The Deck of Many Things has been a player-favorite item in since 1975. With the release of, Wizards of the Coast has added 44 new cards to the classic magic item. The cards drawn from the deck can create game-changing effects, both positive and negative, or they might simply be quirky novelties the party will laugh at later on. That kind of random chance is why the Deck of Many Things has endured almost fifty years.
The new cards that Wizards of the Coast has added to the game in most often produce positive effects, and this is by design. The designers want the book to be approachable by new players without fearing their characters will be penalized or even killed because of luck of the draw. That's not to say that the new cards are all without risk, either. Good or bad consequences, there are some really exciting new cards in the 5e Deck of Many Things.
The Path card is one of the simple benefits that is new to the deck. The character gains 10 ft. of movement speed permanently. This kind of perk is usually saved for feats and class abilities, so gaining a likely 33% movement speed increase is incredible. If a monk or rogue happens to draw the Path card, they're going to be able to make it from one side of the battlefield to another in no time at all.
Drawing the Celestial card will cause the character to grow a pair of feathery, angelic wings. They will also gain a flying speed of 30 ft. This card can definitely be game-breaking in some campaigns, as flying is one ability that some DMs ban from their tables. If that's the case, then DMs might want to remove the option of the Celestial card from the Deck, but if it's acceptable, then this card is one of the most fun and interesting ones a player can draw.
The Fiend card
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