You gain a magical deck of tarot cards. You may magically summon the deck into your hand, and if the cards are destroyed, you may resummon them the next day. After drawing a card from the deck, it is magically reshuffled into the deck.
You may use a bonus action to draw a tarot card. If you do, roll a d12:
- The Hermit: You gain the effects of the Guidance cantrip.
- The Sun: For an hour, you emanate bright light for 20 feet and dim light for another 20. The bright light is considered sunlight.
- The Moon: For an hour, you gain darkvision out to 60 ft. If you already have darkvision, the range is doubled.
- The World: You gain temporary hit points equal to your level.
- The Star: You have advantage on saving throws against the Charmed, Frightened, and Poisoned conditions for the next hour.
- The Hanged Man: The next successful attack you make against a creature deals an extra 2d6 of psychic damage.
- The Lovers: You have advantage on Charisma checks for the next minute.
- The Emperor: You may use a bonus action to force a creature within 10 feet of you to make a Charisma saving throw or be frightened by you, repeating the saving throw at the start of each of their turns.
- The Chariot: For the next hour, you get a +1 bonus to your AC and you cannot be moved against your will nonmagically.
- The Empress: You may cast Cure Wounds at first level once. The first time you cast a healing spell after drawing this card, it heals maximum HP.
- The Devil: You gain advantage on Dexterity(Sleight of Hand) and Charisma(Deception) checks for the next hour.
- The Fool: You may draw 2 more times. If you draw The Fool again as a part of this redraw, reroll. This does not count against your number of charges.
You may draw from this deck a number of times equal to your proficiency bonus, and you gain expended uses on a long rest. Creatures of your choice can also draw, but it still expends your charges. If you draw a card that you have previously drawn, and the ability from the first draw has not been resolved, reroll. Your Tarot DC is equal to 8 + your proficiency bonus + your intelligence, wisdom, or charisma modifier, whichever is higher.
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