I've already made a post about a slay the spire campaign for dnd but seriously, it's just so good. You have a party of 4: a warrior, a rogue, a mage and a cleric. Instead of having heavy blade be a card, have it be a weapon. Instead of having shivs be a card, have them be consumables. Instead of having orb chanelling be cards, have them be cantrips. Instead of having energy be energy, have it be extra actions. Since enemies already use randomness for their action, have the dm roll for intent. The question mark rooms work so well for friendly encounters and puzzles. Elites can be rolling for enemy but add 5 to the roll or smth. Shops can just be shops.
It's just so good. I've been thinking about this for weeks and I havent yet found something which wont translate well to dnd. Just think about it. How fun would it be to, after braving all the challenges and getting all the keys, to get the final boss, the heart, and find out it is ridiculosly overpowered. But then, you realize... If the cleric makes the warrior enter divinity, he can hit the heart twice with a tripled heavy blade. And if the mage seeks experitse for the rogue, she can unleash a storm of steel to heavily poison the heart.
And let's not bring potions into this. The mage could slam potion of capacity on the warrior and channel frost for him, defending him automatticly. Or the rogue could give the cleric a potion of cunning, and have her double their damage by entering wrath.
And then we can bring in relics. The party can exchange relics between eachother, so they can strategize better. Give the warrios the anchor, the horn cleat and the captains wheel so he can play agressively and initiate his exhaust cycle. And give the rogue all the energy relics, so she can extend her loops further. Give the wizard mummified hand and bird urn, so he becomes undying. And give the cleric wristblade, and watch her flurry of blows destroy enemies.