D&D Fortune Cards

I am a fan of the Fortune Cards for D&D 4th Edition by Wizards of the Coast, but having trouble finding much information about them online. What I did find was quite a lot of posts about how DMs did not like them and did not want them in their games but felt like it was difficult to not allow them since they are official products. I want to present some house rules that make it a bit more fair to include in your home games and not just something extra the players have that the enemies don't. Also, we will look at all of the sets, 4 have been released so far, and go over them and determine if you should spend money on more packs or not.

Fury of the Feywild

Fury of the Feywild by Wizards of the Coast is a set of Dungeons & Dragons Fortune Cards that were sold in 8 card packs with the standard 1-2-5 breakdown.  The basic 80 card set featured 40 Rares, 20 Uncommons, and 20 Commons.


# Rarity Card Name Type Text Price
1 U Capricious Advantage Attack Play when you attack with combat advantage. Roll a d20. 1–9: After the attack, you become dazed until the start of your next turn. 10–20: After the attack, one ally adjacent to the target of your attack makes an opportunity attack against it. $0.40
2 U Capricious Gravity Attack Play when you pull, push, or slide an enemy 1 square or more. Roll a d20. 1–9: You fall prone and cannot stand up until the start of your next turn. 10+: That enemy falls prone after the forced movement. $0.15
3 U Catseye Attack Play when you make a melee or a ranged attack against a creature that has partial or total concealment against you. You ignore the penalty to attack rolls for attacking a creature that has concealment for that attack. $1.25
4 C Cold Iron Attack Play at the start of your turn. Until the end of your turn, you gain a +1 bonus to weapon attack rolls and a +2 bonus to weapon damage rolls against fey creatures. $0.25
5 U Entwining Fronds Attack Play when you hit an enemy with an attack. That enemy is also immobilized until the start of your next turn. If it is already immobilized, it is restrained instead. $1.00
6 R Cyclops's Retort Attack Play when an enemy you can see hits one of your allies with a melee attack. As a free action, you shift up to 2 squares toward that enemy and make an opportunity attack against it. $4.00
7 R Fey Bewilderment Attack Play at the start of your turn. The first attack roll you make this turn targets Reflex instead of the defense the attack normally targets. $3.00
8 C Fey Trickery Attack Play when you use a melee or Ranged attack power. You gain a +1 bonus to attack rolls with that power. If it is a Charm or Illusion power, the bonus increases to +2. $0.25
9 C Firbolg's Fury Attack Play when a critical hit is scored against you or an ally. That character makes a basic attack as a free action. $0.20
10 R Flesh is Weak Attack Play at the start of your turn. The first attack roll you make this turn targets Fortitude instead of the defense the attack normally targets. $3.00
11 U Flickering Charge Attack Play when you charge during your turn. You are insubstantial during the charge. $1.00
12 C Focused Charge Attack Play when you charge during your turn. You ignore difficult terrain during the charge. $0.25
13 R Frost Prince's Offering Attack Play when you hit a creature with an attack. You and the creature you hit each take cold damage equal to 3 + one half your level. $2.50
14 R I Mean It! Attack Play when you miss every target with an at-will or encounter attack power. Reroll the attack roll against one target of the power. You must use the second roll. If you have the fey origin, you can reroll the attack roll against one additional target of the power. $5.50
15 R Kiss of the Long Night Attack Play during your turn as a standard action. Choose an enemy within 5 squares of you and make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy cannot make attacks against you until it takes damage or until the start of your next turn. $2.50
16 R Maze of Fathaghn Attack Play when you hit a creature with an attack. Until the start of your next turn, that creature is deafened and has line of sight only to the creature closest to it that it could normally see. $3.50
17 R Moonbeam Lance Attack Play when you hit an enemy within 10 squares of you. That enemy grants combat advantage until the end of your next turn. $4.50
18 R Murkendraw Hag Blight Attack Play when you bloody an enemy. That enemy is weakened until the start of your next turn. You lose a healing surge. $1.00
