Base Class: Wizard
Wizards of the School of Tarot draw their power from the ever-shifting strands of fate, guided by Bruxo, the long-vanished god of Order and the Arcane. These arcane seers read the Major and Minor Arcana not just to glimpse the future, but to alter it.
You wield a tarot deck as both focus and conduit, letting fate itself steer your power — for better or worse.
Level 2: Path of The Fool
Beginning at Level 2, you have begun walking the path of the Fool, the first card of the tarot and the seeker of destiny.
Tarot Deck: At 2nd level, you gain a magical tarot deck which you use as an arcane focus. You can perform a Fated Draw as a bonus action, pulling one Major Arcana card from your deck. The card has either an upright (boon) or reversed (bane) orientation.
The number of draws you can make per long rest is equal to your proficiency bonus. Each effect lasts until your next short rest (see level 14 for duration changes).
Major Arcana
|
Card |
Upright Effect |
Reversed Effect |
|
The Fool |
You and one ally gain +1 to AC until a short rest |
You and one ally gain -1 to AC until a short rest |
|
The Magician |
Advantage on Arcana checks |
Disadvantage on Arcana checks |
|
The High Priestess |
Advantage on Religion checks |
Disadvantage on Religion checks |
|
The Empress |
Ally gains 1d6 Inspiration die usable once before long rest |
Ally loses 1d6 from next roll |
|
The Emperor |
+1 to initiative rolls |
-1 to initiative rolls |
|
The Hierophant |
Advantage on History checks |
Disadvantage on History checks |
|
The Lovers |
+1 to Charisma-based checks |
-1 to Charisma-based checks |
|
The Chariot |
+5 ft movement |
-5 ft movement |
|
Justice |
Advantage on Perception checks |
Disadvantage on Perception checks |
|
The Hermit |
Advantage on Stealth checks |
Disadvantage on Stealth checks |
|
Wheel of Fortune |
Advantage on Investigation checks |
Disadvantage on Investigation checks |
|
Strength |
+1 to Strength checks |
-1 to Strength checks |
|
The Hanged Man |
Advantage on Survival checks |
Disadvantage on Survival Checks |
|
Death |
Advantage on death saving throws |
Disadvantage on saving throws for one minute |
|
Temperance |
Advantage on Animal Handling |
Disadvantage on Animal Handling |
|
The Devil |
Advantage on Intimidation |
Disadvantage on Charisma checks |
|
The Tower |
Cast Blink, enter "tower realm" during turns |
Take force damage = half wizard level |
|
The Star |
+1d4 radiant damage to melee attacks |
-1d4 to all weapon damage |
|
The Moon |
Cast Moonbeam once |
You emit dim light and are easier to detect |
|
The Sun |
+1d12 radiant damage to next spell attack |
Next spell attack deals half damage |
|
Judgement |
Advantage on Persuasion checks |
Disadvantage on Persuasion checks |
|
The World |
Teleport 60–100 ft (your choice, unoccupied space) |
Teleport 60-100 ft in random direction (DM chooses) |
Level 6: Arcane Suits
At level 6 your mastery over the deck deepens, granting access to the Minor Arcana and imbuing you with broader control over fate’s influence.
You now draw from the entire tarot deck, including Minor Arcana (Cups, Pentacles, Wands, Swords).
Each suit represents a magical theme:
Cups: Emotions, healing, and empathy — small healing, bonus to Insight/Medicine, etc.
Pentacles: Earth, stability, and the body — temporary HP, resistance to damage types, etc.
Wands: Inspiration, creativity, and fire — bonus to spell attacks, bonus cantrip damage, etc.
Swords: Conflict, intellect, and truth — initiative bonuses, reaction-based boosts, etc.
