Fortune Teller Image

Increase your wisdom by 1 to a maximum of 20.

You have mastered the art of card divination and can read the deck of fate. You also know the Divination spell.
You or others you allow may draw a card from the deck. Once a card is drawn, the rest of the deck vanishes from your inventory until the effect of the drawn card ends.

• The Fool: (the protagonist of a story; beginnings and naievity; the path taken; the fool's journey) You gain Inspiration.

• The Magician: (talents, capabilities and resources at your disposal; realising full potential) Until the next long rest, you may (once only) treat any roll you make as though you had 20 in the appropriate stat.

• The High Priestess : (when a secret is kept or revealed, when you are holding on to the truth or revealing it, the card associated with mystery) Until the next long rest, you gain advantage on all Insight, Perception, and Investigation rolls related to uncovering secrets.

• The Empress: (mother, a creator and nurturer, beautiful things as well as love) Until the next long rest, you gain advantage on all checks related to protecting or directly helping your character's Bond (if not applicable, some person, group, or place you are close to at DM discretion).

• The Emperor: (the desire to rule over one's surroundings, stability, authority, power, command) Until the next long rest, you are treated as having the Inspiring Leader feat. If you already have this feat, its effects are doubled.

• The Hierophant: (religion and orthodox theology, status quo, institutions, social convention)
You receive an understanding of social conventions, laws, and/or religious beliefs and the way they support or restrict your actions. You may alter your alignment in response to drawing this card.

• The Lovers: (love, passion, sexuality, individual desire, pleasure, romance) Until the next long rest, you find a strong urge to seek out your desires, whether they be for romance, indulgence, or pleasure.

• The Chariot : (conquest or victory that can be won through self-reliance, righteousness, conviction and plain hard work) Until the next long rest, you add +2 to your proficiency bonus.

• Justice: (right, of morality, of duty, judgement, impartiality, distance) You receive an understanding of injustices you have suffered and those which you have perpetuated, and also of ways in which you can right those injustices if you desire. You may alter your alignment in response to drawing this card.

• The Hermit: (introspection, reflection, solitude, reclusion, deep understanding) During your next long rest, you gain a flash of insight and understanding. You gain the Hermit's Discovery background feature, your newfound discovery being at DM discretion.

• Wheel of Fortune: (change, turning point, opportunity, destiny, fate, movement, good to bad, bad to good) Roll 2d20 and note down the rolls. At any point you may substitute any die roll you have just made with one of these numbers. From this point onwards, the DM may do the same with the remaining number.

• Strength: (self-control, composure, stability, fortitude, perseverence, moderation) Until the next long rest, you gain proficiency in all saving throws.

• The Hanged Man: (destruction of self, surrender, sacrifice, giving up, letting go)
You lose Inspiration (if you have it) and may not gain it until the next long rest.

• Death: (ending, loss, conclusion, finishing, goodbyes) Until the next long rest, you have disadvantage on all death saving throws.

• Temperance: (temperance or moderation, blending or synthesis of opposites, harmony, equilibrium) Until the next long rest, your lowest ability score is treated as though it were the second lowest, and your highest as though it were the second highest.

• The Devil: (indulgence, lust, egoism, hedonism, vice, bondage to the material) Until the next long rest, you must make a DC15 Wisdom save when presented with a vice that your character might indulge in, or else be drawn to take part regardless of the consequences (treat this as a compulsion effect)

• The Tower: (chaos, hard times, crisis, crash, downfall, ruin, catastrophe, failure) Until the next long rest, any twenties you roll are considered to be ones.

• The Star: (hope, trust, tranquility, optimism, faith, joy, serenity) Until the next long rest, you gain Immunity to Fear and fear effects, but are at disadvantage on all Insight checks.

• The Moon: (deception, confusion, fear, illusion, obfuscation, fantasy, uncertainty) Until the next long rest, you are at disadvantage to all saving throws against fear effects and illusions.

• The Sun: (vitality, energy, optimism, enlightenment, energy, positivism, good things and positive outcomes) Until the next long rest, you may add one to all die rolls.

• Judgement: (rebirth, salvation, restarting, forgiveness, judgement, renewal, reconciliation) You receive an understanding of mistakes you have made and ways in which you have wronged others, and also of ways in which you can atone or make recompense if you desire. You may alter your alignment in response to drawing this card.

• The World: (ending to a cycle, fulfilment, accomplishment, wholeness, consumation) During your next long rest, you gain Inspiration.

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