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 |
|---|---|
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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. |
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2 - The Magician |
Add +1 to your next attack roll or spell save DC. |
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3 - The High Priestess |
The next attack against you has disadvantage. |
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4 - The Empress |
Roll 1d8 and recover that much HP. |
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5 - The Emperor |
You have advantage on your next INT saving throw/ability check. |
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6 - The Hierophant |
Your next spell has a 50% increase in range. |
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7 - The Lovers |
Choose 2 creatures within 30 feet. They both have advantage on their next attack DC. |
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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. |
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9 - Strength |
Add your proficiency bonus to your next melee spell save DC. |
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10 - The Hermit |
You are frightened by one random creature within 30 feet. |
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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. |
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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. |
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13 - The Hanged Man |
A creature of your choice takes 1d6 necrotic damage, and you receive that much Temporary HP. |
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14 - Death |
You are immediately knocked unconscious by the Sleep spell. |
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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. |
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16 - The Devil |
You are charmed by the nearest creature for the next minute, or until said creature dies. |
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17 - The Tower |
You can choose to redraw your next tarot draw. |
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18 - The Star |
Up to 5 creatures of your choice, including yourself, gain 5 temporary Hit Points. |
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19 - The Moon |
You cast Major Illusion. |
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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. |
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21 - Judgement |
Until the end of your next turn, you have disadvantage on all attack rolls and saving throws. |
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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
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12/15/2021 1:21:59 AM
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1/1/2022 8:01:40 PM
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1/1/2022 8:14:50 PM
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1/1/2022 8:25:14 PM
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1/1/2022 8:39:31 PM
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1/1/2022 11:08:42 PM
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1/7/2022 3:08:26 PM
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