TEXT: 1/24/2019
  Deck of Many Things | GM Binder
  https://www.gmbinder.com/documents/print/-LWy8PfNGYt8FH-eASvk
  1/2
  Deck of Many Things
  Deck of Many Things
  Wondrous Item, Major, Legendary
  Wondrous Item, Major, Legendary
  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 Card
  Card
  Ace of diamonds
  Vizier*
  King of diamonds
  Sun
  Queen of diamonds
  Moon
  Jack of diamonds
  Star
  Two of diamonds
  Comet*
  Ace of hearts
  The Fates*
  King of hearts
  Throne
  Queen of hearts
  Key
  Jack of hearts
  Knight
  Two of hearts
  Gem*
  Ace of clubs
  Talons*
  King of clubs
  The Void
  Queen of clubs
  Flames
  Jack of clubs
  Skull
  Two of clubs
  Idiot*
  Ace of spades
  Donjon*
  King of spades
  Ruin
  Queen of spades
  Euryale
  Jack of spades
  Rogue
  Two of spades
  Balance*
  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. 
  A Question of Enmity
  Two of the cards in a deck of many things can earn
  a character the enmity of another being. With the
  Flames card, the enmity is overt. The character
  should experience the devil's malevolent efforts on
  multiple occasions. Seeking out the fiend shouldn't
  be a simple task, and the adventurer should clash
  with the devil's allies and followers a few times
  before being able to confront the devil itself. 
    In the case of the Rogue card, the enmity is secret
  and should come from someone thought to be a
  friend or an ally. As Dungeon Master, you should
  wait for a dramatically appropriate moment to
  reveal this enmity, leaving the adventurer guessing
  who is likely to become a betrayer.
  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.
  
  1/24/2019
  Deck of Many Things | GM Binder
  https://www.gmbinder.com/documents/print/-LWy8PfNGYt8FH-eASvk
  2/2
  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 DM 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 DM'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 death-a ghostly humanoid
  skeleton clad in a tattered black robe and carrying a spectral
  scythe. It appears in a space of the DM'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
  DM 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 DM'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
  Avatar of Death
  Medium, undead, neutral evil
  Armor Class 20
  Hit Points Half the hit point maximum of its
  summoner
  Speed 60ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) Cha (+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 — (0XP)
  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.
  
  https://www.gmbinder.com/documents/print/-LWy8PfNGYt8FH-eASvk
  3/5
  
  https://www.gmbinder.com/documents/print/-LWy8PfNGYt8FH-eASvk
  3/5
  
  https://www.gmbinder.com/documents/print/-LWy8PfNGYt8FH-eASvk
  3/5
  
  https://www.gmbinder.com/documents/print/-LWy8PfNGYt8FH-eASvk
  3/5
  
  https://www.gmbinder.com/documents/print/-LWy8PfNGYt8FH-eASvk
  3/5
  
  https://www.gmbinder.com/documents/print/-LWy8PfNGYt8FH-eASvk
  3/5
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Core/Deck of Many Things.pdf