Sorcerer
Base Class: Sorcerer

You have the innate power of Tarot tied to your soul. Tarot cards are a means of divining the future using a deck of cards. Compared to you, those people are mere dablers, they don't have the same bond with the cards as you do. Your soul is tied to a special set of tarot cards, modeled after you and your past. You start with only being able to bind a few cards to your soul at once, but you will gain power later on. 

Soul Diviner

Your ability to divine the future come straight from your soul, and manifests in the form of a tarot deck. At 1st level, you gain a 78 card tarot deck containing both major and minor arcana. There are 4 minor arcana suits, Swords, Wands, Cups, and Pentacles, each with cards labeled 1-10, an ace, a queen, a king, and a knight. The major arcana contains 22 cards, noted later in the class. You have advantage on initiative rolls, and can't be surprised while you are conscious. Creatures have disadvantage on saves against your divination spells.

Power of the Deck

Your tarot deck that you gained from the soul diviner has been specially tailored to your soul. The cards are special and represent you. At 1st level, you can summon the deck as a bonus action, and desummon it as a bonus action. It also disappears when it moves more than 10ft from you, you are incapacitated, or die. As an action, you can draw a card from the deck. When you do, roll a d20, which correlates to the card you use. The card's effect ends in 1 minute, unless otherwise stated, or end when you get incapacitated. You can also end the effect as an action, you then must use a different action to draw another card. Once you use a card, you can't use again until you finish a long rest. You can only have 2 effects active at a time. Any card that has a singular effect can have the effect be used every turn until it ends.

1.The Magician: This card represents magical prowess and intelligence. You gain a +1 bonus to your attack rolls and spell save DC.  

2.The High Priestess: This card represents peace and passiveness. If you did not damage a creature on your last turn, all attacks against you have disadvantage.

3.The Empress: This card represents calmness and understanding. You are so chill, you have resistance to cold damage, and you understand all languages.

4.The Emperor: This card represents power and control. When a creature misses you with an attack roll, you can use your reaction to force another creature within 10ft of you to attack the creature that missed you.

5: The Hierophant: This card represents good piety and faith. Allies within 10ft of you cannot be charmed or frightened, and you gain 1d4 temporary hit points per turn.

6:The Lovers: This card represents romance and bonds. Choose 2 creatures within 30ft of you. Those creatures have advantage on ability checks and saves when they are within 10ft of each other.

7:The Chariot: This card represents self-assurance and conquest. Your movement speed increase by 10ft, and you ignore difficult terrain.

8:Justice: This card represents unbiased justice and valor. Any spells that detect a creature's thoughts or alignment automatically succeeds.

9:The Hermit: This card represents solitude and philosophy. As an action, you can teleport 30ft to any unoccupied space.

10:Wheel of Fortune: This card represents luck and fate. You gain the effects of another card, determined randomly, but it lasts for 30 seconds, and then you roll again for the another card that lasts for 30 seconds. If you get Wheel of Fortune or the same card twice, reroll.

11:Strength: This card represents fortitude and undominable strength. You gain advantage on all STR checks and saves, and the weight you can push, pull, or carry doubles.

12:The Hanged Man: This card represents self-sacrifice and paradoxes. When a creature within 10ft of you takes damage, you can take half of the damage as your reaction.

13:Death: This card represents decay and failure. Whenever you take damage, the attacking creature takes 1d8 necrotic damage, and has disadvantage on its next attack roll.

14:Temperance: The card represents moderation and harmony. Whenever an ally attacks a creature, you can force another creature within 10ft of the target to attack the target.

15:The Devil: This card represents impulsiveness and commitment. You gains resistance to fire and poison damage.

16:The Tower: This card represents doom and disaster. Choose 2 enemies, they have disadvantage on all attacks, ability checks, and saves while within 10ft of each other.

17:The Star: This card represents hope and joy. As a bonus action, you can heal a creature for 1d4 hit points and give them advantage on their next attack, ability check, or saving throw.

18:The Moon: This card represents hidden obstacles and and darkness. You choose 3 creatures, they become invisible for the duration, you also gain an additional 60ft of darkvision.

