This deck of playing cards has a charred purple color almost as if it was put through a dying process. The stranger part of them though is that they all have 1 or more holes punched straight through them. After studying the cards for a long or short rest you figure out that the holes correspond to how strong the magic of the card is. Each numbered card has a number of holes punched in it equal to half its value rounded down. Face cards all have 5 holes, but aces are different. They only have a single hole, and its much larger than any of the other cards’ holes.
As an action you may draw a card and choose to either activate it or return it to the bottom of the deck. If you activate it you may create a number of 10 foot wide 10 foot deep extradimensional holes, within 60 feet of you, equal to to the number of holes on the card. If you so choose you can make any pit you have already created 10 feet deeper instead of creating a new pit.
The exception to the rules are the aces. When you activate an ace you may only create a single hole, but the hole is 20 feet wide and 2d4 x 10 feet deep. These holes can only be made deeper with another ace card.
Properties of the Holes
The space within these holes exist on separate demi-planes so they do not affect structural integrity or create open passages. Each minute after a pit is created it gets 10 feet shorter until it doesn’t exist at all or until you activate the card again. If you activate the card again the extradimensional space collapses and everything within the hole is rapidly expelled through the hole(s) in the card. Creatures that are expelled in this way take 2d10 bludgeoning damage. Once a card is used to create a hole any holes punched in it disappear and it becomes a mundane, albeit still purple, playing card.
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 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 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 cheery red pouch has 4d6+4 chalky white pellets in it when you find it. If you cup one or more pellets in your hands and concentrate on them while imagining a taste of a specific food or ingredient they will change color to match that food. The longer you concentrate the stronger the color, and flavor, becomes. When ground or crushed the aroma of the imagined food fills the air, and the resulting powder from the crushed bead tastes exactly as you imagined it.
The flavors you can create are limited only by your imagination, but if your memory or imagination are not clear enough the flavor you get may be of poor quality.
This mahogany grinder has a simple oak inlay and is smooth from use. When the handle is turned new well ground fresh spices come out as you would expect, but it seems like it’s never the same spice twice.
This grinder has 3 charges and it regains all charges on a short rest.
You can turn the handle of the grinder either clockwise or counterclockwise, expending a charge each time you do so. When the handle is turned roll 1d10 to determine the spice that is ground. Clockwise, and the spices nicely fall from the grinder with no special effects. Counter-clockwise and after a small delay large shards of spices spew from the mouth of grinder up to 15 feet away affecting anything they hit in strange ways. You can make an ranged attack against a creature within range and on a hit the spice effect takes place. If you have multiple attacks this replaces one of them.
- Salt.The target creature takes 1d4 Piercing damage and is compelled to attack you with its next attack.
- Peppercorn. The target takes 1d4 Fire damage and 1d4 Piercing damage from the spicy shards.
- Paprika. The target feels a burning sensation and must succeed an Intelligence saving throw DC 12 or use their next action to try to “put out the fire”.
- Nutmeg. The target must make a Wisdom saving throw DC 12 or be Charmed for the next minute or until they take damage.
- Thyme. Spines of dried thyme pierce the target doing 1d10 Piercing damage.
- Oregano. A small 5 foot cloud of oregano forms around the target Blinding them until the end of their next turn or until they move out of the cloud.
- Cloves. Whole cloves pummel the target, dealing 1d10 Bludgeoning damage.
- Ginger. The target creature is overcome by the zing of ginger and must use their reaction to move 5 feet in any direction if they are able to move.
- Mint. The creature feels an immense chill surround them. They take 1d8 Cold damage.
- All Spice. The aroma is almost overwhelming. Roll twice on this table, if a 10 is rolled again you must re-roll that result. This effect only consumes 1 charge.
This appears to be a normal deck of red backed playing cards, but if you inspect it closely there is a faint aroma of spices and the pattern on the cards is tiny mixing bowls, spoons, and aprons. These cards are never in the order you remember, as if they magically shuffle themselves when you arent looking. If a creature has Truesight they can see that each of these cards is in fact a spice or ingredient that has been manipulated to function as a playing card.
As a bonus action you can draw a card from the deck and consume it, return it to the deck, or give it to another creature. If you give it to another creature they may consume the card as a bonus action on their turn if they so choose. When you first put it into your mouth all you can taste is the bitterness of inked paper until suddenly flavor explodes over your tongue.
