| Playing Card | Card |
| Ace of hearts | Acorn |
| King of hearts | Fireworks |
| Queen of hearts | Prospector |
| Jack of hearts | Liar |
| Two of hearts | Honey Jar |
| Ace of spades | Wallflower |
| King of spades | Invitation |
| Queen of spades | Nightmare |
| Jack of spades | Quill |
| Two of spades | Infant |
Fireworks. Your weapon explodes into a shower of brightly-colored glitter. It reforms in 1 hour.
Acorn. 3d8 terrified squirrels are transported to your location from elsewhere on the material plane.
Prospector. A wooden chest containing 10,000 pieces of counterfeit gold drops at your feet. The coins show a winking jester on both sides.
Liar. For the next 1d12 hours, telling a lie causes your trousers to ignite, dealing 1d6 points of fire damage.
Honey Jar. Summons a friendly sentient bear named Sigmund, who acts as an apothecary, selling the party potions from his backpack at great discounts. He vanishes after 1d20 minutes.
Wallflower. You instantly succeed on all Insight checks for 24 hours, but fail all Intimidation checks.
Invitation. An imp appears in a burst of smoke, kicks you in the shins, then vanishes.
Nightmare. All items worn on your person, with the exception of undergarments, turn invisible for 1d4 hours.
Quill. A Flameskull appears in front of you, delivers a heartfelt soliloquy, then explodes in a pillar of green flame. All creatures within 10 feet must make a Dexterity saving throw or take 2d10 fire damage.
Infant. For the next hour your voice is replaced with the shrill cries of a baby. You are unable to communicate through speech or cast spells with a verbal component.