This deck of cards features a well dressed creature from a different profession or walk of life on each card.
As an action you can draw a card from the deck, changing all your clothing, but not your belongings, to match the creature on the card. This clothing fits well, no matter your race or build, and this change lasts until midnight, you draw another card, or
Suits and Sashes
Numbers are everyday professions, anything from a cobbler or a blacksmith to a clergy member or librarian. Faces are nobility or high ranking individuals. If you draw an Ace you can choose what your outfit is, even an exact match of another creature’s outfit you have seen before. Additionally, you gain a bonus while wearing this outfit based on the suit drawn.
Hearts. You have advantage on Charisma(Persuasion) checks and Wisdom(Insight) checks.
Diamonds. You have advantage on Charisma(Performance) checks and Intelligence(Arcana) checks.
Clubs. You have advantage on Charisma(Intimidation) checks and Strength(Athletics) checks.
Spades. You have advantage on Charisma(Deception) checks and Wisdom(Perception) checks.

This deck of sturdy playing cards have a beautiful abstract design and when inspecting them you can see an endless void through their suits. While counting or shuffling this deck it is easy to lose track of where you are. As an action you may draw a card and activate it by placing it against a vertical surface at least 5-foot square within reach. When activated a card opens up an interdimensional hallway. You can choose how for this hallway goes; For instance “until the other side of this wall”, or “250 feet”, however the maximum distance traveled is the value of the drawn card times 50 feet. Numbered cards’ values are equal to their number, while face and ace card values are 10 and 15 respectively. After a card is activated its suits fade. A faded card has a value of 2 when activated again, regardless of its actual number or type. Once all cards in the deck have been activated this item becomes a mundane deck of playing cards.
Interdimensional Hallways
Interdimensional hallways created by this deck are always one tenth the length on the inside as they are on the outside, so a 100 foot hallway would only take 10 feet to travel through. These hallways are not visible or tangible in any way from outside them except for the one-way doors at each end and last for one hour or until one of the doors is destroyed. If a door is destroyed before it collapses creatures in the hallway must make a DC 12 Dexterity Saving throw. On a failure they take 2d10 bludgeoning damage and are expelled out of the hallway from the closest door; However, on a critical failure the creature is transported to another plane or demiplane of the DM’s choice instead. On a success they take half as much damage and can choose which door they are expelled from.
This pouch of coarse yellow powder smells almost sickly sweet but has no noticeable taste. When dissolved into a liquid it keeps it from souring or going bad for an additional 3 days the first time it is added, but its effects are removed by
This pouch contains enough for up to 10 gallons of liquid.
This tarnished silver mask covers the bottom of your face and is heavily inlaid with turquoise and coral. This item has 12 charges and regains 2d6 expended charges each day at dawn.
Breath of the Deep
As an action while wearing this mask you can expend a charge to activate it, sealing it tightly to your face. For the next hour you can breathe normally in any environment, and you have advantage on Saving Throws made against harmful gases and vapors.
Tidal Pressure
As an action you can expend a number of charges to create a 30-foot sphere of brackish water, within 120 feet of you, for each charge spent. These spheres last for 10 minutes before evaporating. Any creature inside these spheres must make a DC 16 Strength check to move outside of the sphere.
Additionally, as an action you can expend a number of charges to target that many creatures inside the brackish spheres. Each targeted creature must make a DC 16 Strength saving throw as the water churns around them. On a failure, the target creature takes 4d10 bludgeoning damage and is Restrained. On a success they take half as much damage and are not Restrained. A Restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
This miniature keg is sealed with blue wax and filled with a pint of bitter ale. After drinking all the contents you gain several effects for the next hour.
- You can see into the Ethereal Plane out to a range of 120 feet as a blue haze.
- You can see Invisible creatures and objects outlined in a halo of yellow light.
- You have Tremorsense out to a range of 120 feet.
- You are Poisoned even if you would normally be immune to the condition.
Each minute you are Poisoned in this way you must make a DC 10 Constitution saving throw or become Stunned for the next minute as you are overwhelmed by everything you see. If the Poisoned condition is removed, or after one hour, you lose all the above effects and gain a level of exhaustion.
This stoppered flask sloshes with a cavernous echo as if its much larger than it appears and always weighs 2 pounds. As an action you can remove the stopper and pour out 1 gallon of fresh water. The water stops pouring out at the start of your next turn. The decanter holds 30 gallons of water in total, and can not be refilled by normal means.
This crystal orb is a matte white with no distinguishing factors whatsoever, and yet it has a mesmerizing quality when you gaze into it. While attuned to this orb you have advantage on saving throws against the spells
As an action you can touch a creature with the orb and force it to make a DC 18 Charisma saving throw. On a success they feel incredibly parched, but are otherwise unaffected. On a failure the target creature is transported to a demiplane of infinite desert. Each minute a creature trapped within the demiplane must make a DC 12 Constitution saving throw. On a failure they gain 1 level of exhaustion. On a success, or when they reach 3 or more levels of exhaustion, they are expelled from the demiplane and reappear in the nearest unoccupied space to where they left. Once used this feature can not be used again until your next long or short rest.
This piton is made of folded iron and confusingly heavy. It functions as a normal piton, however after 1 minute of contact with solid stone the rocks around it trembles and coalesces to form a stone foothold with no seams or cracks.
This dark pebble is etched with minute circular patterns and has a single ridge running around its circumference. When you hold it you feel as if the earth itself is whispering to you, suggesting you swallow the pebble to get closer to it and understand it better. When swallowed, you notice nothing at all for 1d4 days, until you feel a sudden chill and stiffening along your spine. Over the next few minutes your skin darkens and hardens. Fractured plates of stone grow from underneath your skin on your arms, ribs, and jutting along your spine across your back. You gain resistance to piercing, slashing, and lightning damage as well as tremorsense out to 30 feet. Additionally, as an action, if you put your ear to the ground and concentrate as if concentrating on a spell your tremorsense extends out to 500 feet until you move from that spot or lose concentration, whichever comes first.
Curse. Once your flesh has started turning to stone you have vulnerability to Thunder damage. Additionally, while within sight of your bound mountain (that the DM chooses) each morning you hear it whisper to you, calling you to it, and you must succeed on a DC 8 Wisdom saving throw or spend that day compelled to walk towards the base of the peak. This compulsion is not mind control, and you do nothing rash to follow it, but it is a constant distraction and pull while you are not trying to travel towards the mountains. These effects, including your skin’s appearance, can not be reversed except by a

This large metal tin opens to reveal a sticky dull-green paste. When applied to any surface besides metal or glass it easily sticks, and rapidly grows a thick layer of moss and other small plants. If you cover yourself with this paste after 1 minute you have a layer of natural camouflage that lasts up to a day before it falls off. There is enough paste in the tin to cover 4 small or medium creatures.
While covered in moss paste if you hold completely still in an area of heavy foliage you can not be seen unless the searching creature makes a successful DC 18 Wisdom(Perception) check, or is within 15 feet of you and has a Passive Perception of 15 or higher.
This simple red cylinder marked with a sun rune is named for the intense light it creates. You can light it as an action, and when lit it will fly into the sky before exploding in a flash, illuminating the landscape. For the next 10 minutes bright light is cast in a 100-foot-radius, 200-foot-high cylinder, and dim light for an additional 100 feet. This light is sunlight and dispels any darkness in its area that was created by a spell. Any oozes, undead, or fiends within this light have disadvantage on Constitution saving throws. Additionally, any fiend that starts their turn within the area of bright light takes 1d12 radiant damage.