Bard
Base Class: Bard

The Pact of the Major Arcana is a unique subclass that bestows upon the player character the ability to forge pacts with powerful entities represented by the Major Arcana Tarot cards. Each card embodies a distinct patron with its own personality and desires, seeking a pact with the character.

As the character forms a pact with a patron, they gain access to a range of bonuses and abilities that augment their capabilities both in and out of combat. Out of combat, the character benefits from passive bonuses that enhance their social interactions, perception, and intuition. They also possess active bonuses that can manipulate illusions, radiate charisma, or create zones of magical influence.

In combat, the character's pact grants them passive bonuses that bolster their defenses or provide resistance to specific damage types. They also gain access to powerful active actions that can unleash devastating attacks, inflict debilitating conditions on foes, or bolster their allies. Furthermore, the character can summon mystic creatures aligned with their patron, granting additional support and unique abilities on the battlefield.

A notable aspect of the Pact of the Majestic Arcana is the player's ability to choose one active Arcana from the deck as their primary focus. This chosen Arcana grants them a specific set of bonuses and abilities tailored to their pact with that particular patron, further shaping their playstyle and character development.

With the Pact of the Majestic Arcana, the character becomes a conduit for the ancient powers represented by the Tarot, weaving together mystic abilities, unique creatures, and the influence of their chosen patron. It offers a rich and customizable class feature that adds depth, strategy, and narrative significance to the character's journey within the realms of magic and mystery.

Major Arcana

The Major Arcana is a unique class feature that bestows upon the player character the ability to forge pacts with powerful entities represented by the Major Arcana Tarot cards. Each card embodies a distinct patron with its own personality and desires, seeking a pact with the character. As the character forms a pact with a patron, they gain access to a range of bonuses and abilities that augment their capabilities both in and out of combat.

Following is the list of effects when choosing each card:

0 - The Fool 

This card represents beginning and innocence.
Roll
 
Passive Silver Tongue - You have advantage on all Charisma (Persuasion) checks made to negotiate with NPCs encountered during their travels. Additionally, you have advantage on Wisdom (Perception) checks made to spot hidden or secret paths while exploring.
Active Fool's Luck - The target gains the ability to reroll (1 time) any one ability check, saving throw, or attack roll they make within the next minute. They must use the new result.
Combat
 
Passive Evasive Footwork - When a creature misses you with a melee attack, you can move 5 feet without provoking opportunity attacks.
Active Daring Foolery - The target becomes confused on a Intelligence saving throw, randomly targeting allies or enemies for the next [Proficiency Bonus] rounds. Roll a d4: 1-2 targets allies, 3-4 targets enemies.
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1 - The Magician

This card represents magical prowess and intelligence. 
Roll
 
Passive  Magic Scholar - You gain advantage on all Intelligence (Arcana) checks and Charisma (Deception) checks related to magic and illusions for the next hour. Additionally, you have advantage on Charisma (Performance) checks made to impress or entertain an audience.
Active Arcane Arsenal - The target gains the ability to summon a spectral weapon of their choice as a bonus action. This weapon counts as magical and deals an additional 1d6 force damage on a hit. The weapon lasts for 1 hour or until dismissed.
Combat
 
Passive Arcane Mastery - Your spell save DC and spell attack bonus increases by 2. 
Active Elemental Surge - The target gains a temporary boost to spellcasting ability, doubling their bonus to spell save DC or spell attack for a number of rounds equal to Proficiency Bonus.
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2 - The High Priestess

This card represents peace and passiveness.
Roll
 
Passive Knowledge Seeker - You gain advantage on Wisdom saving throws and become more perceptive, gaining advantage on Perception checks.
Active Divine Insight - The target gains the ability to ask a single question about a specific situation or topic. The DM provides a truthful answer to the best of their knowledge.
Combat
 
Passive Arcane Shield - When you cast a spell that requires concentration, you have advantage on Constitution saving throws to maintain concentration.
Active Celestial Intervention - The target can use their reaction to impose disadvantage on an attack roll made against them or an ally within 30 feet for [Proficiency Bonus] rounds.
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3 - The Empress

 This card represents calmness and understanding.
Roll
 
Passive Nurturing Presence - You gain advantage on Wisdom (Survival) checks made to forage for food and find sources of fresh water in natural environments. Additionally, they have advantage on Charisma (Animal Handling) checks made to calm or befriend animals.
Active Nature's Blessing - The target gains the ability to cast the spell "Goodberry", conjuring a handful of magical berries that provide sustenance and restore [Spell modifier] hit points when consumed.
Combat
 
