Cartomancy Initiate Image
Prerequisite: Have proficiency in playing card sets.
 

Once per long rest, you draw a card that is used to manipulate fate. However, altering probability results in an equal and opposite reaction that acts to restore fate’s equilibrium.

After a long rest, roll a 1d10, 1d6 and 1d4. The results determine the foretelling effect and potency. 

You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with this value. Example: Rolling 3, 2, 1. Results in the Three of Spades. A creature rolls an 18 (A) on a saving throw; you displace it, so their save became a 3 (P), and the next potency has become 18 (A) or a King. 

Note: The P and values altered by the cards cannot go below a one or above a twenty.

Dice 3 (d4)

Card Suite

Foretelling Effect

1

Spade

“Displace”  change target value A to P, but the next P will be A (rounded to nearest card type).

2

Club

“Reduce” subtract target value A by P, and your next value B is added by P.

3

Heart

“Increase” add target value A by P, and your next value B is subtracted by P.

4

Diamond

“Exchange” changes target value A to P, but your next value B becomes A.

 

Dice 1 (d10)

Dice 2 (d6)

Card Type

Foretelling Potency (FP)

1-2

1-3

Joker

1

1-2

4-6

Two

2

3-4

1-2

Three

3

3-4

3-4

Four

4

3-4

5-6

Five

5

5-6

1-2

Six

6

5-6

3-4

Seven

7

5-6

5-6

Eight

8

7-8

1-2

Nine

9

7-8

3-4

Ten

10

7-8

5-6

Queen

10+1d6 (16)

9-10

1-3

King

10+1d8 (18)

9-10

4-6

Ace

10+1d10 (20)

 

Cartomancy Initiate Image

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