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    Deck of Many Things 5e: Every Card, the Draw Odds and the 2024 Mysterious Deck

    The Deck of Many Things is a legendary wondrous item with no attunement: a deck of 13 cards (75 percent of decks) or 22, where you declare how many cards you'll draw and each card hits you with a permanent, campaign-sized effect. The 2024 rules rename it the Mysterious Deck and randomize it with a weighted d100 table. In a 13-card deck seven cards are big rewards (Wish spells, a keep, +2 to an ability score) and the rest range from a vengeful devil to your soul trapped in an object. Drawing one card is a reasonable gamble; drawing five is how characters retire.

    Table of Contents

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    Deck of Many Things Rules Text

    The 2024 Mysterious Deck card includes the Avatar of Death stat block for the Skull.

    Deck of Many Things

    2014 rules

    Wondrous item, legendary

    LegendaryNo attunement

    Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

    Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

    Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

    Playing CardCard
    Ace of diamondsVizier*
    King of diamondsSun
    Queen of diamondsMoon
    Jack of diamondsStar
    Two of diamondsComet*
    Ace of heartsThe Fates*
    King of heartsThrone
    Queen of heartsKey
    Jack of heartsKnight
    Two of heartsGem*
    Ace of clubsTalons*
    King of clubsThe Void
    Queen of clubsFlames
    Jack of clubsSkull
    Two of clubsIdiot*
    Ace of spadesDonjon*
    King of spadesRuin
    Queen of spadesEuryale
    Jack of spadesRogue
    Two of spadesBalance*
    Joker (with TM)Fool*
    Joker (without TM)Jester
    • Found only in a deck with twenty-two cards

    Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

    Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

    Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.

    Euryale. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.

    The Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

    Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

    Fool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

    Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

    Idiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

    Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

    Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

    Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

    Moon. You are granted the ability to cast the wish spell 1d3 times.

    Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.

    Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

    Skull. You summon an avatar of deathβ€”a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

    Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.

    Sun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.

    Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.

    Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.

    Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

    The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

    Avatar of Death

    Medium undead, neutral evil

    Armor Class 20

    Hit Points half the hit point maximum of its summoner

    Speed 60 ft., fly 60 ft. (hover)

    STRDEXCONINTWISCHA
    16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)16 (+3)

    Damage Immunities necrotic, poison

    Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious

    Senses darkvision 60 ft., truesight 60 ft., passive Perception 13

    Languages all languages known to its summoner

    Challenge β€” (0 XP)

    Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Turning Immunity. The avatar is immune to features that turn undead.

    Actions

    Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.

    Item text from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More legendary magic items.

    Mysterious Deck

    2024 rules

    Wondrous Item, Legendary

    LegendaryNo attunement

    Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck.

    Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

    Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)

    Table: Mysterious Deck

    1d100 (13-Card Deck)1d100 (22-Card Deck)Card
    β€”01–05Balance
    β€”06–10Comet
    β€”11–14Donjon
    01–0815–18Euryale
    β€”19–23Fates
    09–1624–27Flames
    β€”28–31Fool
    β€”32–36Gem
    17–2437–41Jester
    25–3242–46Key
    33–4047–51Knight
    41–4852–56Moon
    β€”57–60Puzzle
    49–5661–64Rogue
    57–6465–68Ruin
    β€”69–73Sage
    65–7274–77Skull
    73–8078–82Star
    81–8883–87Sun
    β€”88–91Talons
    89–9692–96Throne
    97–0097–00Void

    Each card's effect is described below.

    Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.

    Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect.

    Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards.

    Euryale. The card's medusa-like visage curses you. You take a βˆ’2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.

    Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

    Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

    Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws.

    Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet.

    Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.

    Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon.

    Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired.

    Moon. You gain the ability to cast Wish 1d3 times.

    Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

    Rogue. An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you.

    Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

    Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.

    Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.

    Star. Increase one of your ability scores by 2, to a maximum of 24.

    Sun. A magic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.

    Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.

    Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.

    Void. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.

