Base Class: Sorcerer
The Tarot Sorcerer calls upon the power of their Tarot Suit to grant them extraordinary powers that can help in a variety of situations. They also call upon the Major Arcana associated with their Suit, turning them into the greatest Peace Keepers the town has ever seen, or into the scariest foes you have ever fought.
Suits of the Tarot
There are 4 suits of the Tarot; Wands, Cups, Swords, and Pentacles. Each represent a magical element as well. Wands are Fire, Cups are acid, Swords are Force, and Pentacles are bludgeoning. The element of your suit powers up spells of that type and affects your Fool Arcana effect. At first level, you roll a d4 and gain that suit's power. You can also choose one if you don't want to roll. Wands would be 1, Cups 2, Swords 3, Pentacles 4.
When you gain your suit, you gain a Sorcerer Cantrip based on the suit and the Ace of that suit which also acts as a spellcasting focus for you. Wands: Control Flames ; Cups: Shape Water ; Swords: Gust ; Pentacles: Mold Earth.
At 6th, 14th, and 18th level, you gain another suit and its effects. Your existing suit(s) also gain an upgrade(s).
The Fool Arcana
The power of the Fool is ingrained within your soul and with it, you gain an arcane Orb that takes the form of your Suit. These Orbs are known as Fool's Orbs and you can call upon them an amount of times equal to your Charisma modifier (minimum of 1). When you call upon the Fool, an amount of orbs = the amount of suits you have + the number of Major Arcana you have (The Fool is a Major Arcana) appear. These Orbs have a range of 120 feet and can attack, using your Charisma modifier + your proficiency bonus as the attack bonus. On a hit, an Orb deals 1d6 + your Charisma modifier as damage of your suit's type. If you have more than one suit, you choose which damage type of the suits you have it deals. It takes an action to use an Orb. Once an Orb is used, whether it be for an attack or for a Major Arcana effect, it disappears. If you call on the power of The Fool while you have it in effect, the amount of Orb's that are present are your normal amount of Orbs + the amount you already had out (i.e. you are 6th level and have a charisma modifier of +3 and four Orbs. You have used 3 of your Orbs and want to gain more. By expending another use, you gain 4 more Orbs, giving you a total of 5 that are out.) You regain all of your uses of Fool's Orbs after a long rest.
Major Arcana
At 6th level, the power of the Tarot's Major Arcana start to take root in your soul, giving you additional effects. Your existing Suit gets an upgrade and you gain a new Suit. Roll on your upgraded Suit's table for your 2nd Major Arcana. These Tables apply to characters that are of the Good or Lawful Neutral alignments.
Wands: Your weapon attacks deal an extra 1d4 fire damage
1 | The power of Major Arcana V, The Hierophant, gives you the ability to cast Find Familiar, using an orb to become the familiar. Your Orb, instead of taking the form of a creature, takes the form of one of your Suits or the form of one of your Tarot cards (The Ace of Wands, your second Ace, The Fool, or The Hierophant at 6th level.) Your Orb has the same statistics as a bat.
2 | The power of Major Arcana VII, The Chariot, gives you the ability to harm the crazier foes you may face. You now double your damage dice against a creature that is Chaotic or Evil. You can expend an Orb to have your damage dice be unable to roll lower than 1/2 of that die's max number (i.e. you cast Fire Bolt and hit a chaotic creature. You deal 4d10 fire damage to the creature and by using an Orb, you treat any roll of 4 or lower as a 5.)
3 | The power of Major Arcana IX, The Hermit, gives you the ability to see into items more easily. Gain Proficiency in the Insight Skill. You can also expend an Orb to cast the Identify Spell as a Ritual on an item. You don't need to touch the item throughout the casting as the Orb does it for you.
4 | The power of Major Arcana XVII, The Star, gives you the ability to heal yourself, no matter the place or time. You can expend an Orb to roll 2 of your Sorcerer hit dice. Regain that much Hp. (Rolling hit dice in this way does not burn them. You burn an orb to roll that amount)
Cups: Your weapon attacks deal an extra 1d4 acid damage.