Passive Nature's Buff - Your maximum hit points increases [Level *  Constitution modifier].
Active Nature's Wrath - The target's healing abilities are enhanced, allowing them to restore an additional [Proficiency Bonus] d4 hit points when casting healing spells for 1 minute.
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4 - The Emperor

This card represents power and control.
Roll
 
Passive Authoritative Leader - You have advantage on Charisma (Intimidation) checks when asserting your authority or giving orders.
Active Decree of Authority - The target gains the ability to use a bonus action to command all creatures of their choice within 30 feet to make a Wisdom saving throw or become charmed for 1 minute.
Combat
 
Passive Commanding Presence - You have advantage on saving throws made to resist being frightened or charmed.
Active Imperial Strike - The target gains a temporary boost to their leadership skills, granting allies within a 30-foot radius advantage on saving throws against fear and charm effects for [Proficiency Bonus] rounds.
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5 - The Hierophant

 This card represents good piety and faith.
Roll
 
Passive Divine Guidance - You gain advantage on all Wisdom (Religion) checks and Charisma (Persuasion) checks made when interacting with members of religious organizations or powerful divine beings.
Active Sacred Sanctuary - The target gains the ability to cast the spell "Sanctuary" on a 10 foot area for a [Proficiency bonus] rounds.
Combat
 
Passive Sacred Protection - You gain a bonus [Proficiency bonus] to saving throws against spells and magical effects.
Active Spiritual Guidance - The target gains a temporary aura that provides advantage on all saving throws against spells and magical effects for [Proficiency bonus] rounds.
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6 - The Lovers

This card represents romance and bonds.
Roll
 
Passive Diplomatic Bond - You gain advantage on all Charisma (Persuasion) and Wisdom (Insight) checks made during social interactions and negotiations with important figures or factions. Additionally, they have advantage on Charisma (Performance) checks made to express love, friendship, or unity.
Active Shared Fortitude - The target can transfer a portion of their hit points to an ally within 30 feet. They can sacrifice up to half of their current hit points to restore an equal amount of hit points to the chosen ally.
Active
 
Passive Protective Bond - While an ally is within 5 feet of you, both have a +1 bonus to AC.
Active Unbreakable Bond - The target gains a temporary bond with another ally, allowing them to share damage taken between each other for [Proficiency bonus] rounds. When either takes damage, the other can use their reaction to share the damage halved.
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7 - The Chariot

This card represents self-assurance and conquest.
Roll
 
Passive Adventurous Prowess - You gain advantage on Strength (Athletics) checks made to climb, jump, or swim during their travels. Additionally, you have advantage on Wisdom (Perception) checks made to sense danger or ambushes in hostile environments.
Active Swift Manoeuvre - The target gains the ability to take the Dash action as a bonus action and increases their movement speed by 10 feet for 1 minute.
Combat
 
Passive Battle Momentum - When you reduce a creature to 0 hit points, you can move up to half your movement speed as a reaction.
Active Blitz Assault - The target gains enhanced mobility, increasing their movement speed by 10 feet and granting advantage on Dexterity saving throws to avoid being knocked prone or restrained for [Proficiency bonus] rounds.
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8 - Strength

This card represents unbiased justice and valour.
Roll
 
Passive Inspiring Presence - Allies within 10 feet of you gain advantage on Charisma (Persuasion) checks when displaying feats of strength or physical prowess.
Active Herculean Strength - The target gains a temporary boost to their Strength score, allowing them to add a [Proficiency bonus] to Strength checks and saving throws, and melee weapon damage for 1 minute.
Combat
 
Passive Mighty Strike - Your attacks deal additional damage [Proficiency bonus]d4 Force damage.
Active Feral Roar - The target gains a surge of strength, allowing them to add a bonus of [Proficiency bonus]d6 to their damage rolls for the next [Proficiency bonus] attacks.
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9 - The Hermit

This card represents solitude and philosophy.
Roll
 
Passive Sage's Wisdom - You gain advantage on Wisdom (Perception) checks made to spot hidden or secret passages and objects while exploring. Additionally, they have advantage on Intelligence (Investigation) checks made to decipher ancient texts or solve complex puzzles.
Active Knowledge of the Ancients - The target gains proficiency in one skill or tool of their choice for the next hour. Additionally, they have advantage on Intelligence (History) checks made to recall information about ancient civilizations or forgotten lore.
Combat
 