    Avatar of Death

    Medium Undead, Neutral evil

    AC 20

    Initiative +3 (13)

    HP Half the HP maximum of its summoner

    Speed 60 ft., Fly 60 ft. (hover)

    AttributeScoreModSave
    Str16+3+3
    Dex16+3+3
    Con16+3+3
    Int16+3+3
    Wis16+3+3
    Cha16+3+3

    Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious

    Senses Truesight 60 ft., Passive Perception 13

    Languages All languages known to its summoner

    CR None (XP 0; PB equals its summoner's)

    Traits

    Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

    Actions

    Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up).

    Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.

    Item text from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. More legendary magic items.

    How the Deck of Many Things Works

    Declare first, then draw

    You name a number before the first draw. Each card takes effect when drawn; cards past your number do nothing. Each draw must come within 1 hour of the last, or every card you still owe flies out and takes effect at once, so there's no backing out.

    Three cards change the count. The Puzzle (Idiot in 2014) lets you draw one extra card and the Jester offers two extra draws as one of its choices; both are optional ("you can"). The Fool is not: in 2014 you discard it and draw again, both draws counting as one declared draw, and in 2024 you draw another card that doesn't count against your number. Donjon and Void both end your drawing.

    Cards come back, except two

    A drawn card disappears, then reappears in the deck, so the same card can come up twice. The Fool and the Jester don't return (2024: reroll if either comes up again).

    Who can draw, and how often

    Anyone holding the deck can draw, and it doesn't vanish after use. The text requires a declaration before drawing but never limits how many times a character declares. DM ruling: treat each character's first declaration as final, or a player can keep coming back until the Void stops them.

    Wish from the Moon card

    The Moon lets you cast Wish 1d3 times. These are castings of the spell, so its stress rule applies: any use beyond duplicating a spell of level 8 or lower carries a 33 percent chance you can never cast Wish again, which takes the remaining Moon wishes with it.

    Undoing the bad cards

    Fates erases one event as if it never happened and is the only cure besides a god for Euryale. Wish reveals where a Donjon prison or Void object is, but can't return a Void soul. Rogue ends only with Wish or divine intervention.

    Every Card: 2014 and 2024 Effects

    Cards marked * appear only in the 22-card deck. Vizier became Sage and Idiot became Puzzle in 2024.

    Card2014 playing card2014 effect2024 effect
    Balance*Two of spadesAlignment flips (lawful/chaotic, good/evil)Optional: +2 to one ability score (max 22) and -2 to another; can't lower a score of 5 or less
    Comet*Two of diamondsDefeat the next hostile monster or group alone and gain enough XP for a levelPick a foe when you roll Initiative; drop it to 0 HP yourself for Advantage on Death Saving Throws for 1 year
    Donjon*Ace of spadesImprisoned in an extradimensional sphere; gear stays behind; no more drawsSame prison, but gear goes with you and only Artifacts stay behind
    EuryaleQueen of spades-2 to saving throws until a god or the Fates card ends itSame
    Fates*Ace of heartsErase one event, any time before you dieSame
    FlamesQueen of clubsA powerful devil becomes your enemy until one of you diesSame
    Fool*Joker with trademarkLose 10,000 XP (never enough to lose a level), draw againDisadvantage on D20 Tests for 72 hours, draw again
    Gem*Two of hearts25 pieces of jewelry worth 2,000 gp each or 50 gems worth 1,000 gp eachSame
    Idiot / Puzzle*Two of clubsIntelligence drops by 1d4 + 1; may draw one extra cardIntelligence or Wisdom drops by 1d4 + 1; may draw one extra card
    JesterJoker without trademarkGain 10,000 XP or draw two extra cardsAdvantage on D20 Tests for 72 hours or draw two extra cards
    KeyQueen of heartsA Rare or rarer magic weapon you're proficient with, chosen by the GMSame, appearing on your person
    KnightJack of heartsA loyal 4th-level fighter of your race; you control themA loyal Knight of your alignment; build their name and backstory with the GM
    MoonQueen of diamondsCast Wish 1d3 timesSame
    RogueJack of spadesA secret NPC enemy; only Wish or divine intervention ends itSame
    RuinKing of spadesLose all wealth except magic items, including land and businessesSame
    SkullJack of clubsAn Avatar of Death attacks you; anyone who tries to help summons their ownOnly allies who damage it summon their own; it scales with your level
    StarJack of diamonds+2 to one ability score, max 24Same
    SunKing of diamonds50,000 XP and a random wondrous itemA magic item chosen by the GM, plus 10 Temporary Hit Points every dawn for life
    Talons*Ace of clubsEvery magic item you wear or carry disintegrates; Artifacts vanishSame
    ThroneKing of heartsPersuasion proficiency with double proficiency bonus, plus a keep full of monstersProficiency and Expertise in History, Insight, Intimidation or Persuasion, plus the monster-held keep
    Vizier / Sage*Ace of diamondsOne truthful answer, any time within a yearSame, minus the line about the answer coming with wisdom on how to apply it
    VoidKing of clubsSoul trapped in a guarded object; body incapacitated; no more drawsSame, but the body is inert, stops aging and needs no food, air or water

