Sorcerer
Base Class: Sorcerer

You have trained for years in the art of the tarot, whether as a fortune teller or just a rather obsessed hobbyist, it now fuels your magic with its mystical power.

Luck of the Tarot

Starting when you choose this origin at 1st level, you can enhance your spellcasting with the use of your tarot deck. By expending 1 sorcery point, you can choose to roll a d20 (or draw from an actual tarot deck) and based on the Tarot Magic table, an effect occurs based on the card drawn.

Should you roll a 20, you can choose to roll another even die to get Judgement or the World. If the number given is even, you, and if it is odd, add 2.

Tarot Magic
 

d20

Effect

1 - The Fool

Make a WIS spell saving throw against your spell save DC. On a failure, a random creature within 60 feet takes 1d8 of psychic damage. If there are no creatures within that range, you take the damage instead. On a success, roll 1d8 and gain that much temporary HP.

2 - The Magician

Add +1 to your next attack roll or spell save DC.

3 - The High Priestess

The next attack against you has disadvantage.

4 - The Empress

Roll 1d8 and recover that much HP.

5 - The Emperor

You have advantage on your next INT saving throw/ability check.

6 - The Hierophant

Your next spell has a 50% increase in range.

7 - The Lovers

Choose 2 creatures within 30 feet. They both have advantage on their next attack DC.

8 - The Chariot

Choose 1 creature within 30 feet. Said creature takes an extra d4 force damage whenever it takes damage until the end of your next turn.

9 - Strength

Add your proficiency bonus to your next melee spell save DC.

10 - The Hermit

You are frightened by one random creature within 30 feet.

11 - The Wheel of Fortune

You gain luck points equal to the Spell Level of your original spell. They remain for the next 24 hours or until all are used.

12 - Justice

If you damage a creature of an Evil alignment, they take double damage, and if you heal a creature of a Good alignment, they heal twice the amount. This effect has no effect on Neutral aligned creatures.

13 - The Hanged Man

A creature of your choice takes 1d6 necrotic damage, and you receive that much Temporary HP.

14 - Death

You are immediately knocked unconscious by the Sleep spell.

15 - Temperance

Choose a creature within 60 feet. Take the average of your current HP and its and set both hit point values to that.

16 - The Devil

You are charmed by the nearest creature for the next minute, or until said creature dies.

17 - The Tower

You can choose to redraw your next tarot draw.

18 - The Star

Up to 5 creatures of your choice, including yourself, gain 5 temporary Hit Points.

19 - The Moon

You cast Major Illusion.

20 - The Sun

Until the end of your next turn, you deal extra d6 of radiant damage when casting an attacking spell, and if you cast a healing spell, the target(s) receive 1d4 temporary HP.

21 - Judgement

Until the end of your next turn, you have disadvantage on all attack rolls and saving throws.

22 - The World

Until the end of your next turn, you have advantage on all attack rolls and saving throws.

Cartomancy

At 1st level, you gain proficiency with a gaming set (playing card sets). Additionally, you are proficient in Intelligence (History), Wisdom (Insight), and Dexterity (Sleight of Hand). However, any History or Insight checks you make are considered magical.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your tarot magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Card Reversal

At 14th level, you gain a modicum of control over the surges of your tarot magic. Whenever you draw a card from your tarot deck, you can use your reaction to redraw the card, but you must use the newly drawn card.

Expertise

You gain expertise in playing card sets, as well as Intelligence( History), Wisdom (Insight), and Dexterity (Sleight of Hand)

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Previous Versions

Name Date Modified Views Adds Version Actions
12/15/2021 1:21:59 AM
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1/1/2022 8:01:40 PM
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