1 | The power of Major Arcana VI, The Lovers, gives you the power to connect with a creature. When you hit with 1 of your Orbs, the target must make a Wisdom Saving Throw against your Sorcerer spell save DC or be charmed by you until the end of your next turn.
2 | The power of Major Arcana XII, The Hanged Man, gives you the power to sacrifice part of yourself for the progress of something else. You can take an amount of damage, up to your Sorcerer level, to increase the number rolled for an attack, ability check, or Saving Throw. If you hit a creature with an Orb, you can take damage up to your Sorcerer Level to deal extra radiant damage equal to the amount of damage you took from this effect.
3 | The power of Major Arcana XIV, Temperance, gives you the power to replenish your Fool Arcana. If you expend 4 of your Orbs, you regain half of your uses of your Fool Arcana, rounded up. This takes your action.
4 | The power of Major Arcana XVIII, The Moon, gives you the power to see into the dark. You gain a 60' darkvision. If you have darkvision, increase it by 30'. You can expend an Orb to turn your darkvision into devil's sight for 1 hour.
Swords: Your weapon attacks deal an extra 1d4 force damage
1 | The power of Major Arcana IV, The Emperor, gives you a strong sense of stability in both mind and body. You have advantage vs. being charmed, frightened, and prone. You can use an Orb to automatically succeed on any saving throw made against one of these effects.
2 | The power of Major Arcana VIII, Strength, gives you the strength to wield more weapons than you were able to before. You are now proficient with Long and Short Swords. If you attack a creature with a Long or Short Sword, you can use an Orb to give yourself advantage on the attack.
3 | The power of Major Arcana XI, Justice, gives you the power to bestow justice upon your foes. When you are hit by a weapon attack, you can use your Reaction to use an Orb to deal that amount of damage back at the attacker.
4 | The power of Major Arcana XIX, The Sun, gives you the power to use your intellect to aid you against attacks against your mind. You can use an Orb to add your Intelligence modifier to any Wisdom Saving Throw you make in the next minute.
Pentacles: Your weapon attacks deal an extra 1d4 bludgeoning damage
1 | The power of Major Arcana II, The High Priestess, gives you the power to look into creatures more easily. Gain Proficiency in the Insight skill. You can use an Orb to cast Identify on a creature. You don't need to touch the creature throughout the casting as the orb does it for you.
2 | The power of Major Arcana III, The Empress, gives you some control over the fertility of the land. You can use an Orb to cast Plant Growth.
3 | The power of Major Arcana X, The Wheel of Fortune, gives you control over your luck. You can use an Orb to reroll a '1' on any ability check, attack roll, or saving throw you make.
4 | The power of Major Arcana XVI, The Tower, gives you the power to erect towers in empty spaces to better defend yourself and your allies. You can use an Orb to transform it into a tower that is 20 feet wide, 20 feet long, and 30 feet high on a point within range. it has an opening on one of its sides that allows for entry and exit. It has ladders inside to let people onto each of its 4 levels, the fourth being the roof. Each level has arrow 3 arrow slits on each face for every level. This tower lasts for 1 minute or until you dismiss it as a bonus action.
Major Arcana (Reversed)
At 6th level, the power of the Tarot's Major Arcana start to take root in your soul, giving you additional effects. Your existing Suit gets an upgrade and you gain a new Suit. Roll on your upgraded Suit's table for your 2nd Major Arcana. These Tables are only for Characters of Evil or Chaotic Neutral Alignments.
Wands: Your weapon attacks deal an extra 1d4 fire damage
1 | The power of Major Arcana V, The Hierophant, gives you the ability to cast Find Familiar, using an orb to become the familiar. Your Orb, instead of taking the form of a creature, takes the form of one of your Suits or the form of one of your Tarot cards (The Ace of Wands, your second Ace, The Fool, or The Hierophant at 6th level.) Your Orb has the same statistics as a bat.