    Draw Odds: How Risky Is Each Card?

    In 2014 every card is equally likely: 1 in 13 (7.7 percent) or 1 in 22 (4.5 percent). The 2024 table weights them. In the 13-card deck the Void covers 97-00 (4 percent) and the other twelve cards cover eight numbers each (8 percent). In the 22-card deck twelve cards get 5 percent and ten get 4 percent; Donjon, Skull, Talons and Void are all in the 4 percent group.

    13-card deck20142024
    Good: Jester, Key, Knight, Moon, Star, Sun, Throne7 of 13 (54%)56%
    Bad but survivable: Euryale, Flames, Rogue, Ruin, Skull5 of 13 (38%)40%
    The Void1 of 13 (7.7%)4%

    Cards return to the deck, so each draw is independent (ignoring the Jester leaving). The chance of at least one Void is 1 minus the chance of missing it every time:

    Cards declared2014 Void chance2024 Void chance
    17.7%4%
    321% (1 - (12/13)Β³)11.5% (1 - 0.96Β³)
    533%18.5%

    To run the 2024 deck, roll 1d100 on the dice roller and read the table. The playing-card method the 2014 text suggests gives every card equal odds, so it doesn't match the 2024 weights.

    The Skull and the Avatar of Death

    The Skull summons an Avatar of Death: AC 20, Speed 60 feet and Fly 60 feet (hover), Hit Points equal to half your Hit Point maximum, immune to Necrotic and Poison damage. Its Reaping Scythe needs no attack roll. Each hit deals 7 (1d8 + 3) Slashing plus 4 (1d8) Necrotic, 11 on average.

    • β€’2014: one scythe per turn, 11 damage a round.
    • β€’2024: a Multiattack of scythes equal to half your Proficiency Bonus, rounded up: one at levels 1-4, two at levels 5-12 (22 a round), three at level 13 and up (33 a round).

    Worked example (2024): a 9th-level character with 80 Hit Points and +9 to hit faces an avatar with 40 HP. Against AC 20 they hit on an 11 or higher, 50 percent. Taking 22 a round, they hit 0 HP during the fourth round, after which every hit adds a Death Saving Throw failure. A creature slain by the avatar can't be restored to life.

    Help works differently in each edition. In 2014, anyone who "tries to help you" summons their own avatar, and the avatar warns everyone you must win alone. That isn't limited to attacks: healing or buffing you counts. In 2024, only an ally who deals damage to the avatar summons one, so healing and buffs are safe, and each of you can summon only one avatar.

