In the distant past, when the universe was young and the forces of creation and chaos danced in a delicate balance, The Five—ancient beings embodying the primal elements of fire, water, earth, wood, and air—engaged in playful banter and divine jests. One such jest gave rise to the creation of the Deck of Disasters, a mystical artifact of immense power and unpredictable nature.

Crafted amidst laughter and mischief, the Deck of Disasters was a manifestation of the Five's youthful exuberance and boundless creativity. Each card was imbued with a fragment of their elemental essence, suffusing the deck with the raw energies of creation and destruction. As the deck took shape, its purpose became clear: to sow chaos and unpredictability in the mortal realm, serving as both a source of amusement and a test of mortal resilience. Once completed, the deck was released into the mortal realm, finding its first home within the borders of the Nagan Empire, a realm steeped in mysticism and ancient traditions. From there, it began its journey through the hands of countless mortals, its presence shaping destinies and altering the course of history in ways both subtle and profound.

The Deck of Disasters consists of 75 intricately crafted cards, each representing a facet of the elemental forces that govern the universe. Divided into five sets—Fire, Water, Earth, Wood, and Air—the deck embodies the harmonious balance and chaotic interplay of these primal elements. Within each set, three cards are specially marked, signifying their heightened significance and potent effects. As the deck passed from one mortal to another, its chaotic influence grew, weaving itself into the tapestry of mortal lives and shaping the course of events in unforeseen ways. Heroes and villains alike sought its power, drawn by the promise of great fortune or the thrill of uncertainty. But with each draw of a card, mortals danced on the edge of fate, never knowing whether they would be blessed with fortune or cursed with calamity.

Throughout the ages, tales of the Deck of Disasters spread far and wide, becoming legend and myth in lands both near and far. Some sought to harness its power for their own ends, while others sought to destroy it, fearing the chaos it unleashed upon the world. Yet, no matter the efforts of mortals, the deck persisted, a testament to the enduring legacy of the Five and their divine jests.

Air

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Eclipse

"The recipient is engulfed in darkness, suffering from disadvantage on attack rolls and ability checks reliant on sight until the end of their next turn."

Heaven

"The heavens open up, granting divine protection to the recipient. They gain advantage on all saving throws for 24 hours."

Storm

"A powerful storm gathers, unleashing bolts of lightning that strike all creatures within 80 feet of the recipient and must succeed on a Dexterity saving throw (DC 18) or take 6d10 lightning damage."

Awaken

"Enhances the recipient's mental acuity, granting them advantage on Intelligence-based skill checks or saving throws for 24 hour."

Freedom

"The recipient receives a once in a lifetime blessing causing any unwanted curse, oath or pact taken can be broken."

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Royalty

"The recipient is temporarily bestowed with an aura of authority, gaining advantage on Charisma-based checks when interacting with NPCs"

Queen

"The recipient is bestowed with the wisdom and grace of a queen. They gain proficiency in one skill of their choice for 24 hour."

King

"The recipient is infused with the strength and authority of a king. They gain advantage on all Strength checks and saving throws for 24 hour."

Prince

"The recipient is bestowed with charisma and charm, making them exceptionally persuasive in social interactions. They gain advantage on all Charisma-based skill checks for 24 hours."

Pacifist

"The recipient becomes infused with a calming aura, causing hostile creatures to become non-aggressive for a limited time, potentially diffusing conflicts."

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Watcher

"The recipient feel someone's gaze following them but they don't know where, how or why. They just know someone or something can see them at all times."

Karma

"When drawn, the recipient's last action suddenly comes back at them."

Hunt

"The recipient becomes the target of a relentless pursuit by a powerful and unnatural adversary or creature. They must evade capture or defeat their pursuer to survive."

Breath

"The recipient gains temporary immunity to inhaled toxins or gases, as well as the ability to breathe underwater for a short period."

Guide

"The recipient receives divine guidance, manifesting as an inner voice that offers wisdom and advice in times of need. They gain advantage on skill checks related to navigation, survival, and decision-making for the next 24 hours"

Earth


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World Tree

"The recipient gains the ability to open a one-way realm portal to any location in any realm, allowing instant travel to a distant place."

Return

"The recipient is instantly transported to their place of birth or ancestral land, along with any willing creatures within a certain radius."

New Land

"The recipient is granted ownership of a new landmass, ripe for exploration, settlement, or conquest."

Ruin

"The recipient inadvertently triggers a cataclysmic event that brings ruin to a significant landmark, civilization, or ecosystem. This curse carries with it the weight of responsibility and may attract the ire of powerful entities seeking retribution."

