Base Class: Cleric
A Fortune Telling Cleric is one that worships the threads of fate itself. Though it isn't that uncommon for them to venerate gods associated with Fate and Luck. Such as Beshaba or Tymora.
Their power's origins are often unknown even to them and can't pinpoint when their powers first manifested, for the soul of a Fortune Teller is something that is always changing and flowing, maybe they were blessed by a god or perhaps they themselves can spin the wheel that threads fate.
Whatever the case they all revere the cards as tools as much as magical conduits.
The Deck
You are granted a deck of 20 tarot cards. Whenever you finish a short or long rest you can tap into the threads of fate themselves. And when you do so, roll 3d20 to determine which 3 cards you draw from your deck. if more than one dice fall on the same number, reroll both of them. Each card you draw grants you both a boon and curse that last until you take a short or long rest.
1. The Magician - The magician represents intelligence and arcane prowess. When you draw this card, you gain the following boon and curse:
- Your AC or the hit/DC for your spells (you choose when this card is drawn) increases by your proficiency bonus. During the short or long rest you drew this card, you cast the Find Familiar spell once as a ritual (the familiar lasts until you draw a new set of cards, unless you draw The Magician again).
- Your hit point maximum is lowered by a number equal to your Cleric level multiplied by your proficiency bonus and you receive a -1 penalty to all melee attack rolls.
2. The High Priestess - The high priestess represents peace and passiveness. When you draw this card, you gain the following boon and curse:
- You gain the Spare the Dying and Guidance cantrips and whenever you cast a spell of 1st level or higher that does not inflict damage, you recover 1d4 + WIS hit points.
- All weapon attacks receive a -1 penalty to damage and you have disadvantage on initiative rolls.
3. The Empress - The empress represents calmness and understanding. When you draw this card, you gain the following boon and curse:
- You gain resistance to psychic damage and any friendly creature (except for you) within 10ft of you cannot be frightened nor charmed.
- You have disadvantage on any Constitution saving throws and any spell you cast that deals damage now does 1d4 less damage.
4. The Emperor - The emperor represents power and control. When you draw this card, you gain the following boon and curse:
- You gain temporary hit points and increase all damage you deal in a melee attack by an amount equal to your Cleric Level multiplied by your proficiency bonus and you cannot be frightened nor charmed.
- You take a -1 penalty to ranged attack rolls and your spells' hit/DC.
5. The Hierophant - The hierophant represents good standing and godly authority. When you draw this card, you gain the following boon and curse:
- As an action, you gain a pool of hit points equal to your Cleric Level + your Wisdom modifier that can be dispersed to all creatures you choose within 20ft of you (including you) and you have advantage on History and Religion checks.
- You are vulnerable to necrotic damage and Celestials, Fiends and Undead within 30ft of you can always sense your presence.
6. The Lovers - The lovers represents reasoning and romanticism. When you draw this card, you gain the following boon and curse:
- Any creature within 10ft of you has disadvantage on saving throws against being charmed or frightened by you, and as an action you can encourage one friendly creature within 30ft (that can either see hear you) granting them a 2d2 bonus to their next Ability check or save.
- You are vulnerable to poison damage, you have disadvantage on rolls against being poisoned and you take a -1 penalty to your spells' hit/DC .
7. The Chariot - The chariot represents self-assured intent and unrelentlessness. When you draw this card, you gain the following boon and curse:
- You have advantage on initiative rolls, you learn the Hex spell and can cast it at 1st level and you can either increase you AC by 1 or your movement speed by 10ft.
- You take 1 extra damage from all magical effects and recovering from being prone requires your entire turn
8. Justice - The justice represents valor and rationalism. When you draw this card, you gain the following boon and curse:
- You have 1d4 bonus on Insight, Perception and Investigation rolls to tell if a creature is lying or a piece of information is true or not. Whenever you are damaged by a creature, if your next attack is against that creature, you add half the damage you took to the damage roll.
- All ranged attacks take a -1 penalty to damage and you have disadvantage on saving throws you make to avoid being charmed or end the charmed condition on yourself.
9. The Hermit - The hermit is associated with solitude and philosophy. When you draw this card, you gain the following boon and curse:
- You gain a 1d4 bonus to Intelligence or Wisdom checks (you choose it when you draw this card) and you can cast Identify at 1st level without expending a spell slot a number of times equal to your proficiency bonus.
- You are vulnerable to radiant damage and you have disadvantage on Perception checks made in bright light.
10. Wheel of Fortune - The wheel of fortune represents luck and fate. When you draw this card, you gain the following boon:
- You roll 2d10, the first dice determines your boon and the second one, your curse.
11. Strength - The strength represents fortitude and resilience. When you draw this card, you gain the following boon and curse:
- You gain a bonus 2 damage to all melee attacks and damage rolls and you can now critical on a 19 or a 20.
- You lose one of your 1st level spell slots and one cantrip of your choice becomes unusable.
