Cleric
Base Class: Cleric

  Those who follow Fate itself believe that faith should be tested to grow. Every unexpected outcome is a chance to reflect, and every card the perfect answer from the Gods waiting to be deciphered.

  Revering Deities of Fortune, Time, Finality, and Fate; Clerics of the Tarot domain are divine messengers of what's to come. A majority believe that these deities are not the determiners of the strings of fate but rather the guiders to the thread's destination. Humanity's destination towards the inevitable finality has always been in their hands and their role as clerics is simply to act as a messenger on their deities behalf using the Major Arcana's as a conduit of their power. However there are always the few that believe that the strings of fate take a different turn, for revering a god does not ever come in one form, be wary on lookers as you never know if these clerics are either a friend or a foe.

Typical Deities of Tarot Domain Clerics Include: Tymora, Beshaba, Kelemvor, The Norn, Jergal, Savras, The Raven Queen, Tyche (for more neutral believers after Tyche's split into Tymora and Beshaba), Fortuna, and Vacuumia

Domain Spells

Tarot Domain Spells

Cleric Level Spells
1st Gift of Alacrity, Identify
3rd Fortune's Favor, Detect Thoughts
5th Bestow Curse, Clairvoyance
7th Arcane Eye, Locate Creature
9th Contact Other Plane, Scrying
   

Tarot Reading

When you choose this domain at 1st level, you are granted a Tarot Deck of 22 cards by your deity or the higher powers that be. This Tarot Deck cannot be destroyed, and functions as a normal deck of tarot cards outside of this class feature. At the end of each long rest, you conduct a Tarot Reading and draw one card at random from your Tarot Deck. Each card in your Tarot Deck represents a card from the Major Arcana, and the powers they grant you are listed in the Major Arcana table below. You shuffle all drawn cards back into your Tarot Deck at the start of your next long rest. Any limited uses or effects granted by the cards are refreshed and undone when they are shuffled back into your Tarot Deck.

Major Arcana Table

Major Arcana Table
MAJOR ARCANA CARD EFFECT
0 - The Fool You have advantage on initiative rolls. After everyone has rolled for initiative, you may swap initiatives with one willing ally. If this card is shuffled back into the deck your initiatives revert back to their original rolls. If this card is drawn in the middle of a initiative you may swap with a willing ally, however if it would result in you or that ally having a additional turn that round, that turn is lost.
I - The Magician Choose a number of spells equal to half your Wisdom modifier (rounded up) from the Wizard spell list. The Wizard spells you choose must all be of a level you can cast no higher than 5th level. You know those spells, they are Cleric spells for you, and you can cast them using your spell slots.
II - The High Priestess When you cast one of your prepared Divination spells, you can do so without expending a spell slot and as an action. You can use this ability once. two times at 6th level, three times at 8th level, and four times at 14th level.
III - The Empress As a bonus action, you may choose one of your allies within 60 feet that can see and hear you. That ally can use their reaction to move up to half their speed without provoking attacks of opportunity. at 14th level they may instead move their full movement speed. You can use this ability once. two times at 6th level, three times at 8th level, and four times at 14th level.
IV - The Emperor As a bonus action, you may choose one of your allies within 60 feet that can see and hear you. That ally can use their reaction to make one weapon attack. at 14th level they can make this attack at advantage. You can use this ability once. two times at 6th level, three times at 8th level, and four times at 14th level.
V - The Hierophant Friendly creatures within 5 feet of you (not including yourself) make Wisdom and Intelligence saving throws with advantage. This increases to 10 feet at level 6, 15 feet at level 8, and 20 feet at level 14.
VI - The Lovers you may choose an ally within 30 feet of you (no action required). The next time either you or that ally regain hit points while within 30 feet of each other, you both regain the same amount of hit points as the other. This ability can be used once after this card is drawn.
VII - The Chariot As bonus action, you may increase the walking speed of yourself or an allied creature within 30 feet by 5 feet times (your cleric level/4 + 1) (rounded up) for 10 minutes. This ability can be used once after this card is drawn.
VIII - Justice When an creature within 30 feet of you deals damage with an attack against a creature other than you, you can use a reaction to force the attacker to make a Wisdom saving throw. On a failed saving throw, the attacker takes force damage equal to the damage it just dealt. You can use this reaction only once after this card is drawn.
IX - The Hermit You have advantage on Wisdom and Dexterity checks and Wisdom saving throws. You cannot benefit from the Help action.
X - Wheel of Fortune At the start of combat, but before rolling for initiative, draw another random card from your Tarot Deck. The new card's effects apply immediately.
XI - Strength Your Strength score is equal to your Wisdom score.
XII - The Hanged Man As a bonus action, you may give yourself or an ally you can see within 30 feet of you a flying speed equal to their walking speed until the end of their next turn. This ability can be used once after this card is drawn.
XIII - Death After drawing this card, the next time a creature within 60 feet of you dies, you regain one spell slot. The level of the spell slot is equal to the creature's CR or level, up to 4th level (minimum 1).
XIV - Temperance  As a reaction, when a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can force the creature to reroll. You make this decision after you see the results of the roll is made clear and the target must use the result of the second roll. This ability can be used once after this card is drawn.
XV - The Devil When you roll damage for a spell or attack, you may choose one target and roll a d6 (no action required). On an even roll, the spell or attack deals double damage to that target. On an odd roll, the spell or attack deals half damage to that target. This ability can be used twice after this card is drawn.
XVI - The Tower As an action, you can reduce your hit point maximum by an amount equal to your Cleric level, then touch a creature and increase their hit point maximum and current hit points by the twice that amount + your Wisdom Modifier. If the reduction to your hit point maximum is removed, the increased hit point maximum of the other creature is also removed. This ability can be used once after this card is drawn.

