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  1. Deck of Many Avenues
  2. 1 St. Waylan - Three questions about locations can be asked, and will be answered truthfully, giving directions to a location is also a question.
  3. 2 The Road - As you draw the card you are transported instantaneously to a random teleportation circle.
  4. 3 The Forked Road - Draw 2 Cards
  5. 4 The Poplar Avenue - For the next 24 hours you can detect if there is a Dragon, Fiend, Fey or Celestial within 5 miles, and you have the ability to point in a rough direction towards the nearest.
  6. 5 The Boots - Gain a random set of magically enchanted boots (Of spiderclimbing, Of Haste, etc)
  7. 6 The Mountain - You sink to your knees and then fall over, a massive weight upon you. Pending a DC 15 strength check or being lifted up, you can walk, but every minute of walking adds a level of exhaustion. Lasts 8 hours.
  8. 7 The Sky - You are suddenly 60 ft in the air.
  9. 8 The Cloud - You cast Wind walk on the nearest 10 creatures.
  10. 9 The Abyss - A Gate spell opens a portal to the Abyss Nearby
  11. 10 The heavenly Gates - A Gate spell opens a portal to Mount Celestia nearby.
  12. 11 Ambition (art a determined face with 3 eyes) - A Deity gains your favour / Emnity
  13. 12 Love - You gain an aura of charm around you for 24 hours, and have advantage on social rolls.
  14. 13 Sprint - You gain 5 ft. extra movement permanently
  15. 14 Golden road - 3d4-2k gold worth of Diamonds, sapphires and emeralds are beneath your feet.
  16. 15 The future - Roll 3d20 and note the numbers, you can before any d20 roll of you, your allies or any roll of the DM choose that that roll is one of your noted numbers. delete that roll.
  17. 16 Traveller's Trappings - You gain one of the following items: Bag of Holding, Carpet of Flying, Mordenkainen's Magnificent Mansion miniature, Quarterstaff +2.
  18. 17 The Weary Traveller - You get 4 points of exhaustion.
  19. 18 The Samaritan - You get the feature Lay on Hands and have a pool of 5 HP to heal with it.
  20. 19 Road to Everywhere - You are planeshifted to The Astral Sea.
  21. 20 Alertness - You have advantage on initiative rolls for the next 5 combats.
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