System Reference Document 5.2.1
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 Jester. You have Advantage on D20 Tests for the 
next 72 hours, or you can draw two additional cards 
beyond your declared draws.
 Key. A Rare or rarer magic weapon with which 
you are proficient appears on your person. The GM 
chooses the weapon.
 Knight. You gain the service of a Knight , who 
magically appears in an unoccupied space you 
choose within 30 feet of yourself. The knight has the 
same alignment as you and serves you loyally until 
death, believing the two of you have been drawn to -
gether by fate. Work with your GM to create a name 
and backstory for this NPC. The GM can use a differ -
ent stat block to represent the knight, as desired.
 Moon. You gain the ability to cast Wish 1d3 times.
 Puzzle. Permanently reduce your Intelligence or 
Wisdom by 1d4 + 1 (to a minimum score of 1). You 
can draw one additional card beyond your declared 
draws.
 Rogue. An NPC of the GM’s choice becomes Hostile 
toward you. You don’t know the identity of this NPC 
until they 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.
 Sage. At any time you choose within one year of 
drawing this card, you can ask a question in medita-
tion and mentally receive a truthful answer to that 
question.
 Skull. An Avatar of Death  (see the accompanying 
stat block) appears in an unoccupied space as close 
to you as possible. The avatar targets only you with 
its attacks, appearing as a ghostly skeleton clad in a 
tattered black robe and carrying a spectral scythe. 
The avatar disappears when it drops to 0 Hit Points 
or you die. If an ally of yours deals damage to the 
avatar, that ally summons another Avatar of Death . 
The new avatar appears in an unoccupied space as 
close to that ally as possible and targets only that 
ally with its attacks. You and your allies can each 
summon only one avatar as a consequence of this 
draw. A creature slain by an avatar can’t be restored 
to life.
 Star. Increase one of your ability scores by 2, to a 
maximum of 24.
 Sun. A magic item (chosen by the GM) appears on 
your person. In addition, you gain 10 Temporary Hit 
Points daily at dawn until you die.
 Talons. Every magic item you wear or carry 
disintegrates. Artifacts in your possession vanish 
instead.
 Throne. You gain proficiency and Expertise in 
your choice of History, Insight, Intimidation, or Per -
suasion. In addition, you gain rightful ownership of 
a small keep somewhere in the world. However, the 
keep is currently home to one or more monsters, 
which must be cleared out before you can claim the 
keep as yours.
 Void. Your soul is drawn from your body and 
contained in an object in a place of the GM’s choice. 
One or more powerful beings guard the place. While 
your soul is trapped in this way, your body is inert, 
ceases aging, and requires no food, air, or water. A 
Wish spell can’t return your soul to your body, but 
the spell reveals the location of the object that holds 
your soul. You draw no more cards.
Avatar of Death
Medium Undead, Neutral evil
AC 20  Initiative +3 (13)
HP Half the HP maximum of its summoner
Speed 60 ft., Fly 60 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3     Dex 16 +3 +3     Con 16 +3 +3
Int 16 +3 +3 WIS 16 +3 +3 Cha 16 +3 +3
Immunities Necrotic, Poison; Charmed, Exhaustion, 
Frightened, Paralyzed, Petrified, Poisoned, Unconscious
Senses Truesight 60 ft., Passive Perception 13
Languages All languages known to its summoner
CR None (XP 0; PB equals its summoner’s)
Traits
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.
Actions
Multiattack. The avatar makes a number of Reaping 
Scythe attacks equal to half the summoner’s Proficiency 
Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, 
reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) 
Necrotic damage.
Necklace of Adaptation
Wondrous Item, Uncommon (Requires Attunement)
While wearing this necklace, you can breathe nor -
mally in any environment, and you have Advantage 
on saving throws made to avoid or end the Poisoned 
condition.