19 U Pixie's Laughter Attack Play when you use a ranged or area attack power. One target of that power grants combat advantage to you for that attack. If you have thee fey origin, every target grants combat advantage to you instead. $1.50
20 C Pointed Remark Attack Play when you use an attack power. One target hit by the attack takes 4 extra damage. If it is a charm or illusion power, every target hit by the attack takes 4 extra damage. $1.50
21 R Redcap's Feast Attack Play when you drop an enemy below 1 hit point. You regain hit points equal to your healing surge value. $6.00
22 C Shifting Fortunes Attack Play when you hit a creature adjacent to you with a melee attack power. After the attack, you and that creature swap places. $0.20
23 U The Shakes Attack Play when you miss every target with an at-will or encounter attack power. One target of that power grants combat advantage until the start of your next turn. If you have the fey origin, every target grants combat advantage instead. $1.00
24 R Uncanny Knowledge Attack Play when you make an attack roll. If you are trained in the knowledge skill relevant to your target’s origin, you gain a +2 power bonus to the attack roll. $2.50
25 C Blink of an Eye Defense Play when you become bloodied. You teleport up to 2 squares as a free action. $0.30
26 U Blood in your Eye Defense Play when a critical hit is scored against you. You are invisible to that attacker until the start of its next turn or until you hit or miss with an attack roll. $0.50
27 R Capricious Dodge Defense Play when you or an ally adjacent to you takes damage from an attack. Roll a d20. 1–9: That character also falls prone. 10–20: That character gains temporary hit points equal to 3 + one-half his or her level and can shift 1 square as a free action. $2.00
28 R Capricious Ground Defense Play when an enemy’s attack knocks you prone. Roll a d20. 1–9: You take extra damage equal to 3 + one-half your level. 10+: You can make an opportunity attack against that enemy as a free action. You ignore the penalty to the attack roll for being prone. $1.50
29 C Clear the Cobwebs Defense Play before you make a saving throw. You gain a +2 bonus to that saving throw. If the saving throw is against a charm or illusion power, the bonus is instead +5. $0.30
30 R Clever Retort Defense Play when an enemy hits you with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy is dazed until the end of your next turn. $2.50
31 C Cloak of Dusk Defense Play when you use your second wind. You gain partial concealment until the start of your next turn. $0.40
32 C Cut That Out! Defense Play when a non-adjacent enemy hits you with an attack. You shift up to 2 squares toward that enemy as a free action. $0.20
33 R Defiance of Shinaelestra Defense Play when you take damage from an enemy's attack. After you take the damage, you gain temporary hit points equal to 3 + one-half your level. If the enemy has the fey origin or the giant keyword, one ally adjacent to you also gains the same number of temporary hit points. $4.00
34 R Emptiness of Cendriane Defense Play when an attack drops you below 1 hit point. You are removed from play until the start of your next turn. When you return to play, you appear with 1 hit point in any unoccupied space within 5 squares of your previous position. $5.00
35 R Fey Majesty Defense Play when an enemy adjacent to you targets you with an attack power. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that attack instead targets another creature of your choice that is adjacent to that enemy. $4.00
36 C Grig's Fiddle Defense Play when an enemy's attack pulls, pushes, or slides you. You slide that enemy up to 2 squares as a free action. $0.20
37 U Icy Ground Defense Play when an enemy's attack hits you. That enemy must make an Acrobatics check. The check DC is equal to your Reflex. If the check fails, you take half damage from that attack and the enemy falls prone. $1.50
38 R Imperious Demand Defense Play when an enemy adjacent to you targets one of your allies with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that attack targets you instead. $1.50
39 U Keen Analysis Defense Play when an enemy targets you with an attack. Roll a d20, with a +4 bonus is you have training in Insight. 1–9: You take a -4 penalty to all defenses against that attack. 10–20: You gain a +4 bonus to all defenses against that attack. $0.40
40 R Miasma of the Feydark Defense Play when an enemy attacks you while you have partial concealment against it. You have total concealment against that enemy for that attack. $3.00
41 R Murkendraw Curse Defense Play when you become bloodied from an enemy's attack. After the attack, that enemy takes necrotic damage equal to 3 + one-half your level. If you have the fey origin, you gain that number of temporary hit points. $5.25
