Base Class: Sorcerer
A man stands at a pair of doors sealed from the other side. He pulls out his deck of tarot cards and shuffles them before pulling a card off the top. The card starts to glow in his hand. He slips it between the doors and steps back. The card explodes, leaving the door in pieces.
A woman runs down the street being chased by a group of thugs. She pulls out her deck of tarot cards and quickly shuffles. She pulls the top card. The card starts to glow. She drops it on the ground. A moment later, as the thugs run over the card, the card explodes, taking the thugs out.
An adventuring party is in the middle of the forest surrounded by goblins. The Tarot Sorcerer pulls out the deck and shuffles it before pulling the top card. The card starts to glow before the sorcerer throws the card. A moment later it explodes, having taken out a goblin.
The Deck
A Tarot-Magic user uses a deck of Tarot Cards with 22 cards of the Major Arcana and 56 cards of the Minor Arcana containing 4 different suits (Wands, Cups, Swords, and Pentacles). Each suite has 14 cards that are numbered from two to ten and lettered P, K, Q, K, A (Page, Knight, Queen, King, Ace). The deck of Tarot Cards can be used as a spellcasting focus by the Sorcerer.
Spirit of the Major Arcana
Once a long rest, you can call on the spirits of the Major Arcanas and gain a unique ability for the entire long rest. Roll a 1d4. If it is 1, you fail. If it is 2 or 3 roll a d8 and for 4, roll a d6. For 2, it represents 0 - 7 of the Major Arcana. For 3, it represents 8 - 15 of the Major Arcana and 4 represents 16 -21 of the Major Arcana.
Based on the roll, the ability you gain for the long rest is:
0 - The Fool: Whenever you cast a spell as an attack, roll a 1d100 and a 1d10. If the 1d100 is odd you take the 1d10 damage. If even, you add 1d10 damage to your attack.
I - The Magician: Add +2 while making a ranged spell attack.
II - The High Priestess: Proficiency in insight roll.
III - The Empress: Each turn, choose a number of people (equal to your proficiency bonus), they must make a Wisdom saving throw or be confused.
IV - The Emperor: Proficiency in all Charisma rolls.
V - The Hierophant: You can use Suggestion once without a spell slot.
VI - The Lovers: Choose a person and the two of you can each other's class and race traits.
VII - The Chariot: You can cast Phantom Steed once without a spell slot.
VIII - Strenght: Proficiency in all Strenght and Constitution rolls.
IX - The Hermit: You can cast Scrying without any material or any spell slot once.
X - Wheel of Fortune: If you fail a roll, you can reroll. You must use the new roll. You can use this a number of times equal to your proficiency roll.
XI - Justice: You can see through all illusions and shapeshifting.
XII - The Hanged Man: Reduce your Total HP and Current HP by half and double all damage.
XIII - Death: Automatically succeed in all death-saving throws.
XIV - Temperance: Add radiant damage equal to 1d6 for a weapon, (spell level)d6 for a spell, and 1d4 for a cantrip.
XV - The Devil: Add necrotic damage equal to 1d6 for a weapon, (spell level)d6 for a spell, and 1d4 for a cantrip.
XVI - The Tower: All opponents have disadvantage against you.
XVII - The Star: Regain 1d4 spell slots.
XVIII - The Moon: Cast either Major Image or Phantasmal Killer once without using a spell slot.
XIX - The Sun: Gain 1d10 Hit Points.
XX - Judgement: All creatures within 30ft must make a Charisma saving throw. If they fail, based on your alignment they are:
Good: Charmed Neutral: Nothing Evil: Frightened
XXI - The World: All casting time greater than 1 action changes to 1 action.
Power of the Minor Arcana
You can call on to the power of the Minor Arcana. There are 56 cards of four suits (Wands, Cups, Diamonds, and Pentacles) of numbered and lettered cards. Each suite represents a specific element (Fire - Wands; Water - Cups; Earth - Pentacles; Air - swords) and has 14 cards that are numbered from two to ten and lettered P, K, Q, K, A (Page, Knight, Queen, King, Ace). You can expend 1 sorcery point to use this feature to inflict elemental damage on your opponents.
When you throw a card roll a 1d4 to determine the suit:
1 - Pentacles (Poison Damage)
2 - Swords (Lightning Damage)
3 - Cups (Cold Damage)
4 - Wands (Fire Damage)
Then roll a 1d10 to determine the card drawn:
1 to 9 - Represents the cards from Ace to 10. When the card is thrown it deals Ace-4(1d4), 5-6(1d6), 7-8(1d8), 9-10(1d10) damage of the suits type
If you get a 10 roll a 1d4:
1 - Page (Gains resistance to the suit type for 1 minute)
2 - Knight (For 1 minute, when you are attacked the person takes 1d4 damage of the suits type)
3 - Queen (Heals1d6 + Charisma Modifier)
4 - King (Deals 1d10 Damage of the suit's type)
Future Readings
You are now proficient in reading the future using the tarot card. Once a day, if you have a deck of tarot cards, you can do a reading of the future. Ask a question and the DM must give a one or two worded vague answer.
You are now immune to surprise attacks. When someone attacks you using a surprise attack, you have an advantage against the attack. You are also proficient in perception and insight since you can read the future.
Master of the Arcana
You have mastered controlling the spirits of Major Arcana. When you use this feature, you surround a cylinder of 30ft radius with the Major Arcana cards. All creatures within the area must make a DEX saving throw else take 10d10 damage. The Major Arcana cards are destroyed during the process. You cannot use this feature or Spirits of the Major Arcana until the next long rest. You must spend 4hrs and 10g to recreate the cards that are destroyed
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/28/2022 11:31:30 PM
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7
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1
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5e
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Coming Soon
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5/12/2022 6:31:35 PM
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7
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0
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Coming Soon
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