BlackWands RPG World
Guide: Bonus Deck
Article Author: BlackWand
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Whenever a player does something tricky, funny, or other thing that cheers up the game, award the player by allowing him/her to draw one random card from the list below.
The player may hold on to these cards for a while but are encouraged to use them up for a better game.
These cards can buffer the character or giving some minor or major bonuses to his abilities or actions.

The player may discard a card if it does not fit his character, but may not take another card.
Upon using the power of the card, the card is always discarded.
The players may not exchange cards between themselves. A drawn card is a personal power of the character.

Roll a D100 to see which card is drawn. The list is split in two parts. 1 to 49 is for non-epic characters.
While 50-100 is for epic characters. The value of 100 can be used by both. If you do not want to use the epic part, roll D100 and divide by 2.

Possible list that gives bonus card

Scores a critical hit.
Kills a fully healed target with one single attack.
Comes up with a funny and extraordinary move, such as using a rope to swing oneself through a window and kick the bad guy in the back.
A very funny comment during a character/NPC conversation.
Successfully rolls 20 three times in a row on the D20.
and so on

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Bonus Cards, non-epic

1 - Use before roll; You receive a +4 bonus to attacks during your round.

2 - Use before roll; You receive a +4 bonus to your saving throw.

3 - Use on your round; You are instantly healed by 20 hp.

4 - Use before roll; You gain a +6 bonus on your skill check.

5 - Use before roll; Your critical hit range increases by 4 for your next single attack.

6 - Use before roll; The damage for your next single attack is maximized!

7 - Use before roll; On your next action involving Strength, you receive a +6 Strength bonus for the duration of the round.

8 - Use before roll; On your next action involving Dexterity, you receive a +6 Dexterity bonus for the duration of the round.

9 - Use before roll; On your next action involving Constitution, you receive a +6 Constitution bonus for the duration of the round.

10 - Use before roll; On your next action involving Intelligence, you receive a +6 Intelligence bonus for the duration of the round.

11 - Use before roll; On your next action involving Wisdom, you receive a +6 Wisdom bonus for the duration of the round.

12 - Use before roll; On your next action involving Charisma, you receive a +6 Charisma bonus for the duration of the round.

13 - Use before roll; On your next Turn/Rebuke Undead attempt, you receive a caster level bonus of 10.

14 - Use on your round; Your size increases one step for 3 rounds.

15 - Use on your round; You may enter a rage that lasts for 6 rounds. +4 Strength and +4 Constitution and -2 AC.

16 - Use on your round; You receive a Damage Reduction of 5/- able to absorb a total of 50 damage (~10 hits).

17 - Use on your round; You may reroll any roll (attack, saving throw, skill check), use the better result.

18 - Use on your round; You may attempt one Smite Evil/Good against your target.

19 - Use on your round; You are healed/cured of any disease or poison whos save DC is lower or equal to 30.

20 - Use before roll; You gain the feat Evasion for this save only.

21 - Use before roll; You gain the feat Improved Evasion for this save only.

22 - Use on your round; Your next single sneak attack receives a +5d6 damage bonus.

23 - Use on your round; You gain the trapfinding ability for 4 rounds.

24 - Use on your round; You gain the protection from a Summon Monster spell according to your level. Max level 9.

25 - Use on your round; As a specialized wizard, you may use this card to cast one spell from a prohibited school.

26 - Use on your round; Your weapon becomes magical, or receives a +2 higher bonus if it is already magical, for 10 rounds.

27 - Use on your round; Your next Arcane spell you cast is converted into a Divine cure/heal spell of equal level.

28 - Use on your round; You may select any one feat (non-epic) you have the prerequisites for, and you may use it for 10 rounds.

29 - Use on your round; You may select any one feat (non-epic) (even one you do not have prerequisites for) and use it for 5 rounds.

30 - Use on your round; Your next Divine or Arcane spell you cast will receive a +4 bonus to its save DC.

31 - Special; Use this card to create your next item using any of the craft feats at half the create price.

32 - Use on your round; Your next Arcane or Divine spell will have its level hightened by 3 levels (max level 9).

33 - After target dies; Use this card to immediately use the powers of the Cleave feat.

34 - On trip attempt; Use this card to automatically negate your enemies successful trip attempt against you.

35 - Use on your round; If you are grappled you may use this card to receive a instant bonus of +10 to escape the grapple (Strength or Escape Artist).

36 - Use on your round; You may discard this card to gain the Improved Trip feat for the rest of the round.

37 - Use on your round; Your next Arcane or Divine spell is maximized, as the feat.

38 - Use on your round; Your next Arcane or Divine spell is empowered, as the feat.

39 - Use on your round; Your next Arcane or Divine spell is Quickened, as the feat.

40 - Use on your round; Your next Arcane or Divine spell is maximized and then empowered, as the feats.

41 - Use on your round; You may use the Power Attack feat for the rest of this round, at half the penalty. ex, -4 to attack becomes -2 effective attack.

42 - Use on your round; You may use the Whirlwind Attack (even if you do not meet the prerequisites) once.

43 - Use on your round; Use this card to immediately stabilize yourself or any of your allies that have -1 hit points or less.

44 - Use on your round; Use this card to double your speed for 5 rounds. 30 becomes 60. You may also use Spring Attack during this time.

45 - use on your round; You next single attack will have a critical range of 2 to 20. You still need to confirm the critical hit thought (as normal).

46 - Use on your round; Your next single attack is a scored critical hit, you do not need to confirm the hit.

47 - Use on your round; You gain a +6 bonus to Strength, Dexterity, and Constitution for 5 rounds.