42 R Not So Fast! Defense Play when an enemy leaves a square adjacent to you. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, that enemy is immobilized until the end of its turn. $2.50
43 U Oh, Really? Defense Play when an enemy hits you with an attack. You make a Charisma check, with a +4 bonus if you have training in Bluff, Diplomacy, or Intimidate. If the check result is at least equal to that enemy's Will, you take only half damage from the attack. $1.50
44 U Redcap's Refreshment Defense Play when an enemy adjacent to you becomes bloodied. You use your second wind as a free action. If you have already used your second wind, you instead gain temporary hit points equal to your healing surge value. $2.50
45 C Same to You! Defense Play when an enemy attacks you with combat advantage. That enemy grants combat advantage to your allies until the start of your next turn. $0.25
46 U Saw It Coming Defense Play when an enemy attacks you. That attack targets your highest defense instead of the defense it normally would target. $0.40
47 C Steady Footing Defense Play when you fall prone. You do not fall prone. $0.20
48 U Stutter Step Defense Play when you move during your turn. You gain a +4 bonus to all defenses against opportunity attacks you provoke with that move. $0.40
49 R Unstable Form Defense Play when you hit an enemy with an implement attack power. The enemy is weakened until the start of your next turn. You are dazed until the start of your next turn. $2.00
50 U Capricious Step Defense Play during your turn as a move action. Roll a d20. 1–9: You are immobilized until the start of your next turn. 10+: You teleport up to your speed. $0.10
51 C Capricious Words Tactic Play when you make a Bluff check, Diplomacy check, or Intimidate check. Roll a d20. 1–9: You take a -5 penalty to the check, and you grant combat advantage until the start of your next turn. 10–20: You gain a +5 bonus to the check. $0.05
52 C Crazy Legs Tactic Play when you hit with an attack. After the attack, you can shift 1 square as a free action, or up to 2 squares if the attack targets Will. $0.30
53 U Cruel Forbearance Tactic Play when an enemy provokes an opportunity attack from you. You do not make the opportunity attack. That enemy instead grants combat advantage to your allies until the start of your next turn. $0.40
54 R Dream Blossoms Tactic Play at the start of your turn. You create a zone of dream blossoms in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures grant combat advantage while in the zone. $3.50
55 R Dream Partner Tactic Play when an enemy hits you or an ally adjacent to you with an attack. The attack misses instead. You are weakened until the end of your next turn. $4.50
56 R Faerie Ring Tactic Play at the start of your turn. You create a zone of faerie ring mushrooms in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that starts its turn in the zone can make a saving throw. $2.50
57 R Fey Passage Tactic Play during your turn as a move action. You teleport up to 2 squares, or up to your speed if you have the fey origin. $3.50
58 R Fluid Form Tactic Play when you use a conjuration, summoning, or polymorph power during your turn. As a free action, you shift up to one-half your speed before or after using that power. $3.50
59 C Frost's Touch Tactic Play when an enemy adjacent to you moves. That enemy is slowed until the start of your next turn. $0.25
60 R Give 'em the Slip Tactic Play while you are grabbed and have an unexpended racial power. You expend your racial power to escape automatically. $2.00
61 R Glimmer of Astrazalian Tactic Play before you move during your turn. Roll a d20. 1–9: You grant combat advantage and are immobilized until the start of your next turn. 10–20: You are insubstantial and phasing during that move. $1.00
62 U Gloaming Tactic Play when you make a Stealth check while moving during your turn. The penalty to the Stealth check for moving is lessened to –2, or to –5 if you are running. If you have the fey origin, you instead take no penalty to the Stealth check. $0.40
63 R Goodberry Bushes Tactic Play at the start of your turn. You create a zone of goodberry bushes in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone gains 3 temporary hit points. $3.50
64 R Grab Grass Tactic Play at the start of your turn. You create a zone of grab grass in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that starts its turn in the zone is slowed until the start of its next turn. $3.00