2 | The power of Major Arcana VII, The Chariot, gives you the ability to harm the crazier foes you may face. You now double your damage dice against a creature that is Lawful or Good. You can expend an Orb to have your damage dice be unable to roll lower than 1/2 of that die's max number (i.e. you cast Fire Bolt and hit a lawful creature. You deal 4d10 fire damage to the creature and by using an Orb, you treat any roll of 4 or lower as a 5.)
3 | The power of Major Arcana IX, The Hermit, gives you the ability to see into items more easily. Gain Proficiency in the Insight Skill. You can also expend an Orb to cast the Identify Spell as a Ritual on an item. You don't need to touch the item throughout the casting as the Orb does it for you.
4 | The power of Major Arcana XVII, The Star, gives you the ability to heal yourself, no matter the place or time. You can expend an Orb to roll 2 of your Sorcerer hit dice. Regain that much Hp. (Rolling hit dice in this way does not burn them. You burn an orb to roll that amount)
Cups: Your weapon attacks deal an extra 1d4 acid damage.
1 | The power of Major Arcana VI, The Lovers, gives you the power to instill fear in a creature. When you hit with 1 of your Orbs, the target must make a Wisdom Saving Throw against your Sorcerer spell save DC or be frightened by you until the end of your next turn.
2 | The power of Major Arcana XII, The Hanged Man, gives you the power to sacrifice part of yourself for the progress of something else. You can take an amount of damage, up to your Sorcerer level, to increase the number rolled for an attack, ability check, or Saving Throw. If you hit a creature with an Orb, you can take damage up to your Sorcerer Level to deal extra necrotic damage equal to the amount of damage you took from this effect.
3 | The power of Major Arcana XIV, Temperance, gives you the power to replenish your Fool Arcana. If you expend 4 of your Orbs, you regain half of your uses of your Fool Arcana, rounded up. This takes your action.
4 | The power of Major Arcana XVIII, The Moon, gives you the power to see into the dark. You gain a 60' darkvision. If you have darkvision, increase it by 30'. You can expend an Orb to turn your darkvision into devil's sight for 1 hour (can see through magical and non magical darkness).
Swords: Your weapon attacks deal an extra 1d4 force damage
1 | The power of Major Arcana IV, The Emperor, gives you a strong sense of stability in both mind and body. You have advantage vs. being charmed, frightened, and prone. You can use an Orb to automatically succeed on any saving throw made against one of these effects.
2 | The power of Major Arcana VIII, Strength, gives you the strength to wield more weapons than you were able to before. You are now proficient with Long and Short Swords. If you attack a creature with a Long or Short Sword, you can use an Orb to give yourself advantage on the attack.
3 | The power of Major Arcana XI, Justice, gives you the power to bestow justice upon your foes. When you are hit by a weapon attack, you can use your Reaction to use an Orb to deal that amount of damage back at the attacker.
4 | The power of Major Arcana XIX, The Sun, gives you the power to use your intellect to aid you against attacks against your mind. You can use an Orb to add your Intelligence modifier to any Wisdom Saving Throw you make in the next minute.
Pentacles: Your weapon attacks deal an extra 1d4 bludgeoning damage
1 | The power of Major Arcana II, The High Priestess, gives you the power to look into creatures more easily. Gain Proficiency in the Insight skill. You can use an Orb to cast Identify on a creature as a Ritual. You don't need to touch the creature throughout the casting as the orb does it for you.
2 | The power of Major Arcana III, The Empress, gives you some control over the fertility of the land. You can use an Orb to cast Blight.
3 | The power of Major Arcana X, The Wheel of Fortune, gives you control over your luck. You can use an Orb to give a creature you can see with in range disadvantage on their next attack, ability check, or saving throw.