1: The flavor, it is indistinguishable. It is as if all the others have mixed together in the worst way. You spend the next turn wretching and can not take a reaction for the next minute. If you can handle this though, you can handle anything. For the next 10 minutes you can not taste anything, you are immune to the Poisoned effect, and are resistant to Poison damage.
2-3: Chili, cayenne, or pepper. You have never tasted spice this strong before, you take 1d4 fire damage and your mouth nearly glows it is so hot. For the next 10 minutes you can not burn your tongue while eating or drinking, any creature that you bite takes an additional 1d10 fire damage, and you do not feel full while drinking liquids.
4-5: Peppermint or spearmint. The fresh taste seems to spread, tingling over your whole body. For the next hour your movement speed increases by 15, but everything that you touch is cold, and almost feels electric. You are vulnerable to Lightning and Cold damage for the duration.
6-7: Garlic. The intensity of garlic emanates not just from your mouth but your entire body. For the next day you have disadvantage to any Charisma checks you make while talking to people, but undead will not willingly move within 10 feet of you. Additionally, as a bonus action you can make a breath attack against a creature within 5 feet and that that creature must make a DC 14 Constitution saving throw or take 1d12 Poison damage. This deals 3d12 Poison damage to vampires and vampire spawn.
8-9: Oregano and Sage. The earthy flavors bring you a sense of immense earthly wisdom. For the next hour you have advantage on all Intelligence and Wisdom checks and saves, however for some reason your vision goes fuzzy. For the duration creatures and objects farther than 30 feet away are considered heavily obscured for you.
10: Allspice. The flavors have melded in a pleasant and well refined joy to the tongue. You feel your mind relax and transcend your mortal restraints. Your exhaustion level is reduced to 0, and for the next minute you are proficient in all skills and saving throws.
This pen does not have a feather and requires no refill from an inkwell. In fact it would only be considered a pen in name and function, most would not recognize it as a pen at all. It appears to be a thin metal rod the length of a man’s hand and decorated with gold inlay. To attune to this pen you must write your true name, not an alias or nickname, 100 times on a piece of parchment or paper using this pen.
While attuned to this pen you may summon it into your hand at any time as an action, and you know the cantrip
This rawhide necklace has three hands carved from malachite hung between onyx beads. While attuned to this item you are able to cast
This box contains 15 black ivory cards. The deck contains 3 cards each of Spiked Gauntlet, Hand of Death, and Stone Fist as well as 6 Strong Hand cards. You may randomly draw a card as an action or bonus action and throw it into the air, forming a floating disembodied hand depending on the card. Each hand lasts 1 hour, until dismissed as an action, or otherwise specified. When their time runs out or they are dismissed their respective card reappears in the deck. These hands move with you, slowly floating around you waiting for commands, and can move up to 30 feet from you. These hands can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, but can not activate magical items. When a hand makes an attack it does so with your proficiency modifier and if applicable, your spellcasting ability.
Army of Hands
As an action you can command up to three hands currently floating around you to do anything they are able to as long as it is within within 30 feet from you. If you are not a spellcaster your spellcasting ability for the sake of using this item is your constitution.
Strong Hand. This large hand can carry up to 30 pounds. If commanded to it can attempt to shove a creature of medium size or smaller within range. It does so using your proficiency and spellcasting modifier as it’s bonus. On a successful shove it dissipates and it’s card reappears in the deck.
Spiked Gauntlet. This armored hand has spikes on its knuckles and can carry up to 10 pounds. If commanded to it can make a melee spell attack against a creature within range. On a hit it deals 1d4 magical piercing damage and dissipates, it’s card returning to the deck. The damage dealt by this hand increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). On a hit it crumbles and it’s card reappears in the deck.
Hand of Death. This ghostly skeletal hand is too fragile to carry anything with significant weight. If commanded to it can make a melee spell attack against a creature within range. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Additionally, the hand shatters and it’s card reappears in the deck. The damage dealt by this hand increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Stone Fist. This rough stone hand can carry up to 10 pounds, and is too clumsy to manipulate tiny or fragile objects. As a reaction to any ranged, melee, or spell attack being made against a creature within range you can command one of these hands to block it. The attack is completely blocked, the fist shatters, and it’s card reappears in the deck.