Use a normal 52 card deck.
Once per day you can read someone's fortune (it can be yours). The effects differ based on the card drawn.
You have mastered the art of card divination and can read the deck of fate.
You or others you allow may draw a card from the deck.
Hearth
A = 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.
K = • 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.
Q = The Empress: (mother, a creator and nurturer, beautiful things as well as love) Until the next long rest, any rolled healing on you is treated as max.
J = • 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. you have advantage on all performance and persuasion rolls and charisma saves.
2-10 = Strength: (self-control, composure, stability, fortitude, perseverence, moderation) Until the next long rest, you gain proficiency in wisdom, constitution and strength saving throws.
spade
A = 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.
K = Death: (ending, loss, conclusion, finishing, goodbyes) Until the next long rest, you have disadvantage on all death saving throws.
Q = 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.
J = 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)
2-10 = The Hanged Man: (destruction of self, surrender, sacrifice, giving up, letting go)
You lose | Inspiration (if you don't have any, the Dm gains 1 inspiration) and may not gain any until the next long rest.
Diamond
A = Wheel of Fortune: (change, turning point, opportunity, destiny, fate, movement, good to bad, bad to good) Roll 2d20 take the one you want and note down the roll. At any point you may substitute any die roll you have just made with that roll . The DM may do the same with the same roll you made after the reading.
K = The lucky (Fortune comes for those who seek it) The next time you roll percentile dice, you may roll twice and take the roll you want.
Q = The Moon: (deception, confusion, fear, illusion, obfuscation, fantasy, uncertainty) Until the next long rest, you have advantage to all saving throws against fear effects and illusions and all insight checks.
J = The Hermit: (introspection, reflection, solitude, reclusion, deep understanding) Until your next long rest, you gain proficiency in intelligence saving throws and Intelligence checks.
2-10 = 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 initiative bonus.
Clover
A = 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.
K = 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.
Q = 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.
J = 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.
2-10 = Justice: (right, of morality, of duty, judgement, impartiality, distance) You can until your next long rest take the help action as a bonus action.
Joker red = The Fool: (the protagonist of a story; beginnings; the path taken) You gain +1 proficiency until your next long rest.
Joker black = The Jester: (nativity; the path taken; the fool's journey) You loose 1 proficiency until your next long rest.
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