4 | The power of Major Arcana XVI, The Tower, gives you the power to erect towers in empty spaces to better defend yourself and your allies. You can use an Orb to transform it into a tower that is 20 feet wide, 20 feet long, and 30 feet high on a point within range. it has an opening on one of its sides that allows for entry and exit. It has ladders inside to let people onto each of its 4 levels, the fourth being the roof. Each level has arrow 3 arrow slits on each face for every level. This tower lasts for 1 minute or until you dismiss it as a bonus action.
Major Arcana Upgrade
Your Major Arcana given to you by your initial Suit has unlocked some of its power in you. You now upgrade it's effect. You also get a Major Arcana tied to your 2nd Suit and you get a 3rd Suit with it's first level benefits. Your initial Suit gets another upgrade and your 2nd suit gets the upgrade from 6th level.
Wands: The die is increased to a d8. You can also use an amount of Orbs equal to a fire damage dealing spell's level to roll 1/2 of the damage dice (rounded up) and add that total to the damage's total. You don't need to use orbs for Cantrips.
The Hierophant's unlocked power allows your Orb Familiar to take the shape of any beast familiar.
The Chariot's unlocked power gives you the ability to move after hitting a Chaotic/Evil creature. If you hit a Chaotic/Evil creature, you can move up to 1/2 of your speed without provoking opportunity attacks.
The Hermit's unlocked power allows you to cast Identify on an item as an action instead of as a ritual.
The Star's unlocked power allows you to expend 1 Orb to roll 5 hit dice and regain that much Hp. (Rolling hit dice in this way does not burn them. You burn an orb to roll that amount)
Cups: The die is increased to a d8. You can also use an amount of Orbs equal to an acid damage dealing spell's level to roll 1/2 of the damage dice (rounded up) and add that total to the damage's total. You don't need to use orbs for Cantrips.
The Lover's unlocked power forces the creature to make their save at disadvantage.
The Hanged Man's unlocked power deals double the amount of damage you took from his effect.
Temperance's unlocked power allows you to regain half of your uses by using 2 orbs instead of 4. This is done as your action.
The Moon's unlocked power allows you a greater vision in the dark. Increase your Dark vision by 30 feet
Swords: The die is increased to a d8. You can also use an amount of Orbs equal to a force damage dealing spell's level to roll 1/2 of the damage dice (rounded up) and add that total to the damage's total. You don't need to use orbs for Cantrips.
The Emperor's unlocked power gives you immunity to prone, charm, and frightening. You can use an Orb to give a creature of your choice advantage on a saving throw against one of those conditions.
Strength's unlocked power gives you proficiency in Strength Saving Throws and checks.
Justice's unlocked power allows you to use this effect against spells.
The Sun's unlocked power allows you to permanently add your Intelligence modifier to your Wisdom Saving throws. You can also cast Fireball as a 5th level spell by using an Orb.
Pentacles: The die is increased to a d8. You can also use an amount of Orbs equal to a bludgeoning damage dealing spell's level to roll 1/2 of the damage dice (rounded up) and add that total to the damage's total. You don't need to use orbs for Cantrips.
The High Priestess allows you to cast Identify on a creature as an action instead of a ritual.
The Empress allows you to cast Erupting Earth as a 5th level spell by using an Orb.
The Wheel of Fortune allows you to reroll any rolls of 1-3 by way of using an Orb.
The Tower can now last for a day rather than a minute.
Reversed Major Arcana Upgrade
Your Major Arcana given to you by your initial Suit has unlocked some of its power in you. You now upgrade it's effect. You also get a Major Arcana tied to your 2nd Suit and you get a 3rd Suit with it's first level benefits. Your initial Suit gets another upgrade and your 2nd suit gets the upgrade from 6th level.
Wands: The die is increased to a d8. You can also use an amount of Orbs equal to a fire damage dealing spell's level to roll 1/2 of the damage dice (rounded up) and add that total to the damage's total. You don't need to use orbs for Cantrips.
The Hierophant's unlocked power allows your Orb Familiar to take the shape of any beast familiar.
The Chariot's unlocked power gives you the ability to move after hitting a Lawful/Good creature. If you hit a Lawful/Good creature, you can move up to 1/2 of your speed without provoking opportunity attacks.