    Deck of Many Things: 2014 vs 2024

    2014 Deck of Many Things2024 Mysterious Deck
    RandomizingEqual odds; altered playing cards workd100 table with weighted odds
    Void in a 13-card deck7.7% per draw4% per draw
    XP cardsComet, Fool, Jester and Sun give or take XPNo XP: Fool and Jester give 72 hours of Disadvantage or Advantage; Comet and Sun have new rewards
    SkullOne hit a round; anyone who helps summons an avatarHits scale with your level; only allies who deal damage summon one
    ValueNo price in the SRD200,000 GP (legendary)

    What this means at the table:

    • β€’The 2024 deck works with milestone leveling. No card depends on XP. A 2014 Comet or Sun at a milestone table has no rule to fall back on; DM ruling: a level for Comet, and treat the Sun's 50,000 XP as a level or two depending on where the character stands.
    • β€’Balance and Fool stopped wrecking characters. An alignment flip became an ability trade you can refuse, and losing 10,000 XP became three bad days.
    • β€’Skull got deadlier at high level. A 13th-level character takes three automatic hits a round instead of one.

    Is the Deck of Many Things Worth It?

    For one card from a 13-card deck, yes, if the character can live with a recurring enemy. More than half the outcomes are permanent gains: +2 to an ability score past 20, a keep, 1d3 Wish spells, a loyal Knight (a CR 3 Knight in 2024). Euryale, Flames, Rogue and Ruin are story problems, not death sentences. Each extra card is another 4 to 7.7 percent chance at the Void.

    When it's a trap:

    • β€’Drawing with your magic items on you. In a 22-card deck, Talons disintegrates every magic item you wear or carry. Hand your gear to someone first.
    • β€’Drawing while rich. Ruin takes all non-magical wealth, including land and businesses, and the documents proving you owned them.
    • β€’Declaring many cards to fish for the Moon. The Moon is one card in thirteen; the Void and the Skull are two.

    Running the Deck of Many Things for DMs

    Prepare before it appears. Have a devil ready for Flames (a Pit Fiend at high level, a lesser devil earlier), an NPC for Rogue, a monster-held keep for Throne, and a guarded place for the Void object. Donjon and Void rescues are adventures; outline them.

    Talons and the deck itself. The deck is a magic item. If the drawer is holding or carrying it when Talons comes up, it disintegrates with everything else, which ends the deck's run.

    Pricing. 200,000 GP in the 2024 SRD; the 2014 SRD gives no price. For a tamer legendary reward, browse the legendary item list or roll one with the magic item generator. Don't confuse this deck with the Deck of Illusions, an uncommon item whose cards only create illusions.

    Hooks.

    • β€’A noble's heir drew the Void at a feast. The family will pay anyone who finds the object holding the heir's soul, and they still have the deck.
    • β€’A cult keeps a 22-card deck and makes each initiate draw one card. Its leaders are the survivors.
    • β€’The keep a Throne card grants once belonged to someone who drew Donjon decades ago and is still in a sphere somewhere.

    Who drew what, and which NPC is secretly hostile, is easy to lose track of. Loreify records the session and keeps the recap, every card included.

    Frequently Asked Questions

    Does the Deck of Many Things require attunement?

    No. It's a legendary wondrous item with no attunement in both editions, so anyone holding it can declare and draw.

    What is the worst card in the Deck of Many Things?

    The Void: your soul is trapped in a guarded object and you draw no more cards. Wish can reveal where the object is but can't return your soul. The Skull can be worse in practice, because a creature slain by the Avatar of Death can't be restored to life.

    What is the Mysterious Deck in D&D 2024?

    It's the 2024 version of the Deck of Many Things in SRD 5.2.1. It uses a weighted d100 table, removes every XP effect and the alignment-flipping Balance card, and renames the Vizier and Idiot to Sage and Puzzle.

    How many cards should you draw from the Deck of Many Things?

    One, if you draw at all. One card from a 13-card deck has a 7.7 percent chance of being the Void in 2014 (4 percent in 2024); three cards raise that to about 21 percent (11.5 percent in 2024).

    How much is the Deck of Many Things worth?

    200,000 GP under the 2024 SRD, the value of any legendary magic item. The 2014 SRD gives no price.

    Can you draw from the Deck of Many Things more than once?

    The text doesn't forbid it: cards return to the deck, the deck doesn't vanish after use, and nothing limits how many times you declare. Whether a character may come back for a second batch is the DM's call.


    Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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