Passive Enlightened Awareness - You have truesight with a range of 120 feet, and you have advantage on Wisdom (Perception) checks made to detect hidden or obscured creatures or objects.
Active Arcane Insight - The target gains temporary invisibility for [Proficiency bonus] rounds or until they attack or cast a spell.
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10 - The Wheel of Fortune

This card represents luck and fate. 
Roll
 
Passive Right price - You have advantage on Charisma (Persuasion) checks made to negotiate prices or obtain discounts from merchants.
Active Twist of Fate - The target can reroll any one saving throw they fail, taking the new result. This ability can be used [Proficiency bonus] times.
Combat
 
Passive Fateful Resilience - When you fail an roll, you can choose to treat the roll as if you had rolled a 10 instead.
Active Wheel's Turn - The target's luck shifts dramatically, resulting in changing any roll below 10 to a 1 and every roll over 10 to 20 for [Proficiency bonus] rounds.
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11 - Justice

This card represents fortitude and indominable strength. 
Roll
 
Passive Just Resilience - You have advantage on checks and saving throws when upholding justice and resisting corruption, unjust or coercive actions.
Active Immutable Justice - The target gains the ability to cast the spell "Hold Person" once per day without requiring components.
Combat
 
Passive Righteous Retribution - When a creature damages you, they take radiant damage equal to your [Proficiency bonus].
Active Lawbringer's Strike - The target's attacks become more precise and devastating, allowing them to score critical hits on a roll of 17 or 20 for the next [Proficiency bonus] rounds.
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12 - The Hanged Man

This card represents self-sacrifice and paradoxes.
Roll
 
Passive Inner Reflection - You have advantage on Wisdom (Insight) checks to understand someone's motivations or intentions.
Active Timeless Vision - The target gains the ability to perceive the immediate future for the next minute. They can predict the outcome of a single action or event and gain advantage on any related checks or saving throws.
Combat
 
Passive Agile Escape - When you use the Disengage action, your movement speed increases by 10 feet until the end of your turn..
Active Surrendered Strike - The target becomes suspended in time if fails a Constitution saving throw, effectively paralyzing them for 1 minute. They are immune to damage but cannot take any actions.
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13 - Death

This card represents decay and failure. 
Roll
 
Passive Fearless Resolve - You have advantage on Wisdom saving throws against fear effects and Charisma (Intimidation) checks made to inspire fear in others.
Active Soul Reaping Touch - The target gains the ability to touch a deceased creature and gain a glimpse into their past. They can learn information about the creature's recent activities or important events, potentially revealing hidden clues or secrets.
Combat
 
Passive  Soul Resolve - If you are reduced to 0 hit points but not killed outright, you can make a Constitution saving throw with a DC of 10. On a success, you drop to 1 hit point instead.
Active Reaper's Touch - The target's attacks are imbued with necrotic energy. Whenever they hit a creature with a weapon attack, the target takes an additional 1d8 necrotic damage. If the target is reduced to 0 hit points by this damage, they rise as a zombie under the control of the target for 1 minute.
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14 - Temperance

 The card represents moderation and harmony. 
Roll
 
Passive Harmonious Aura - You gain advantage on all Charisma (Persuasion) checks made to mediate conflicts and foster cooperation among allies and factions. Additionally, you have advantage on Wisdom (Insight) checks made to understand and diffuse tense situations.
Active Harmonious Balance - The target gains resistance to a chosen damage type for 1 hour. Additionally, they have advantage on Wisdom (Medicine) checks made to stabilize dying creatures.
Combat
 
Passive Elemental Harmony - You have resistance against a chosen elemental damage type.
Active Equilibrium Strike - The target gains resistance to a specific type of damage for [Proficiency bonus] rounds, reducing the damage taken from that type by half.
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15 - The Devil

This card represents impulsiveness and commitment. 
Roll
 
Passive Charismatic Manipulation - You have advantage on Charisma (Deception) checks and Wisdom saving throws to resist being deceived or manipulated.
Active Infernal Pact - The target gains the ability to cast the spell "Charm Person". The target affected by the spell considers the caster a trusted friend for 1 hour.
Combat
 
Passive Dark Empowerment - Whenever you deal damage with a spell or weapon attack, you gain temporary hit points equal to half the damage dealt.
Active Diabolic Grasp - The target becomes cursed if fails a Charisma saving throw, suffering disadvantage on attack rolls, saving throws, and ability checks for [Proficiency bonus] rounds.
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16 - The Tower

