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Deck of Illusions 5e

May 17, 2023

Deck of Illusions 5e

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 1d20 - 1 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.

Deck of Illusions

Playing Card Illusion
Ace of Hearts Red Dragon
King of Hearts Knight and Four Guards
Queen of Hearts Succubus or Incubus
Jack of Hearts Druid
Ten of Hearts Cloud Giant
Nine of Hearts Ettin
Eight of Hearts Bugbear
Two of Hearts Goblin
Ace of Diamonds Beholder
King of Diamonds Archmage and Mage Apprentice
Queen of Diamonds Night Hag
Jack of Diamonds Assassin
Ten of Diamonds Fire Giant
Nine of Diamonds Ogre Mage
Eight of Diamonds Gnoll
Two of Diamonds Kobold
Ace of Spades Lich
King of Spades Priest and Two Acolytes
Queen of Spades Medusa
Jack of Spades Veteran
Ten of Spades Frost Giant
Nine of Spades Troll
Eight of Spades Hobgoblin
Two of Spades Goblin
Ace of Clubs Iron Golem
King of Clubs Bandit Captain and Three Bandits
Queen of Clubs Erinyes
Jack of Clubs Berserker
Ten of Clubs Hill Giant
Nine of Clubs Ogre
Eight of Clubs Orc
Two of Clubs Kobold
Jokers (2) You (the deck's owner)

Commentary by Sam West, Twitter: @CrierKobold

The Deck of Illusions is a wild time for just an uncommon rarity item. You typically get 34-1d20-1 cards, and while most magic items don’t require outside props, this one recommends using an altered actual deck of playing cards to engage with its abilities! 

As an action, you can draw a random card from the deck and throw it to a space within 30 feet of you, conjuring into existence an illusion based on the drawn card. That illusion is of one or more creatures that act like a creature of that kind would act, and lasts indefinitely, or until the card is moved or the illusion is dispelled. You only get to use each card once, though, so choose wisely when you want this!

The best part of all this is you can control the illusion while you can see it within 120 feet as an action, making it akin to a Major Image spell. These illusions are obviously illusory, and thus can’t physically interact with stuff. They also can be investigated, revealing their illusory nature on a successful DC 15 Investigation check. 

Each illusion is also bound to a space within 30 feet of the card; once they’re there, they’re there for good. 

  • You can’t choose what creature you summon, but you can know what the contents of the deck are beforehand and your chances of getting specific cards. 

  • The creature’s summoned are of whatever size the creatures are in their Monster Manual stat blocks. Some of these are HUGE, which can lead to some interesting moments in confined spaces. 

  • The only duplicates in the deck are a pair of Jokers, that summon an illusory duplicate of deck owner. 

  • There are duplicate results as well, though, with both the Two of Spades and Two of Hearts conjuring a goblin and the Two of Clubs and Two of Diamonds conjuring a kobold.

  • Four of the cards conjure more than one illusory creature at once; the King of Hearts (a knight and four guards), the King of Diamonds (an archmage and a mage apprentice), the King of Spades (a priest and two acolytes), and the King of Clubs (a bandit captain and three bandits). 

  • Each kind of card tends to share a theme; Kings summon multiple creatures, tens all summon Giants, Queens summon traditionally effeminate creatures, and Nines conjuring large creatures just shy of Giant sizes.

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and are used according to the terms of the d20 System License version 6.0.
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