65 C Heat Shimmer Tactic Play at the start of your turn. Until the start of your next turn, allies gain partial concealment while adjacent to you. $0.40
66 R Into Thin Air Tactic Play during your turn as a move action. You move up to 2 squares and are phasing during this move. $2.50
67 R Leaves of Mithrendain Tactic Play when you hit a creature with an attack. After the attack, you and the creature you hit are removed from play. At the start of your next turn, you and that creature return to play, each in its previous space, or in the nearest unoccupied space. You are then dazed until the end of your next turn. $3.00
68 U Let's Try That Again Tactic Play when you or an ally adjacent to you fails a skill check. That character rerolls the skill check but must use the second result. $0.35
69 C Lightfoot Spring Tactic Play when you move during your turn. Treat each Athletics check you make during the move as if you had rolled a 10. $0.20
70 R Luck of the Fey Tactic Play at the start of your turn. Put this card into play in front of you. It stays in play until the start of your next turn. You can discard this card to let an ally within 5 squares of you reroll one attack roll, saving throw, or skill check. $3.50
71 R Mag Tureah Bloodlust Tactic Play when you hit a creature with an attack. You take damage equal to 3 + one-half your level and deal that amount of extra damage to one target of the attack. $2.00
72 R Moonglow Moss Tactic Play at the start of your turn. You create a zone of moonglow moss in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures cannot benefit from concealment while in the zone. $2.75
73 R Poisonous Thorns Tactic Play at the start of your turn. You create a zone of poisonous thorns in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone takes 3 poison damage. $2.75
74 R Song of Senaliesse Tactic Play when an ally starts his or her turn adjacent to you. That ally can move through enemies' spaces during his or her turn, but cannot end his or her turn there. If the ally has the fey origin, he or she also gains a +4 bonus to all defenses against opportunity attacks provoked by that movement. $2.00
75 C Sprightly Step Tactic Play when you move during your turn. During that move, you can make Acrobatics checks instead of Athletics checks to climb, jump, or swim. $0.10
76 R Starlight Grove Tactic Play at the start of your turn. You create a zone of starlight grove trees in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Creatures gain partial concealment while in the zone. $3.50
77 R Summer Court Pavane Tactic Play at the start of your turn. Each of your allies gains a +2 bonus to speed until the start of your next turn. You are immobilized until the start of your next turn. $2.00
78 C Thick Air Tactic Play when an enemy adjacent to you moves, shifts, or teleports. During the movement, that enemy moves 2 fewer squares (minimum 1 square). $0.10
79 U Twinkle Toes Tactic Play when an ally you can see moves. After the move, you teleport up to 3 squares as a free action, or up to 5 squares if you have the fey origin. You cannot end this movement adjacent to an enemy. $0.40
80 U Unbearable Insult Tactic Play when an enemy you can see moves. If that enemy does not end its movement closer to you, it grants combat advantage until the end of its next turn. $0.75
Promo 1 C Cavern Oracle Tactic Play when you make a knowledge check. Treat the result of the check as if you had rolled a 10. $0.50
Promo 2 U Crystalbrook Blood Feud Attack Play when you hit an enemy with an attack during your turn. The attack deals extra damage equal to 3 + one-half your level. If you have the fey origin and the target doesn’t, or vice versa, the attack deals extra damage equal to 3 + your level instead. You gain vulnerability to all damage until the start of your next turn. The vulnerability equals one-half your level (minimum 1). $2.00
Promo 3 R Glittering Crystals Tactic Play at the start of your turn. You create a zone of glittering crystals in a 2-square-by-3-square area within 5 squares of you that lasts until the start of your next turn. You can place this card on the battlemap to mark the squares of the zone. Any creature that ends its turn in the zone is dazed until the start of its next turn. $4.50
Promo 4 ? Devotion Tactic Play when an attack targets an ally adjacent to you but does not include you as a target. You make a Charisma check, with a +4 bonus if you have training in Diplomacy. If the check result is at least equal to the attacker’s Will, the attack targets you instead. $1.50

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