Ancient

"The recipient gains knowledge and wisdom from ancient warrior spirits, granting them insight into long-forgotten tactics, strategies, and battle techniques. Pick one of these feats: Great Weapon Master, Sentinel or Polearm Master."

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Amit's Peak

"The recipient of this blessing gains enhanced strength and resilience akin to the mountains themselves. They gain temporary hit points equal to their level whenever they enter combat."

Entombed

"The recipient becomes ensnared in magical earth and stone, restrained and unable to move until freed by outside intervention."

Preservation

"The recipient choose to envelop an area or an object in a protective barrier, shielding it from all harm and decay for a decade."

Entry

"The recipient gains the ability to bypass barriers and wards, granting them advantage on checks related to unlocking doors, disabling traps, or bypassing magical barriers for 24 hours."

Guardian

"The recipient conjures a loyal earth elemental to protect an area or individual from harm. The guardian remains vigilant until its task is complete or it is destroyed."

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Lonely

"The recipient is isolated from all magical aid and assistance for the next 24 hours. They must rely solely on their own skills and abilities to overcome any challenges they may face during this time."

Territory

"The recipient is granted ownership of a new landmass, ripe for exploration, settlement, or conquest."

Highland

"The recipient gains heightened awareness of the terrain and environment around them, as if under the effects of the spell Find the Path. They can navigate difficult terrain with ease and gain advantage on Survival checks related to the local landscape for the next 24 hours."

Traitor

"The recipient receives a sudden premonition of a traitorous act being committed against them, but they have no knowledge of who the traitor is or when the betrayal will occur. This premonition grants advantage on all Perception and Insight checks for 24 hours."

Temple

"The recipient gains knowledge of the location of a hidden temple dedicated to Takata. The bearer gains temporary favor with Takata, receiving a blessing of increased combat prowess for 24 hours. They gain advantage on all attack rolls and deal an additional 1d6 cold damage with each successful hit."

Wood

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Wrath

"The recipient is overcome with the wrath of a dragon until they can pass a Wisdom saving throw (DC 20) to regain control. While under the curse, the recipient suffer the effects of Rage and attacks nearby creatures indiscriminately."

Discord

"The forces of chaos disrupt the recipient's surroundings, causing disarray and confusion among nearby creatures. All creatures within a 30-foot radius must succeed on a Wisdom saving throw (DC 20) or be affected as if by the Confusion spell."

Demand

"Laaos places a high demand on the recipient, compelling them to undertake a quest or task of great importance to the balance of order and chaos. The specifics of the demand are determined by the DM, but failure to fulfill it may result in dire consequences."

Faith

"The recipient is blessed with unwavering faith and conviction in the principles of law and order. They gain advantage on saving throws against effects that would cause them to act against their alignment or principles."

Repose

"The recipient is granted a moment of respite and tranquility, allowing them to regain lost hit points and cleanse themselves of negative effects."

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Disorder

"The recipient is drained of all spell slots and suffers from 4 levels of exhaustion, representing the chaotic disruption of their magical energies and physical well-being."

Marked

"The recipient is marked by spirits of order and justice, who will seek them out to test their worthiness and adherence to law. These trials may vary in nature but often involve challenges of moral integrity and righteousness."

Sola

"Empowers the recipient with radiant energy, granting resistance to necrotic damage and immunity to being charmed or frightened for 24 hours."

Lust

"The recipient is overcome with insatiable desires and impulses, making it difficult for them to resist temptation or maintain focus on their goals. They suffer disadvantage on saving throws related to desires and impulses for the next 24 hours."

Pride

"The recipient's ego swells with pride and confidence, granting them advantage on all Charisma-based ability checks and saving throws for 1 hour. However, they become more susceptible to deception and manipulation, suffering disadvantage on Wisdom (Insight) checks for the next 24 hours."

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Lawful

"The recipient is compelled to uphold the local laws and regulations, becoming an unwavering enforcer of order. If they witness or become aware of any violations of the law, they must take immediate action to rectify the situation or suffer divine retribution in the form of a sudden smite, dealing radiant damage equal to 5d10 + their Charisma modifier (minimum of 1)"

Dreadful

"The recipient's appearance is perceived as terrifying, instilling fear and dread in those who gaze upon them. They suffer disavantage on Persuasion checks but have advantage on Intimidation checks for the next 24 hours."