12. The Hanged Man - The hanged man represents self-sacrifice and paradoxes. When you draw this card, you gain the following boon and curse:
- As an action, you can sacrifice up to your Wisdom modifier worth of hit points to give another creature within 20ft of you temporary hit points equal to double what you sacrificed. When you cast a spell of 1st level or highernd you can sacrifice an amount of hit points equal to a spell's level to increases that spell's hit/DC by 2.
- Your AC is reduced by 1 and your walking speed is reduced by half.
13. Death - The death represents decay and rebirth. When you draw this card, you gain the following boon and curse:
- When you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead and. If you are ever hit by a critical attack, you can as a reaction (after taking the damage) teleport up to 30ft away in an unoccupied space of you can see.
- You take 1 extra necrotic damage every time you take damage and instantly fail one death save when your hit points are brought to 0.
14. Temperance - The temperance represents harmony and synthesis. When you draw this card, you gain the following boon and curse:
- As an action you can end any one effect that is causing you to be frightened or charmed and whenever you recover hit points you can choose one friendly creature within 20ft of you and that creatures recovers 1d4 + WIS hit points.
- All creatures within 20ft of you are aware of your presence and you cannot take opportunity attacks.
15. The Devil - The devil represents impulsiveness and commitment. When you draw this card, you gain the following boon and curse:
- You learn the Bane spell and you become resistant to fire damage.
- You become vulnerable to radiant damage and for all negative effects of spells and abilities you are treated as a Fiend.
16. The Tower - The tower symbolizes doom and disaster. You gain the following boons while this card is active:
- Choose 3 three other cards, you gain the boons of each of them.
- You gain the curses of both The Death card and The Hanged Man card.
17. The Star - The star represents joy and undying hope. When you draw this card, you gain the following boon and curse:
- You can use a reaction (once per encounter) to target a friendly creature within 60ft of you who can see and hear you that is going to make an Attack roll or Saving throw of any kind, that creature gains a bonus 1d4 if it's at least 40ft away from you. 1d6 if it's at least 20ft away from you. And any closer than that, they gain a 1d8 bonus. Your spell attacks deal a extra 1d4 radiant damage.
- You are now vulnerable to force damage and if you are surprised your AC is reduced by 2 for the surprise round.
18. The Moon - The moon represents dreams and creativity. When you draw this card, you gain the following boon and curse:
- You learn the Moonbeam spell. While the moon is out and you're not underground have temporary hit points equal to your Wisdom modifier.
- You are vulnerable to fire damage. While the sun is out you have disadvantage on Perception checks and saves against being frightened
19. The Sun - The sun represents optimism and accomplishment. When you draw this card, you gain the following boon and curse:
- You learn the Flaming Sphere spell. While the sun is out and you're not underground you cannot become lost except by magical means, your movement speed increases by 20ft.
- If you have darkvision it is reduced to 30ft, if you don't have darkvision you take an a penalty of -1 to your Perception in dim light and -2 in darkness. While the moon is out, you take a -1 penalty to all Wisdom checks.
20. Judgment - The judgment represents acceptance and absolution. When you draw this card, you gain the following boon and curse:
- You cannot be surprised and you gain 10ft of blindsight as long as you can hear.
- You are vulnerable to thunder damage and whenever you cast a spell you take 1 damage
Glimpse Into The Future
You gain proficiency with a playing card set.
You can shuffle your tarot deck with a regular playing card set and read a willing creature's future a number of times equal to your proficiency bonus (including yourself). Roll a d20 + your Wisdom modifier. Depending on the result you'll get a different effect.
1-5 --> You learn a new non-obvious piece of useless information about the creature.
6-10 --> Once until the next short rest, if the creature fails an attack roll, ability check or save, it can choose to add 1d4 t the roll
11-15 --> Once until the next short rest, if the creature fails an attack roll, ability check or save, it can choose to add 2d4 to the roll.
16-20 --> Once until the next short rest, if the creature fails an attack roll, ability check or save, it can choose to reroll.
21+ --> Twice until the next short rest, if the creature fails an attack roll, ability check or save, it can choose to reroll.
Channel Divinity: Rethread Destiny
Whenever a creature rolls either a natural 20 or a natural 1 on any roll, you can spend one of your Channel Divinity uses to force that creature to reroll. Potentially changing the outcome of the roll.
Channel Divinity: Twist Of Fate
Whenever you draw a new set of cards from your deck, you may spend one of your Channel Divinity uses to reroll one of the dice. This counts as if it's used after the short or long rest. ie: if you're a 1st level Cleric that has one use of their Channel Divinity, and you choose to reroll one of the dice, you won't be able to use Channel Divinity until you finish a short or long rest again.
The Fool
At 8th level whenever you cast a spell gifted to you by one of your cards, you deal double the damage. At 14th level this feature now triples the damage.
The World
At 17th level you gain +2 to your Wisdom score. and whenever you draw your cards you instead of rolling for them, can now choose which three cards become active.
Comments