The Deck of Many Things has been a staple of for almost 40 years. When a character draws a card, a magical effect occurs. Some are peaceful and beneficial, and some are powerful enough to disrupt the session, if not the entire campaign.
for DnD 5e introduced dozens of additional cards to the game for the first time in decades. Most of them are boons to the party, but more than a few of them can cause tumult like many of the original cards. DMs can choose which cards to include in the Decks their players draw from, and if they're more chaotically aligned, the more likely a game-changing card will be shuffled in.
Related: D&D: 10 Best New Cards From The Deck Of Many Things 5e
The Key card in The Deck of Many Things will give the player the ability to teleport. The card reads, "" Depending on the DM's interpretation of the rules, the Key card can give a player a single teleport immediately, which can cause chaos in many situations by having a character suddenly disappear and reappear elsewhere. The DM could also interpret this as a learned ability, like the spell that the player can use at will since the card gives no indication of usage limits. A rogue or barbarian with unlimited teleports could cause unimaginable chaos in the right hands.
The namesake of the skull helm magical item from , the Skull card summons the avatar of death within 10 feet of the character, and it immediately begins to attack. It fights to the death, either the player's or its own. If any other party members join in, a new avatar of death appears to kill them, too. The creatures must be fought alone; if anyone dies by the summoned avatar, they can't be restored to life by any means.
Turning into an animal without warning would surprise just about
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