Sorcerer
Base Class: Sorcerer

You were born talented when it comes to the tarot and now it helps fuel your magic.

Tarot Magic

Fate Draw (1/Long Rest): As a bonus action, you may draw from your Arcana Deck. Roll 1d22 on the Major Arcana Table and immediately gain the card’s effect. At 6th level, you can expend 2 sorcery points to draw again.

1

The Fool

Roll on the Wild Magic Surge table. You also gain 1 sorcery point.

2

The Magician

Choose any spell you’ve seen this day. You may cast it once without a slot (max 3rd level).

3

The High Priestess

For 1 minute, you gain truesight (30 ft) and can’t be surprised.

4

The Empress

When you cast a spell that heals, shields, or buffs, the target also gains +2 AC for 1 minute.

5

The Emperor

For 1 minute, you exude command. You gain +2 spell save DC and advantage on Intimidation checks.

6

The Hierophant

You may cast Augury or Zone of Truth without a slot or components.

7

The Lovers

Choose one ally: for 1 minute, you share telepathy (60 ft) and half all damage between you.

8

The Chariot

For 1 minute, your movement increases by 15 ft, and you are immune to being grappled or restrained.

9

Strength

Until the end of your next turn, your damaging spells deal double damage, and you are immune to fear.

10

The Hermit

You cast Greater Invisibility on yourself (duration: 1 minute, no concentration).

11

Wheel of Fortune

Roll 1d6:1–2 = disadvantage on next d20 roll3–4 = no effect5–6 = automatic 20 on next d20 roll.

12

Justice

Your next spell ignores resistance and immunity. You also gain advantage on your next saving throw.

13

The Hanged Man

You delay your next action but then gain 2 full actions on your following turn.

14

Death

One creature within 60 ft must succeed on a CON save (DC = spell DC) or take 8d8 necrotic damage.

15

Temperance

You gain resistance to all damage for 1 minute. You also gain 1d10 temporary HP.

16

The Devil

Cast Suggestion without a spell slot. On a failed save, the target also becomes Charmed for 1 hour.

17

The Tower

You cast Thunderwave at 3rd level. All enemies in range are pushed 20 ft and must succeed on a Dex save or fall prone.

18

The Star

Restore one expended spell slot of 3rd level or lower, and you or one ally regains 15 HP.

19

The Moon

You become blurred and intangible: gain Blur and may use Misty Step once during the next minute.

20

The Sun

You and all allies in 30 ft gain +1 to attacks, saves, and skill checks for 1 minute.

21

Judgement

You may immediately cast Counterspell or Dispel Magic without expending a spell slot.

22

The World

For 1 minute, you gain proficiency in all saving throws and may cast one cantrip as a bonus action each turn.

 

Fate Bound Insight

You gain proficiency in either Insight or Arcana (your choice). You also learn the Thaumaturgy cantrip, which doesn’t count against your sorcerer cantrips known.

 

Empowered Draw

Your connection deepens. When you draw a card:

 

  • You may choose to delay the effect for up to 1 minute.
  • While delayed, you may choose to activate it as a bonus action on your turn.
  • Once per long rest, you may roll 2 cards and pick one (before knowing the effects).

 

 

Arcane Reflection

 

  • When a creature you can see forces you to make a saving throw, you can use your reaction to impose disadvantage on the triggering creature’s next saving throw before the end of your next turn.
  • Additionally, when you succeed on a saving throw against a spell, you may spend 1 sorcery point to redirect it. Choose another creature within range of the original spell—if applicable, it becomes the new target.

 

 

Chosen Fate

 

  • Once per long rest, you may choose the card you draw instead of rolling.
  • Additionally, whenever you roll initiative, you may immediately draw 1 card without using an action or sorcery points.
  • If you draw a card you’ve already drawn this day, you may regain 3 sorcery points instead.

 

 

Previous Versions

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6/19/2025 6:45:51 PM
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6/25/2025 6:41:01 PM
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