19:The Sun: This card represents optimism and accomplishment. When under the light of day, you gain a 10ft movement speed increase, and you sunlight radiates in a 10ft radius around you.

20:Judgement: This card represents acceptance and absolution. As an action, you can force a creature to make a WIS save against you spell save DC. You instantly learn the chosen creature's alignment. If the creature's alignment is evil, it take 1d6 psychic damage.

Fool's Folly

At 6th level, you learn how to use the most basic card, the Fool. This card has much potential, but it is a long way to mastery. It represents the beginning of a long journey, and in the story of tarot, the fool begins their journey through the deck, eventually becoming the most powerful card in the deck, the World. You can invoke the Fool as an action. When you do, you gain the following abilities. Your regain half of your hit points, and 1 spell slot for your spells 1-5. You also must make a WIS save against your spell save DC. On a failure, you take 1d8 psychic damage, and cast one of your spells at a random target without expending a spell slot, as the magic of the Fool collapses into chaos. Once you use the card, you must finish a long rest before you can use it again. The psychic damage taken increase to 2d8 at 10th level, and 3d8 at 18th level.

Magic of the Cards.

At 14th level, you gain more mastery of the deck, unlocking the power of the basic cards. Choose a suit from the options below, they grant you features.

-Swords: You gain resistance to slashing and piercing damage. You gain blade like extensions that deal 3d6 magical slashing or piercing damage, your choice. You are proficient in those weapons, and they use you charisma for attack and damage rolls. They have a range of 60ft, and at 18th level, they do 5d6 damage.

-Cups: You gain resistance to poison and acid damage. When you touch a liquid, you can enchant it, allowing any creature that drinks from it to regain 3d6 hit points. At 18th level, the hit points regained equals 5d6.

-Wands: You gain resistance to force and psychic damage. You deal an extra die of damage for each type of damage when you cast a spell. At 18th level, you deal 2 extra damage dice for each type of damage.

-Pentacles: You gain resistance to radiant and necrotic damage. You also have advantage on saves against the effects of fiends and celestials. At 18th level, you cannot be charmed or frightened by fiends or celestials.

You can change you suit after a long rest. You are also now visibly changed by the forces of the cards. You decide how, but it might have to do with the cards you prefer to use. Such as horns if you often use the devil card, or your bones might show through you skin if you use the death card often.

Mastery of the Deck

You and the cards are one, and destiny is yours to control. At level 18, you have mastered the deck's power, giving you the following benefits. You learn 2 divination spells from any classes spell list that are 5th level or lower, and you gain a bonus to you initiative equal to your CHA mod. You can cast those 2 spells once without expending a spell slot, and then you must finish a short or long rest to do so again. After you have used a card with the Power of the Deck feature, you cannot regain it until you finish a short or long rest, and creatures have disadvantage on saves against your cards effects. In addition, you have found the center of all the deck's power, the card know as THE WORLD! As an action, you can activate this card and gain the following benefits for 1 minute:

  • You gain temporary hit points equal to triple you CHA score, which are refreshed every turn.
  • You gain a +2 to AC
  • The abilities of all your cards from Power of the Deck are doubled, resistance becomes immunity, speed bonuses double, you gain an extra damage or healing dice for the cards with damage or healing powers, cards that link 2 creatures link 4 creatures, etc.
  • You can, as an action, end the world's power in one blast. When you do so, choose a number of creatures with a CR equal to or less than your level, that number of creatures equals your charisma modifier. You summon cards that have illustrations of the chosen creatures, and then you can choose to destroy or keep those cards. If you destroy them, the creature illustrated instantly dies, and cannot be revived except by a wish spell. If you keep the card, you have can force the creature illustrated to make a wis save against you spell save DC, or do anything you command it to, it can repeat the save every minute, if it succeeds, it cannot be commanded by you for one minute. If you keep the card, you can destroy it at anytime. Activating this ability ends all effects of the World.

Once the World card ends, you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/7/2021 8:17:06 PM
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