Greed

"A sum of 50.000 gold materializes before the recipient, tempting them with the allure of wealth and power. They must choose between serving their own interests or donating the gold to those in need, knowing that Laaos is watching and will judge their actions accordingly."

Envy

"The recipient summons a spirit of envy, which enquiries about the recipient's deepest envies and resentments. The individual mentioned by the recipient as their greatest source of envy suffers a mysterious and swift end by the malevolent spirit's influence."

Order

"The recipient is restored to full health, all expended spell slots are replenished, and any levels of exhaustion are removed, symbolizing the restoration of order and balance in their life."

Water

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Risk

"The recipient is compelled to discard this card and draw two additional cards or none at all."

Frenzy

"The recipient can summon a feeding frenzy within rivers and oceans once within the next 24 hours, causing chaos towards anyone trying to cross the body of water."

Judgement

"The recipient gains insight into matters of the heart, allowing them to discern true intentions and motivations for the next 24 hours."

Wealth

"The recipient is blessed with the favor of Nori, gaining advantage on all Charisma checks and convincing merchants to offer their goods at half price for the next 24 hours."

Longevity

"The recipient is granted an extended lifespan, aging at a decelerated rate for the next 100 years."

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Gold

"The card transforms into a shimmering golden koi fish worth 5,000 gold pieces."

Offering

"The recipient summons a mysterious figure with it's hand out. If given an offering a door appears and the figure invites the recipient for dinner and rest. If accepted, afterwards they are given the key to the magical door."

Passage

"The recipient gains the ability to traverse any body of water safely for the next 24 hours, unaffected by currents or hazards."

Traveller

"Nori guides the recipient, revealing the safest route to their next destination, avoiding danger and obstacles along the way."

Doubt

"The recipient becomes plagued by uncertainty, suffering a -1 penalty to all Wisdom checks as they question their decisions and instincts."

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Strength

"The recipient is empowered by the presence of others, gaining +1 Strength for each creature within 20 feet of them for the next 24 hours."

Peace

"The card vanishes, bringing neither harm nor benefit to the recipient."

Fortune

"The recipient gains insight into the location of a rare and valuable fish, which could bring great fortune if captured."

Love

"The recipient suddenly feels a deep sense of connection and anticipation, believing that the closest person to them is their soulmate."

Distrust

"The recipient finds it difficult to trust others, suffering disadvantage on Insight checks as they struggle to read people's intentions for the next 24 hours."

Fire

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Calm

"The recipient becomes immune to charm effects and gain advantage on wisdom saving throws for the next 24 hours."

Slayer

"A sunbeam shoots down before the recipient, illuminating a legendary sword embedded in the ground. The recipient may wield this sword, which grants a +3 bonus to attack and damage rolls, and deals an additional 2d6 radiant damage on hit."

Purity

"The recipient is cleansed of any curses or diseases affecting them, and gains immunity to such effects for 24 hours."

Assassin

"The recipient gains knowledge from a spirit, providing them up to five questions about their target, which the spirit will answer truthfully to the best of its knowledge."

Justice

"The recipient gains the ability to cast the "Banishment" spell after hitting a critical strike without expending a spell slot. The spell's DC is 18."

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Honor

"Five champions of Liao around the world become aware of the recipient and will seek them out for honor duels to test their might and honor in battle. Each champion is a formidable opponent, but defeating them brings great honor and rewards."

Cut

"The recipient must discard a randomly chosen secondary card from the deck, losing its potential benefits."

Respect

"All creatures with an Intelligence of 6 or greater are initially friendly towards the recipient, treating them with deference and respect."

Striker

"The recipient's weapons gets blessed. They gain a +2 bonus to attack rolls for 24 hours."

Purpose

"The recipient gains a sense of clarity and purpose, granting them advantage on Wisdom checks related to finding their path or completing their current objective for the next 24 hours."

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Vigilant

"The recipient gains advantage on Perception and Investigation checks for 24 hours."

Fearless

"The recipient is unable to feel any fear for the next 24 hours, gaining immunity to fear effects."

Lazy

"The recipient suddenly feels drained and exhausted, suffering 4 points of exhaustion. This condition lasts for 1d4 hours."

Spirit

"For the next 1d6 nights, a spiritual feline appears next to the recipient during their rest. It will guard them until dawn, providing protection from supernatural threats."

Stalemate

"A promise from Liao allows the recipient to call upon him to put a battle on hold for 1 hour once at any time. By the powers of the divine, neither party will engage one another in combat during this time, providing an opportunity for negotiation or escape."