Base Class: Sorcerer
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Magic of the Major Arcana
Starting when you choose this origin at 1st level, you can enhance your spellcasting with the use of your tarot deck. 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.
You get one free card pull per sYou can use this ability the number of times equal to your soccery points per long rest. You also gain proficiency with a gaming set (playing card sets).
Should you roll a 20, you can choose to roll another even die to get Judgement or the World. If the number given is odd, it’s Judgment, if it’s even, it's The World.
Tarot Magic
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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 |
Gain a +D4 to Insight and Perception Checks |
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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 |
Add 1d6 necrotic damage for a weapon, and 1d4 for a cantrip. |
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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. |
Power of the Minor Arcana
You call on the power of the Minor Arcana. There are 56 Cards, 4 suites, each suite with card two through ten, and lettered P,K,Q,K,A. As a bonus action, you get one card pull to possibly change the course of battle. You get 1 free draw per short or long rest. Every card pull after the first costs 1 sorcery point.
Suites
Pentacles- Force (Strength)
Cups- Cold (Wisdom)
Wands- Fire (Charisma)
Swords- Thunder (Intelligence)
Drawn Card
Ace-4 1d4. This ability’s die increases by 1d4 when you reach 6th level(2d4), 14th level(3d4), and 18th level(4d4).
5-7 1d6. This ability’s die increases by 1d6 when you reach 6th level(2d6), 14th level(3d6), and 18th level(4d6).
8-10 1d8 This ability’s die increases by 1d8 when you reach 6th level(2d8), 14th level(3d8), and 18th level(4d8).
Page- Gain resistance to the Suite Type for 1 Minute. You can target an additional creature at 6th level, 14th level, and 18th level.
Knight- For one minute, when you are attacked, the attacker takes 1d4 suite type damage. This ability’s die increases by 1d4 when you reach 6th level(2d4), 14th level(3d4), and 18th level(4d4).
Queen- You have advantage on saving throws and ability checks of suite type. You can target an additional creature at 6th level, 14th level, and 18th level.
King- Select one creature to become vulnerable to suite type for 1 minute. You can target an additional creature at 6th level, 14th level, and 18th level.
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.
Card Reversal
At 14th level, not only can you use the card to manipulate your fate, but others as well. If a creature misses an melee attack roll against you, you may use a reaction to draw a card against the creature. The suite will determine its fate.
Pentacles- Force (Strength) The creature rerolls an attack against itself, and takes the damage.
Cups- Cold (Wisdom) The creature gains disadvantage on its next attack against you.
Wands- Fire (Charisma) The creature is charmed by you until the end of its next turn.
Swords- Thunder (Intelligence) You gain advantage on your next spell attack roll against that creature.
Divination
After meticulous practice, your ability with the tarot has expanded your means of communication. Using your cards as a medium, you may contact the divine and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
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