Wondrous Item, unknown rarity (requires attunement by a Bard, Cleric, Sorcerer, Warlock, and/or Wizard of 14th level or higher)

Upon pickup, a character gains a 78 card tarot deck. Upon attunement, the attuned character gains the ability to do one of three things during either a long rest or combat, as stated below. For the purposes of this magic item, Character is defined as any Player Character or Sentient NPC, while Creature is defined as anything that does not meet the requirements for the Character definition.
1-During a long rest, the attuned character can successfully read the tarot cards, automatically preparing the spell Foresight. This spell does not take up a spell slot, or use materials. It is not required for the attuned character to be able to learn Foresight for this ability to work. 
2-The attuned character can pull a random card off the tarot deck, triggering a roll on the wild magic table. This may be taken as an action, or during a long or short rest. 
3-The attuned character can pull out the 22 special cards out of tarot deck during a long rest and use each as an action or bonus action, except for The World, The Fool, The Tower, and The Hanged Man, which, when played as an action, take three rounds to take effect after the action they were played on. The use of each card can not be a reaction. Each card can only be used once per combat, and a long rest must be taken before they may be used again. The effect of each card is listed below.

The Magician- Allows the casting of a spell in a 4th level or lower spell slot with no material components

The High Priestess-Allows the user to add 2d6 to the roll of another creature or character. 

The Empress/The Emperor-Allows the user to create a construct of a knight with a great sword. This knight construct will obey the user that summoned it. It has 100 hp, an AC of 16, a strength of 17, a dexterity of 12, a constitution of 12, and an 11 in all other stats. It has a base walking speed of 20 feet, and can be ordered to attack as an action, or be told to defend the user. After 3 rounds, the construct knight disappears.

The Hierophant- Gives the user the effect of Divine Power.

The Lovers-Allows the user to attempt charm two creatures, which both get saving throws against the action.

The Chariot-Gives the user a 30 ft walking speed bonus on their next movement action.

Strength-Gives the user a +3 in any strength checks they make for the next ten rounds

The Hermit-Makes the user invisible for 3 rounds

Wheel of Fortune-Make 3 rolls on the Wild Magic Table

Justice-Allows the character to deal damage equal to the maximum health points of a dead party member to whatever is responsible for their death.

The Hanged Man- A character or created of the users choosing is suspended into the air as if there is a rope around their neck and they are standing on a platform. Neither the rope nor the platform takes up any space, and the supposed area where they would be can be walked through. The user then rolls a d20. The roped creature or character has 3 turns to beat or match the users roll. During this time, they can not make any movement actions, bonus actions, or reactions, but can do melee attacks or cast spells. If after 3 turns, the ropes creature or character has not matched or beat the roll of the user, the platform drops, and the rope snaps their neck, dealing 6 d10 damage to the hung character. If the roped character succeeds in matching or beating the users roll, they are released from the effects of the card, and take no damage or penalty from it.

Death-The user may add 8d8 necrotic damage onto the damage done by their next spell, attack, or card. The user may also simply apply 8d8 necrotic damage to a creature or character on the turn this card is used.

Temperance-The user is purged of any negative status effects, enchantments, and/or ailments.

The Devil- The User may summon a Greater Devil from the Abyss or the Nine Hells and command them to make one attack or action of the users choosing.

The Tower-The user can cause a spire to break up from the ground, reaching 50 feet in the air. This will stay on the field for 5 rounds. At the end of each round, all creatures or characters must roll a constitution saving throw. Any creature or character that fails their saving throw will take 2d12 lightning damage. (Must get a 13 or higher to succeed)

The Star-The user gains the effects and abilities of the Crown of Stars spell as if it was casted using 7th level spell slot without needing to cast the spell, or deplete a spell slot.

The Moon- The user gains resistance to necrotic and radiant damage for the duration of combat, and emits a dim glow around them in a 15 ft radius.

The Sun-The user automatically casts the Sunbeam spell. This does not use up a spell slot or require any material components.

Judgement-The user judges another creature or character, which must make a charisma saving throw. On a failed saving throw, the creature or character takes 4d10 psychic damage and are incapacitated for one round. On a successful saving throw, the creature or character takes half damage and does not become incapacitated for a round.

The World-When the user plays this card, they cause the effects of the Earthquake spell centered on themselves. One turn after The World is played, 3 fissures appear , swallowing any building within the radius of the Earthquake spells effects. 2 turns after The World is played, giant trees spring out of the ground and plants grow to cover the ground within the radius of the Earthquake spell. 

The Fool-When The Fool is played, the user must roll a d20. 1:The user and any party member within a ten foot radius of them is reduced to 1 hp. 2-5:The user is reduced to 1 hp. 6-10:The user takes half their current hp as damage. 11-15: The user is healed by half of their current hp: 16-19:A party member chosen by the user, except for the user, is healed by half their current hp. 20: The party is healed by half of their max hp each. Any extra health past their max hp is converted into temporary health.

Notes: Charmed, Incapacitated, A DM probably shouldn’t give this to a party that’s under at least Level 18., Bard, Cleric, Sorcerer, Warlock, and/or Wizard of 14th level or higher

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ElTaco12

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