This card represents doom and disaster. 
Roll
 
Passive Quick Reflexes - You have advantage on Dexterity saving throws made to find or avoid traps and sudden hazards.
Active Disruptive Aura - The target gains the ability to disrupt magic in their vicinity. Once per day, they can create an anti-magic field in a 20-foot radius around them, suppressing all magical effects and preventing the casting of spells within the area.
Combat
 
Passive Unyielding Will - You have advantage on saving throws against spells and effects that would knock you prone or move you against your will.
Active Explosion - The target creates an explosion centered on themselves, damaging all creatures within a 25-foot radius. Each creature must make a Dexterity saving throw, taking [Proficiency bonus] d8 force damage on a failed save or half as much on a successful one. Additionally, creatures that fail the saving throw are knocked prone.
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17 - The Star

 This card represents hope and joy.
Roll
 
Passive Guiding Light - You gain advantage on all Wisdom (Survival) checks made to navigate in unknown territories, even during challenging weather or at night. Additionally, you have advantage on Charisma (Intimidation) checks made to assert their presence and command respect.
Active Celestial Blessing - The target gains the ability to cast the spell "Healing Word" to everyone that hears. The target is healed for 2d4 + [Proficiency bonus].
Combat
 
Passive Radiant Presence - When you cast a healing spell that targets yourself or an ally, the recipient regains additional hit points equal to your [Proficiency bonus]. You can reroll any healing dice roll of 1.
Active Celestial Blessing - The target gains temporary hit points equal to 2d8 +  [Proficiency bonus] at the start of each of their turns for [Proficiency bonus] rounds.
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18 - The Moon

This card represents hidden obstacles and and darkness.
Roll
 
Passive Veiled Secrets - You gain advantage on Stealth checks and are harder to be seen (disadvantage on other trying to perceive you)  for [Proficiency bonus] minute. 
Active Lunar Illusion - The target can cast the spell "Silent Image", creating an illusion that can move and interact with the environment for up to 10 minutes.
Combat
 
Passive Lunar reflection - When you make a successful Dexterity saving throw against an effect that would allow you to take half damage on a successful save, you take no damage instead.
Active Phantasmal Body - The target can use a bonus action to teleport up to 30 feet to an unoccupied space in dim light or darkness for [Proficiency bonus] rounds.
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19 - The Sun

This card represents optimism and accomplishment.
Roll
 
Passive Radiant Vitality - You have advantage on Charisma (Persuasion) checks made to inspire hope or motivate others, and you have advantage on Constitution saving throws to resist exhaustion or fatigue.
Active Radiant Brilliance - The target gains the ability to cast the spell "Daylight". They emit bright light in a 60-foot radius and have advantage on saving throws against being blinded.
Combat
 
Passive Radiant Aura - You emit a radiant aura in a 10-foot radius. At the start of each of your turns, you and friendly creatures in the aura gain temporal hit points equal to your [Proficiency bonus].
Active Blazing Strike - The target becomes infused with radiant energy, shedding bright light in a 30-foot radius and causing their attacks to deal an additional 1d6 radiant damage for [Proficiency bonus] rounds.
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20 - Judgement

This card represents acceptance and absolution. 
Roll
 
Passive Discerning Eye - You have advantage on Wisdom (Insight) checks made to detect lies or determine someone's true intentions.
Active Divine Intervention - The target gains the ability to call upon divine intervention in dire situations. They can make a plea to their deity or a higher power, allowing the DM to intervene with a miraculous event or guidance to aid the target and their allies.
Combat
 
Passive Judge's Shield - As a reaction, you can impose disadvantage on an attack roll made against you or an ally within 30 feet of you.
Active Divine Judgment - The target gains a surge of energy, allowing them to take an additional action on their turn for the next [Proficiency bonus] rounds.
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21 - The World

This card represents completion and accomplishment
Roll
 
Passive Universal Understanding - You have advantage on Charisma (Persuasion) checks when communicating with individuals from different cultures or backgrounds. Also, advantage on Charisma (Deception) checks made to mimic accents or mannerisms of various cultures, aiding in disguises or blending in.
Active Transcendent Presence - The target gains the ability to radiate an aura of awe and majesty. Creatures within 30 feet of the target must make a Wisdom saving throw or become charmed and consider the target as a trusted friend for 1 minute.
Combat
 
Passive Cosmic Resilience - As a reaction, you can gain advantage to spells and effects that require a save to take half damage.
Active Interstellar Burst - The target gains temporary invulnerability, becoming immune to all damage and effects for [Proficiency bonus] rounds.

