You call out to your third eye and your deck responds. Your cards float around you in a varying display. Your cards will stay out until you want them to stop. Right after that you draw a card:
(After drawing a card you must spend its effect in some way or you will receive a permanent failure in the death saving throw test for an entire week (Unless there is no way to spend your effect, then it will be discontinued and nothing will happen).
Draw - Roll a d20 and draw a card corresponded to it.
1 - The Magician: When evoked, the Magician card will allow you to regain one spell slot of your choice to yourself or an allie.
2 - The High Priestess: When summoned, the High Priestess will allow you to heal a target for 2d4 and 1d4 at the beginning of the target turn, with the effect lasting only 1 turn. For each higher spell slot levels you use each effect increase 1d4.
3 - The Empress: When evoked, the Empress will increase a target's charisma by a d6 for 2 turns.
4 - The Emperor: When summoned, the Emperor will allow you to command a target to carry out a order against a magic saving throw, DC determined by your class. In a failure he will obey your order at the beginning of his turn and will do as best he can (You cannot command a target to have him commit suicide or put himself in mortal danger, like jumping off a bridge).
5 - The Hierophant: When evoked, the Hierophant will allow you to change your affiliation (i.e. Chaotic Evil, Lawful Good, etc.) for 3 turns.
6 - The Lovers: When summoned, Lovers will allow you to create a link with a target and you. Whenever you take damage, he receives the same amount and whenever he receives any positive effect after the effect of this card begins, you will receive it igaul. No negative effects or damage taken by the target will be felt by you, but you will not be able to attack it. This effect end after 3 turns.
7 - The Chariot: When Evoked, the Chariot will allow you to increase a target's movement speed by 15 ft. The speed effect will last until the targets effected are damaged.
8 - Strength: The Strength card will give any target increased Strength and Constitution on a d6 roll for 3 turns.
9 - The Hermit: The Hermit card will grant any target d5 worth of wisdom and intelligence for 3 turns. You and target will have advantage on wisdom and intelligence saves.
10 - The Wheel of Fortune: The Wheel of Fortune will allow you to roll 1d10 to add or decrease the current value to decide which other card you will receive. (10 "+/-" 1d10).
11 - Justice: Justice will make all of one target's stats turn into the average of the total until the end of combat.
12 - The Hanged Man: The Hanged Man will grant you a single bonus action disengage which can be spent until the end of the fight.
13 - Death: when summoned, the Death card will take (1d100)% hit points from a non-special monster. If the monster is special it will only take 10% of its hit points (Special monsters or non-special monsters are defined by the DM).
14 - Temperance: When you evoke Temperance, you will share one effect that you have to 3 of your teammates.
15 - The Devil: When you summon the Devil, you can choose any effect from any card to be put on a creature of your choice. However, the Devil takes a toll. The DM will then decide at random on an abyssal disease that will befall you.
16 - The Tower: The Tower will grant you the right to choose 3 stats of a target and add +5 for each of them, however, all attacks will be redirected to him for 5 turns.
17 - The Star: When you evoke the Star, a single target you choose will have a small star follow them. At any given moment, you can, with a bonus action, teleport to said star.
18 - The Moon: The Moon will grant the caster the ability to cure one effect from any target. For each higher spell slot levels you use you can cure one more effect (You can not cure a effect of a curse item, the GM will decide what can be cured).
19 - The Sun: The Sun will grant immolation to all creatures on 15 ft. of you. The creatures will be on fire and take 1d10 of damage and 1d4 at the beggining of their turns for 3 turns (Creatures on fire can extinguish the flames with an action or extinguish the flames of another creature in the same way).
20 - Judgement: Judgement will grant you the ability to give someone on Death's Door 2 succes or 2 fails on death saving throw.
* - (A Tarot deck)
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