The Hermit's unlocked power allows you to cast Identify on an item as an action instead of as a ritual.
The Star's unlocked power allows you to expend 1 Orb to roll 5 hit dice and regain that much Hp. (Rolling hit dice in this way does not burn them. You burn an orb to roll that amount)
Cups: The die is increased to a d8. You can also use an amount of Orbs equal to an acid damage dealing spell's level to roll 1/2 of the damage dice (rounded up) and add that total to the damage's total. You don't need to use orbs for Cantrips.
The Lover's unlocked power forces the creature to make their save at disadvantage.
The Hanged Man's unlocked power deals double the amount of damage you took from his effect.
Temperance's unlocked power allows you to regain half of your uses by using 2 orbs instead of 4. This is done as your action.
The Moon's unlocked power allows you a greater vision in the dark. Increase your Dark vision by 30 feet
Swords: The die is increased to a d8. You can also use an amount of Orbs equal to a force damage dealing spell's level to roll 1/2 of the damage dice (rounded up) and add that total to the damage's total. You don't need to use orbs for Cantrips.
The Emperor's unlocked power gives you immunity to prone, charm, and frightening. You can use an Orb to give a creature of your choice advantage on a saving throw against one of those conditions.
Strength's unlocked power gives you proficiency in Strength Saving Throws and checks.
Justice's unlocked power allows you to use this effect against spells.
The Sun's unlocked power allows you to permanently add your Intelligence modifier to your Wisdom Saving throws. You can also cast Hunger of Hadar for 30 seconds by using an Orb.
Pentacles: The die is increased to a d8. You can also use an amount of Orbs equal to a bludgeoning damage dealing spell's level to roll 1/2 of the damage dice (rounded up) and add that total to the damage's total. You don't need to use orbs for Cantrips.
The High Priestess allows you to cast Identify on a creature as an action instead of a ritual.
The Empress allows you to cast Erupting Earth as a 5th level spell by using an Orb.
The Wheel of Fortune allows you to force disadvantage on either; saving throws, attack rolls, ability checks; onto a number of foes equal to your Charisma modifier for a minute by way of using an Orb.
The Tower can now last for a day rather than a minute.
The Max Arcana
The Max Arcana are the strongest of them all for they are not tied to one suit. They are tied to all of them. They are the ones to give you access to all of the suits and take them to their 2nd benefit. You also gain access to 1 Major Arcana from your 3rd and 4th suit. Your 2nd suit Arcana also gets its upgrade. Your Fool's Orbs now have a range of your sight. Now, CHOOSE YOUR MAX ARCANA!!! (I know that I would hate to do this math cuz it is not my forte, so I am going to save you the time. You now have 10 Fool's Orbs)
Number I, The Magician
You gain the ability to cast a 7th level spell based on your initial suit.
Wands: Fire Storm
Cups: Prismatic Spray
Swords: Whirlwind
Pentacles: Reverse Gravity
Number XX, Judgment
You can expend any amount of Orbs to deal Xd10 damage (just damage, no type) to Y amount of creatures, where Y is your Sorcerer Level and X is the amount of Orbs expended.
Number XXI, The World
You gain Proficiency in all Saving Throws. If you already have proficiency in a saving throw, add half of it to that Saving Throw.
Number XIII, Death
Choose an amount of creatures equal to your Charisma Modifier. Use all of your uses of The Fool and all of your Orbs. Outright Kill those creatures.
Number XV, The Devil
You can use up to 5 orbs to summon a demon OR devil of that CR. They work under your orders and roll their own initiative until they die or until the end of your next long rest.
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Posted Dec 14, 2021I'm a little confused on some of the wording on this one. I love the concept, but shouldn't the Max Arcana be level 14 and not 7? Also at level 6, do I really have
Suit 1 + upgrade
Suit 2 + upgrade
Suit 3?
Fool
Major Arcana of Suit 1?
Major Arcana of Suit 2?