System	
  Reference	
   Document	
  5.1 	
   216	
  
at	
  your	
  feet.	
  If	
  the	
  sword	
  has	
  no	
  unobstructed	
  path	
  
to	
  you,	
  it	
  moves	
  as	
  close	
  to	
  you	
  as	
  it	
  can	
  and	
  then	
  
falls	
  to	
  the	
  ground.	
  It	
  also	
  ceases	
  to	
  hover	
  if	
  you 	
  
grasp	
  it	
  or	
  move	
  more	
  than	
  30	
  feet	
  away	
  from	
  it. 	
  
Decanter of Endless Water 
Wondrous	
  item,	
  uncommon 	
  
This	
  stoppered	
  flask	
  sloshes	
  when	
  shaken,	
  as	
  if	
  it	
  
contains	
  water.	
  The	
  decanter	
  weighs	
  2	
  pounds. 	
  
	
   You	
  can	
  use	
  an	
  action	
  to	
  remove	
  the	
  stopper	
  and	
  
speak	
  one	
  of	
  three	
  command	
  words,	
  whereupon	
  an	
  
amount	
  of	
  fresh	
  water	
  or	
  salt	
  water	
  (your	
  choice)	
  
pours	
  out	
  of	
  the	
  flask.	
  The	
  water	
  stops	
  pouring	
  out	
  at	
  
the	
  start	
  of	
  your	
  next	
  turn.	
  Choose	
  from	
  the	
  
following	
  options: 	
  
• “Stream”	
  produces	
  1	
  gallon	
  of	
  water.
• “Fountain”	
  produces	
  5	
  gallons	
  of	
  water.
• “Geyser”	
  produces	
  30	
  gallons	
  of	
  water	
  that	
  gushe
s
forth	
  in	
  a	
  geyser	
  30	
  feet	
  long	
  and	
  1	
  foot	
  wide.	
  As	
  a
bonus	
  action	
  while	
  holding	
  the	
  decanter,	
  you	
  ca n
aim	
  the	
  geyser	
  at	
  a	
  creature	
  you	
  can	
  see	
  within	
  30
feet	
  of	
  you.	
  The	
  target	
  mu st	
  succeed	
  on	
  a	
  DC	
  13
Strength	
  saving	
  throw	
  or	
  take	
  1d4	
  bludgeonin g
damage	
  and	
  fall	
  prone.	
  Instead	
  of	
  a	
  creature,	
  you
can	
  target	
  an	
  object	
  that	
  isn’t	
  being	
  worn	
  or
carried	
  and	
  that	
  weighs	
  no	
  more	
  than	
  200	
  pounds.
The	
  object	
  is	
  either	
  knocked	
  over	
  or	
  pushed 	
  up	
  to
15	
  feet	
  away	
  from	
  you.
Deck of Illusions 
Wondrous	
  item,	
  uncommon 	
  
This	
  box	
  contains	
  a	
  set	
  of	
  parchment	
  cards.	
  A	
  full	
  
deck	
  has	
  34	
  cards.	
  A	
  deck	
  found	
  as	
  treasure	
  is	
  
usually	
  missing	
  1d20	
  −	
  1	
  cards. 	
  
	
   The	
  magic	
  of	
  the	
  deck	
  functions	
  only	
  if	
  cards	
  are	
  
drawn	
  at	
  random	
  (you	
  can	
  use	
  an	
  altered	
  deck	
  of	
  
playing	
  cards	
  to	
  simulate	
  the	
  deck).	
  You	
  can	
  use	
  an	
  
action	
  to	
  draw	
  a	
  card	
  at	
  random	
  from	
  the	
  deck	
  and	
  
throw	
  it	
  to	
  the	
  ground	
  at	
  a	
  point	
  within	
  30	
  feet	
  of	
  
you.	
  
