeaponSanctum AmuletSapphire BucklerScimitar of SpeedShard of the Ise RuneShield of the Uven RuneShield, +1, +2, +3Skull HelmSling Bullets of AlthemoneSpeaking StoneSpear of BackbitingSpellguard ShieldStaff of DunamancyStaff of FateStaff of FireStaff of FrostStaff of PowerStaff of StrikingStaff of Thunder and LightningSteelStonemaker War PickSword of SharpnessSword of the ParunsTasha's Creeping KeepboatThunderbussTidecaller TridentTimepiece of TravelTinkertop Bolt Blaster 1000Tome of Clear ThoughtTome of Leadership and InfluenceTome of UnderstandingVoyager StaffWand of PolymorphWand of the War MageWatchful HelmWeapon of Throne's CommandWeapon, +1, +2, or +3Wheel of StarsWyrmreaver Gauntlets
Wondrous Item · Very Rare

Deck Of Wild Cards

Source: The Book of Many Things
Wondrous Item, very rare

This deck of heavy vellum cards hums with the magic of the Elemental Chaos.

The magic of the deck functions only if cards are drawn at random (a deck of real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals slashing damage and imposes a magical effect determined by its suit, as detailed in the Deck of Wild Cards table. The card immediately returns to the deck after it hits or misses a target.

Deck of Wild Cards

d4SuitEffect
1♣️ (Rods)The card explodes in a burst of fire. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take fire damage.
2♦️ (Coins)The card shoots streaks of lightning. The target must make a DC 15 Dexterity saving throw. On a failed save, the target has the blinded condition until the end of your next turn, and each creature within 10 feet of the target takes lightning damage.
3♥️ (Cups)The card covers the target in a thick layer of ice. The target takes cold damage and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn.
4♠️ (Swords)The card unleashes a sharp, concussive blast. The target and each creature within 5 feet of it take force damage and must succeed on a DC 15 Strength saving throw or have the prone condition.