System Reference Document 5.2.1
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Mithral Armor
Armor (Any Medium or Heavy, Except Hide Armor), 
Uncommon 
Mithral is a light, flexible metal. Armor made of this 
substance can be worn under normal clothes. If the 
armor normally imposes Disadvantage on Dexterity 
(Stealth) checks or has a Strength requirement, the 
mithral version of the armor doesn’t.
Mysterious Deck
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 thirteen cards, but 
some have twenty-two. Use the appropriate column 
of the Mysterious Deck table when randomly deter -
mining cards drawn from the deck.
 Before you draw a card, you must declare how 
many cards you intend to draw and then draw them 
randomly. Any cards drawn in excess of this num -
ber 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 pre -
vious 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 disappears. Unless the 
card is the Fool or Jester, the card reappears in the 
deck, making it possible to draw the same card 
twice. (Once the Fool or Jester has left the deck, re -
roll on the table if that card comes up again.)
Mysterious Deck
1d100  
(13-Card 
Deck)
1d100  
(22-Card 
Deck)
 
Card
— 01–05 Balance
— 06–10 Comet
— 11–14 Donjon
01–08 15–18 Euryale
— 19–23 Fates
09–16 24–27 Flames
— 28–31 Fool
— 32–36 Gem
17–24 37–41 Jester
25–32 42–46 Key
33–40 47–51 Knight
41–48 52–56 Moon
— 57–60 Puzzle
49–56 61–64 Rogue
57–64 65–68 Ruin
— 69–73 Sage
1d100  
(13-Card 
Deck)
1d100  
(22-Card 
Deck)
 
Card
65–72 74–77 Skull
73–80 78–82 Star
81–88 83–87 Sun
— 88–91 Talons
89–96 92–96 Throne
97–00 97–00 Void
 Each card’s effect is described below.
 Balance. You can increase one of your ability 
scores by 2, to a maximum of 22, provided you also 
decrease another one of your ability scores by 2. 
You can’t decrease an ability that has a score of 5 
or lower. Alternatively, you can choose not to ad -
just your ability scores, in which case this card has 
no effect.
 Comet. The next time you enter combat against 
one or more Hostile creatures, you can select one 
of them as your foe when you roll Initiative. If you 
reduce your foe to 0 Hit Points during that combat, 
you have Advantage on Death Saving Throws for 1 
year. If someone else reduces your chosen foe to 0 
Hit Points or you don’t choose a foe, this card has no 
effect.
 Donjon. You disappear and become entombed 
in a state of suspended animation in an extradi -
mensional sphere. Everything you’re wearing and 
carrying disappears with you except for Artifacts, 
which stay 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.
 Euryale. The card’s medusa-like visage curses 
you. You take a −2 penalty to saving throws while 
cursed in this way. Only a god or the magic of the 
Fates card can end this curse.
 Fates. Reality’s fabric unravels and spins anew, al -
lowing 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 torments you, savor -
ing your suffering before attempting to slay you. 
This enmity lasts until either you or the devil dies.
 Fool. You have Disadvantage on D20 Tests for the 
next 72 hours. Draw another card; this draw doesn’t 
count as one of your declared draws.
 Gem. Twenty-five pieces of jewelry worth 2,000 
GP each or fifty gems worth 1,000 GP each appear at 
your feet.