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THREE: +3 Weapon
When pulled, all weapons on you receive a +3 bonus to
attack and damage rolls.
Mischief: For any combat encounter, the first time a
creature is hit by this weapon, it takes no damage.
Instead, it gains a number of temporary hit points equal
to double the damage amount.
FOUR: +2 Armor
When pulled, any armor the player is wearing receives a
+2 bonus to AC.
Mischief: Damage dealt to a player wearing this armor
is increased by 50%
FIVE: +3 Armor
When pulled, any armor the player is wearing receives a
+3 bonus to AC.
Mischief: The first 3 attacks against the player wearing
this armor, in any combat encounter, has Advantage.
SIX: Familiar
When pulled, the card will transform into a familiar
(DMs discretion) that will follow the player and take
any of her commands. The familiar grants a +2 bonus to
perception checks and has the same attributes as the
player. The familiar will stay by your side until death
(even beyond the normal 3 days)
Mischief: Whenever the familiar takes damage, it must
make a Wisdom check (DC 11). On a failed check, it is no
longer the players familiar and will immediately begin
to attack the player until it (or the player) is dead. The
first time it makes an attack against the player, it gains
Advantage.
ACE: Experience
When drawn, the player immediately gains enough XP
to advance her to the next level.
JOKER: Wildcard
When drawn the player rolls a d20 and consults the
chart below.
1d20
1
2-3
4-5
6-9
10
11
12
13
14
15
16
17
18
19
20