The Deck

At 3rd level, you can harness the power of the Major Arcana.

At the start of play and after each long rest thereafter,  shuffle the Major Arcana and draw 2 + (Ch.Lvl / 4). This card grants you an ability as detailed in the chart below. At the end of a short rest, you can choose to discard the cards and draw a different ones. At the end of a long rest, you must discard the cards and draw a new ones. 

As a bonus action, you can use the active effect of a card expending it. Also, as an action, the selected passive card can be changed, applying the new effects.

Summonings

Summoning Ability: Once per long rest, the player can expend one of the tarot cards to summon the card companion as a bonus action. The summoning lasts for 1 hour or until the hit points are reduced to 0.

  • The Summoning obeys the character's commands to the best of its ability.
  • The player can communicate telepathically with the Summoning within 100 feet.

 

Stat Block:

  • HP: [Proficiency Bonus]d6
  • AC: 10 + [Proficiency Bonus]

Abilities:

0 - The Fool 

 
Companion
Wanderer's Muse
Creature Summon an enigmatic muse that inspires creativity and resourcefulness.
Ability Ephemeral exchange: Allies can within 100 feet can choose to switch places with an ally one time per turn.

1 - The Magician

 
Companion
Conjurer's Servant
Creature  Summon a minor elemental or a construct to aid you in combat. 
Ability Mystic Conduit: The Conjurer's Servant absorbs elemental energy from spells cast any monster or character. When the character successfully hits with a spell attack, the Conjurer's Servant gains an elemental charge. The charge can be expended to empower the next spell cast by the character, granting it additional [Proficiency bonus] damage based on the type of charge accumulated (fire, lightning, ice, etc.).

2 - The High Priestess

 
Companion
Oracle's Vision
Creature Summon a mystical spectral owl, which grants advantage on perception and guidance.
Ability Prophetic Insight: The Oracle's Familiar can share visions with the character. The players gain advantage to perceive anything in 100 feet. Hidden or invisible creatures are revealed to the allies in this range.

3 - The Empress

 
Companion
Guardian Spirit
Creature Summon a majestic treant, to fight alongside you and protect your allies.
Ability Nurturing Aura: The Guardian Spirit emits a powerful aura of healing energy. Allies within 30 feet of the Guardian Spirit regain [Proficiency bonus] hit points at the start of each of their turns.

4 - The Emperor

 
Companion
Legion's Call
Creature Summon three loyal warriors to aid you in battle (Each have 1/3 of the total HP). The summoned legion attack for [Proficiency bonus]d6 when the character attack.
Ability Commanding Presence: The player gain a bonus to attack rolls and saving throws equal to the character's [Proficiency bonus] while within 30 feet of the legion, reflecting the commanding presence and inspiration provided by their patron.

5 - The Hierophant

 
Companion
Seraphic Aegis
Creature Summon a guardian angel with celestial shield to protect you and your allies.
Ability Divine Intervention: The Seraphic Aegis possesses the ability to intercede on behalf of the character and their allies. When a creature within 30 feet of the character fails a saving throw or is about to be hit, the Seraphic Aegis can impose a reroll on the saving throw or attack. (1 time per turn)

6 - The Lovers

 
Companion
Unity's Embrace
Creature Summon a spirit of love and harmony to amplify allies' vitality.
Ability Shared Vitality: The Unity's Embrace provides a constant source of healing energy. Whenever the character casts a healing spell on themselves, you can choose to extend the healing to one ally within 30 feet, allowing them to also regain the healed hit points.

7 - The Chariot

 
Companion
War Stallion
Creature Summon a spectral steed that grants allies increased mobility. (60 feet of movement)
Ability Unstoppable Momentum: The War Stallion possesses the ability to trample (when moving half your total movement speed and then make a melee weapon attack against a creature, the creature makes a Strength saving throw. On a fail, they are knocked prone). While mounted on the War Stallion, the character gains advantage on checks and saving throws related to movement impediments, such as difficult terrain or obstacles.

8 - Strength

 
Companion
Savage Avatar
Creature Transform into a ferocious guardian, enhancing strength and resilience.
Ability Primal Fury: While in the form of the Savage Avatar, the character's increase the size and melee attacks deal additional damage based on their level. Also gain the HP this summon would have.