Major Arcana Table (continued)

Major Arcana Table (continued)
Major Arcana Card Effect
XVII - The Stars You gain a pool of d6s equal to your Cleric level. As a bonus action, you can heal a creature you can see within 60 feet of you, spending dice from the pool. Roll a number of dice up to your proficiency bonus from the pool and add them together. The target regains a number of hit points equal to the total + twice your Wisdom modifier.
XVIII - The Moon  As a reaction, when another creature you can see within 30 feet of you takes damage, you may reduce that damage by a number of d6 equal to half your cleric level. This ability can be used once after this card is drawn.
XIX - The Sun You and up to six other creatures of your choice within 60 feet of you gain a number of temporary hit points equal to twice your Cleric level plus your Wisdom modifier.
XX - Judgement As a bonus action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. at 14th level, you give that creature vulnerability or immunity to one damage type of your choice until the next time it takes damage from that type. This ability can be used once after this card is drawn.
XXI - The World Draw two more cards from your Tarot Deck and gain both effects simultaneously.

Channel Divinity: Clarify Reading

Starting at 2nd level, you can use your Channel Divinity to seek clarification on your Tarot reading. As a bonus action, you can draw another random card from your Tarot Deck. You must then choose one of your cards to shuffle back into your Tarot Deck.

Foretelling Vision

Starting at 6th level, your deity begins granting you visions of a future yet to come allowing you to alter the course of your actions. On your turn, you can use your Channel Divinity to declare an action or movement you performed this turn to not happen, allowing you to take a different action or make a different movement. You can do this after the result of your activity is known.

Any actions that relied upon the original action/movement to take place do not happen as well (Ex. a cast of the inflict wounds that required you to move within 5 feet of a target no longer occurs if that original movement is nullified).

The mixing of future and present is disorients you as you gain one level of exhaustion that can only be removed by taking a long rest after using this ability. Once you use this ability you can’t do so again until you finish a long rest.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Blessed Strikes

8th-level cleric optional feature, which replaces the Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Signature Arcana

When you reach 17th level, you have a powerful understanding of your Tarot Deck and an affinity for one card in particular. Choose one card from your Tarot Deck. At the end of each long rest, you draw this card alongside the card drawn from your Tarot Reading feature. "The World" Major Arcana can not be chosen as your Signature Arcana.

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