48 - Use on your round; You gain a +6 bonus to Intelligence, Wisdom, and Charisma for 5 rounds.

49 - Use on your round; One of the Gods favors you, and you have gained its protection for 5 rounds. During this time you take half damage from all sources.

Bonus Cards, epic

50 - You are hit; Use this card to gain and immediately execute the power of the Epic Dodge feat (ignore this single attack against you).

51 - Use on your round; You are instantly healed of 100 hp.

52 - Use on your round; You gain Fast healing 20 for 10 rounds.

53 - Use on your round; On your next action involving Strength, you receive a +20 Strength bonus for the duration of the round.

54 - Use on your round; On your next action involving Dexterity, you receive a +20 Dexterity bonus for the duration of the round.

55 - Use on your round; On your next action involving Constitution, you receive a +20 Constitution bonus for the duration of the round.

56 - Use on your round; On your next action involving Intelligence, you receive a +20 Intelligence bonus for the duration of the round.

57 - Use on your round; On your next action involving Wisdom, you receive a +20 Wisdom bonus for the duration of the round.

58 - Use on your round; On your next action involving Charisma, you receive a +20 Charisma bonus for the duration of the round.

59 - Use on your round; You may attempt one Smite Evil/Good against your target. You also gain the Great Smite feat (x2HD damage).

60 - Use on your round; You have access to the Automatic Quicken Spell feat (levels 0-3) for 3 rounds.

61 - Use on your round; You have access to the Automatic Quicken Spell feat (levels 0-6) for 3 rounds.

62 - Use on your round; You have access to the Automatic Quicken Spell feat (levels 0-9) for 3 rounds.

63 - Use on your round; Use this card to deal an extra +20 damage for all attacks during this round.

64 - Use before roll; You gain a +20 bonus to this save only.

65 - Use on your round; You gain immunity to fire for 5 rounds.

66 - Use on your round; You gain immunity to electricity for 5 rounds.

67 - Use on your round; You gain immunity to cold for 5 rounds.

68 - Use on your round; You gain immunity to acid for 5 rounds.

69 - Use on your round; You gain immunity to sonic for 5 rounds.

70 - Use on your round; Through a glitch in the fabric of the world a great power flows through you. You may cast one Hellball! (page 80 Epic Level Handbook)

71 - Use on your round; Your next Arcane or Divine spell is enhanced and intensified.

72 - Use on your round; You gain the powers of the Infinite Deflection feat for 3 rounds.

73 - Use on your round; All your attacks during 5 rounds penetrates any Damage Reduction.

74 - Use on your round; Your weapon or spells can hit ethereal creatures with no miss chance for 5 rounds.

75 - Attack of opportunity; Use this card to make a sneak attack against the target. If you have no sneak attack, you may make on using +8d6 damage.

76 - Initiative; Use this card to gain a +10 bonus to your initiative roll.

77 - Critical hit; Use this card and your critical hit multiplier is increased by 1. x2 becomes x3, x3 becomes x4.

78 - Use on your round; You gain the protection of a Monster: Fire Monolith.

79 - Use on your round; You gain the protection of Epic Mage Armor for 5 rounds. +20 armor bonus.

80 - Use on your round; You can cast a maximized Meteor Swarm spell, caster level 30, damage 144.

81 - Use on your round; All your attacks during this round deals half damage to everyone within 10 feet of your target. Target takes normal damage.

82 - Use on your round; You gain base attacks as a level 20 fighter (20/15/10/5) for 5 rounds.

83 - Use on your round; You may charge (also during a jump) your target at a distance of 100 feet and you will also automatically score a critical hit.

84 - Use on your round; You gain elemental resistance (fire, acid, cold, electricity) 50 for 5 rounds.

85 - Use on your round; Your size increases 1 step, you also get a new pair of arms (total 4) for 5 rounds.

86 - Use on your round; You may cast any one Arcane spell (you must be a Wizard or Sorceror) that you do not have/know (not wish and the like).

87 - Use before roll; You gain a +20 bonus on any single skill check.

88 - Use on your round; You can change your Alignment two steps for 10 rounds. Might become friendly towards some enemies/monsters.

89 - Use on your round; You transcend to the Ethereal Plane where you can more easily fight ghosts. You are casted out after 10 rounds.

90 - Use on your round; You can activate any device once. Treat this as you successfully rolled on the Use Magic Device skill.

91 - Special; Throw in this card whenever you wish to act during the Initiative order, and you get to act one more time.

92 - Special; Some Cleric or Wizard (Divine or Arcane) just casted a protection spell that you want, throw in this card, and you will also get this proctetion, as if you had the epic feat Spell Stowaway.

93 - Use on your round; You gain an equal amount of secondary attacks as you have primary, for this round only. A level 20 fighter would then get 8 attacks.

94 - Use on your round; You this card to cast your next spell as silent and still.

95 - Special; Whenever you are about to take some considerable damage, this card will lock your body in a static time stream, ignoring all damage for 1 full round.

96 - Use on your round; One of your weapons takes on one quality that you really need right now. Such as adamantine, holy, time crafted, and so on, for 10 rounds.

97 - Use on your round; You can fire a total of 20 arrows this round! Damage as normal. All attacks at -4.

98 - Use on your round; You may turn/rebuke Outsiders as if they were undead, this one time. See Planar Turning epic feat.

99 - Automatically casted when received; You must cast one wish, as the spell, right now! No XP penalty.

100 - Special; You may use any single card from above, your pick. If you are using an actual deck, could simply take 2 new cards.