Minor Arcana - Cups
|
Card |
Upright Effect |
Reversed Effect |
|
Ace |
Regain 1d4 HP immediately |
You lose 1d4 HP |
|
2–5 |
+1 to Insight or Medicine checks |
-1 to Insight or Medicine checks |
|
6–9 |
Gain temporary HP equal to spellcasting mod |
Lose temporary HP if you have any |
|
10 |
You and one ally each regain 1d6 HP |
You and one ally each take 1d6 psychic damage |
|
Page |
Calm Emotion effect (1 target) |
You’re charmed by nearest creature for 1 round |
|
Knight |
You can sense emotions (Detect Thoughts Lv1) |
You suffer 1 level of exhaustion for 1 hour |
|
Queen |
Gain immunity to frightened for 1 hour |
You are frightened of a random creature |
|
King |
Cast Cure Wounds (as 2nd level) |
You are silenced (no verbal components) for 1 turn |
Minor Arcana - Swords
|
Card |
Upright Effect |
Reversed Effect |
|
Ace |
Add +2 to next attack roll |
Subtract -2 from next attack roll |
|
2–5 |
+1 to Intelligence saves/checks |
-1 to Intelligence saves/checks |
|
6–9 |
Gain use of Shield spell once (no slot) |
You cannot cast reaction spells for 1 round |
|
10 |
Auto-succeed on 1 saving throw this round |
Automatically fail 1 saving throw this round |
|
Page |
Disarm enemy on hit (once) |
Drop weapon or item you are holding |
|
Knight |
You crit on 19–20 until next long rest |
Your crit range becomes 20 only |
|
Queen |
Gain true strike for 1 minute |
All your melee attacks have disadvantage |
|
King |
Cast Counterspell without using a slot (once) |
You are stunned for 1 turn (no save) |
Minor Arcana - Pentacles
|
Card |
Upright Effect |
Reversed Effect |
|
Ace |
Gain 1d6 temporary HP |
Lose 1d6 temporary HP |
|
2–5 |
+1 to Constitution saves |
-1 to Constitution saves |
|
6–9 |
Resistance to one damage type (DM chooses) for 1 hour |
Vulnerability to a damage type for 1 hour |
|
10 |
You’re immune to being knocked prone |
You are knocked prone immediately |
|
Page |
Earthbind effect (single target, 1 turn) |
You are restrained for 1 round (DC 13 STR save) |
|
Knight |
Stone skin (AC +1 for 1 hour) |
Disadvantage on STR or CON checks |
|
Queen |
Immunity to poison and disease for 1 hour |
You are poisoned for 1 hour (DC 13 CON save ends) |
|
King |
Gain shield-like reaction (once before long rest) |
You can’t take reactions until end of next turn |
Minor Arcana - Wands
|
Card |
Upright Effect |
Reversed Effect |
|
Ace |
+1 to next spell attack roll |
-1 to next spell attack roll |
|
2–5 |
+1 damage with cantrips |
-1 damage with cantrips |
|
6–9 |
+5 ft movement speed |
-5 ft movement speed |
|
10 |
Cast Misty Step |
Misty Step misfires — random direction |
|
Page |
Add 1d6 to next initiative roll |
Subtract 1d6 from next initiative roll |
|
Knight |
Can Dash as a bonus action once |
You cannot Dash next round |
|
Queen |
Next spell has max damage on one die |
Next spell fizzles unless DC 15 Arcana check |
|
King |
Once before long rest, regain 1 used spell slot (1st level) |
Lose 1 first-level spell slot |
Level 10: Weigh the Scales
You’ve learned to subtly manipulate the tides of fate when a draw turns against you beginning at level 10.
When you draw a card and it is reversed, you can choose to expend one use of your Fated Draw to flip the card upright, applying its positive effect instead.
You can do this once per long rest, and gain an additional use of this feature at 17th level.
Level 14: The Fool Ascendant
You, at 14th level, now embody the Fool entirely, a vessel for fate’s chaos and harmony alike.
Enduring Readings: Your tarot effects now last until your next long rest, unless you draw a new card, which replaces the current one. (Before now, effects ended on a short rest.)
Fool’s Fortune: Once per long rest, when a creature within 60 feet makes a saving throw, ability check, or attack roll, you may use your reaction to intervene in fate.
Previous Versions
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6/4/2025 10:08:20 PM
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1
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