Wondrous Item, rare (requires attunement by a wild magic sorcerer)

This ancient and mystical deck of 50 tarot cards is imbued with the chaotic essence of wild magic. When attuned, a Sorcerer can draw a card from the deck, unleashing the unpredictable powers contained within. Each card corresponds to a different effect from the Wild Magic Surge table, providing both opportunities and risks for those who dare to draw.

 

The Gamble. As an action, you can use this deck to make a ranged spell attack by throwing a spectral card and using Charisma for the attack roll. The card has a range of 120 feet and deals 1d8 force damage on a hit.

 

Mechanics:

  • Card Draw: After you cast a spell, roll a d100 to determine which card you draw from the Tarot Deck of Wild Magic. The card drawn triggers the corresponding Wild Magic effect, as outlined in the table below.

  • Optional Rule: As an alternative, you may choose to draw a card at the start of each day, pre-determining the Wild Magic effect that will trigger the next time you roll for a Wild Magic Surge.

 

Wild Magic Effects Table:

d100 Roll Card Name Wild Magic Effect
1-2 The Fool Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
3-4 The Magician For the next minute, you can see any invisible creature if you have line of sight to it.
5-6 The High Priestess A random creature within 60 feet of you becomes poisoned for 1d4 hours.
7-8 The Empress You regain hit points equal to your Sorcerer level.
9-10 The Emperor For the next minute, you gain resistance to all damage.
11-12 The Hierophant Your hair falls out but grows back within 24 hours.
13-14 The Lovers You cast Fly on a random creature within 60 feet of you.
15-16 The Chariot You regain 2d10 hit points.
17-18 Death You cast Fireball as a 3rd-level spell centered on yourself.
19-20 The Hermit You cast Confusion centered on yourself.
21-22 The Wheel of Fortune You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied, or the nearest unoccupied space.
23-24 Justice Maximize the damage of the next damaging spell you cast within the next minute.
25-26 The Hanged Man Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If even, you grow.
27-28 Strength You cast Mirror Image.
29-30 Temperance If you die you within the next minute, you are revived as if you has the reincarnate spell used on you.
31-32 The Devil You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
33-34 The Tower Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
35-36 The Star You can take one additional action immediately.
37-38 The Moon Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
39-40 The Sun You cast Grease centered on yourself.
41-42 Judgment Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
43-44 The World Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
45-46 The Ace of Wands An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
47-48 The Two of Cups You teleport up to 60 feet to an unoccupied space of your choice that you can see.
49-50 The Three of Swords You are frightened by the nearest creature until the end of your next turn.
51-52 The Four of Pentacles Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
53-54 The Five of Wands You cast Levitate on yourself.
55-56 The Six of Cups A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
57-58 The Seven of Swords You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
59-60 The Eight of Pentacles A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the Magic Missile spell.
61-62 The Nine of Wands You are immune to being intoxicated by alcohol for the next 5d6 days.
63-64 The Ten of Cups Your size increases by one size category for the next minute.
65-66 The Page of Swords You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
67-68 The Knight of Wands You cast Time Stop.
69-70 The Queen of Cups You cast Animate Objects on random small objects within 60 feet.
71-72 The King of Swords For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
73-74 The Ace of Pentacles You cast Magic Missile as a 5th-level spell.
75-76 The Two of Wands Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If even, you get older.
77-78 The Three of Cups 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
79-80 The Four of Swords You regain hit points equal to the lowest roll of a hit die.
81-82 The Five of Cups You are surrounded by faint, ethereal music for the next minute.
83-84 The Six of Pentacles You regain all expended sorcery points.
85-86 The Seven of Cups You cast Invisibility on yourself.
87-88 The Eight of Wands You cast Faerie Fire centered on yourself.
89-90 The Nine of Pentacles For the next minute, you must shout when you speak.
91-92 The Ten of Swords You speak in tongues for the next minute.
93-94 The Page of Wands A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
95-96 The Knight of Swords You can take one additional action immediately.
97-98 The Queen of Swords You cast Mirror Image.
99-100 The King of Wands All creatures within 30 feet of you take 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

Roleplaying Notes:

This Tarot Deck ties deeply into the belief that fate governs all things, and that chaos is simply a part of the cosmic order. Characters who use this deck might be driven by the belief that the cards not only reveal the future but also shape it. The results of drawing a card are often unpredictable, adding an exciting and thematic layer to the game. It is believed to have been created by the Goddess of fate.

Notes: wild magic sorcerer

Jackthehobbit

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