	
   An	
  illusion	
  of	
  one	
  or	
  more	
  creatures	
  forms	
  over	
  
the	
  thrown	
  card	
  and	
  remains	
  until	
  dispelled.	
  An	
  
illusory	
  creature	
  appears	
  real,	
  of	
  the	
  appropriate	
  
size,	
  and	
  behaves	
  as	
  if	
  it	
  were	
  a	
  real	
  creature	
  except	
  
that	
  it	
  can	
  do	
  no	
  harm.	
  While	
  you	
  are	
  within	
  120	
  feet	
  
of	
  the	
  illusory	
  creature	
  and	
  can	
  see	
  it,	
  you	
  can	
  us e	
  an	
  
action	
  to	
  move	
  it	
  magically	
  anywhere	
  within	
  30	
  feet	
  
of	
  its	
  card.	
  Any	
  physical	
  interaction	
  with	
  the	
  illusory	
  
creature	
  reveals	
  it	
  to	
  be	
  an	
  illusion,	
  because	
  objects	
  
pass	
  through	
  it.	
  Someone	
  who	
  uses	
  an	
  action	
  to	
  
visually	
  inspect	
  the	
  creature	
  identifies	
   it	
  as	
  illusory	
  
with	
  a	
  successful	
  DC	
  15	
  Intelligence	
  (Investigation)	
  
check.	
  The	
  creature	
  then	
  appears	
  translucent. 	
  
	
   The	
  illusion	
  lasts	
  until	
  its	
  card	
  is	
  moved	
  or	
  the	
  
illusion	
  is	
  dispelled.	
  When	
  the	
  illusion	
  ends,	
  the	
  
image	
  on	
  its	
  card	
  disappears,	
  and	
  that	
  c ard	
  can’t	
  be	
  
used	
  again.	
  
Playing	
  Card	
   Illusion	
  
Ace	
  of	
  hearts	
   Red	
  dragon	
  
King	
  of	
  hearts	
   Knight	
  and	
  four	
  guards 	
  
Queen	
  of	
  hearts	
   Succubus	
  or	
  incubus 	
  
Jack	
  of	
  hearts	
   Druid	
  
Ten	
  of	
  hearts	
   Cloud	
  giant	
  
Nine	
  of	
  hearts	
   Ettin	
  
Eight	
  of	
  hearts	
   Bugbear	
  
Two	
  of	
  hearts	
   Goblin	
  
Ace	
  of	
  diamonds	
   Beholder	
  
King	
  of	
  diamonds	
   Archmage	
  and	
  mage	
  apprentice 	
  
Queen	
  of	
  diamonds 	
   Night	
  hag	
  
Jack	
  of	
  diamonds	
   Assassin	
  
Ten	
  of	
  diamonds	
   Fire	
  giant	
  
Nine	
  of	
  diamonds	
   Ogre	
  mage	
  
Eight	
  of	
  diamonds 	
   Gnoll	
  
Two	
  of	
  diamonds	
   Kobold	
  
Ace	
  of	
  spades	
   Lich	
  
King	
  of	
  spades	
   Priest	
  and	
  two	
  acolytes 	
  
Queen	
  of	
  spades	
   Medusa	
  
Jack	
  of	
  spades	
   Veteran	
  
Ten	
  of	
  spades	
   Frost	
  giant	
  
Nine	
  of	
  spades	
   Troll	
  
Eight	
  of	
  spades	
   Hobgoblin	
  
Two	
  of	
  spades	
   Goblin	
  
Ace	
  of	
  clubs	
   Iron	
  golem	
  
King	
  of	
  clubs	
   Bandit	
  captain	
  and 	
  three	
  bandits	
  
Queen	
  of	
  clubs	
   Erinyes	
  
Jack	
  of	
  clubs	
   Berserker	
  
Ten	
  of	
  clubs	
   Hill	
  giant	
  
Nine	
  of	
  clubs	
   Ogre	
  
Eight	
  of	
  clubs	
   Orc	
  
Two	
  of	
  clubs	
   Kobold	
  
Jokers	
  (2)	
   You	
  (the	
  deck’s	
  owner) 	
  
Deck of Many Things 
Wondrous	
  item,	
  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	
  