9 - The Hermit

 
Companion
Wise Guide
Creature Summon a sagacious guide from beyond, offering clarity in moments of need.
Ability Calming Aura: The Wise Guide emits an aura of calm, providing advantage on saving throws to allies within 30 feet.

10 - Wheel of Fortune

 
Companion
Capricious Fateweaver
Creature Summon an ephemeral and ever-shifting manifestation of fate.
Ability Twist of Destiny: The Capricious Fateweaver can alter fate, allowing any creature in 30 feet to reroll one saving throw per turn.

11 - Justice

 
Companion
Guardian of Equity
Creature Summon a guardian imbued with the power of justice, enforcing fairness on the battlefield.
Ability Restorative Balance: The Guardian of Equilibrium can remove harmful effects or conditions affecting creatures within 30 feet.

12 - The Hanged Man

 
Companion
Ethereal Mentor
Creature Summon an ethereal mentor, offering guidance and enhancing the character's senses.
Ability Timeless Perspective: The ethereal mentor makes the allies in 60 feet radius to be able to levitate up to 15 feet from the ground.

13 - Death

 
Companion
Spectral Harbinger
Creature Summon a spectral entity that manipulates life and death.
Ability Life's Resurgence: The Ephemeral Reclaimer can stabilize fallen allies and grant them [Proficiency bonus] hit points.

14 - Temperance

 
Companion
Elemental Harmonizer
Creature Summon an elemental entity that embodies the harmonious fusion of multiple elements.
Ability Alchemical Fusion: The Elemental Harmonizer can temporarily fuse with the character, granting them the ability to manipulate the elements. When the character casts a spell that deals elemental damage, they can choose to change the damage type to a different element of their choice, adding [Proficiency bonus]d6 damage.

15 - The Devil

 
Companion
Infernal Familiar
Creature Summon a small, demonic familiar that aids them in combat.
Ability Temptation's Gift: The Infernal Familiar can offer the character temporary access to a forbidden power. When the character casts a spell, they can choose to empower it, doubling its damage or effectiveness, but at the cost of suffering a half the damage or effect to themselves.

16 - The Tower

 
Companion
Elemental Unleasher
Creature Summon a massive elemental force that wreaks havoc on the battlefield, causing chaos and disruption.
Ability Shattering Impact: The Elemental Unleasher possesses the ability to unleash a devastating shockwave. When the character hits a target with an attack, they can unleash a shockwave that affects all creatures within a 10 foot radius, dealing [Proficiency bonus] damage.

17 - The Star

 
Companion
Starry Luminary 
Creature Summon a radiant and ethereal being that emanates a calming light, inspiring hope in allies. 
Ability Celestial Guidance: The Starry Luminary can enhance the character attacks, adding [Proficiency bonus] radiant damage to the creature and be marked by the starlight, making it easier for allies to track them (advantage on next attack).

18 - The Moon

 
Companion
Lunar Stalker
Creature Summon a mystical creature with ties to the moon, capable of navigating the shadows and revealing hidden truths. 
Ability Shadow Strike - Once per turn, when the character makes a successful attack against a creature that is in dim light or darkness, the Lunar Stalker deals an additional [Proficiency bonus] psychic damage.

19 - The Sun

 
Companion
Solar Beacon 
Creature Summon a radiant creature that bathes the area in bright sunlight, dispelling darkness and bolstering allies. 
Ability Solar Beacon - all attacks made by the character and allies within 30 feet to deal an additional [Proficiency Bonus] radiant damage for 1 hour.

20 - Judgment

 
Companion
Divine Adjudicator 
Creature Summon an otherworldly being that represents divine judgment, enforcing justice on the battlefield. 
Ability Divine Decree - Causing creatures that intend to do damage within 30 feet to be momentarily paralyzed with doubt, imposing disadvantage on their next attack roll.

21 - The World

 
Companion
Planar Traveller 
Creature Summon a being that can traverse different planes of existence, providing insights and abilities beyond the material realm. 
Ability Multiversal Insight - The Planar Traveller can share knowledge from other planes. The character can see the intentions of all creatures. Also know its characteristics (HP, AC, Resistances, Legendary actions, etc...)

Arcane Presence

To be created

Previous Versions

Name Date Modified Views Adds Version Actions
1/24/2024 3:15:00 PM
10
3
2.0
Coming Soon

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