Base Class: Sorcerer
Tarot Savant Features
1st Level: Tarot Deck You gain a mystical Tarot deck, imbued with magical properties. This deck contains 78 cards, each corresponding to a specific effect. As an action, you can draw a card from the deck to cast a spell or create an effect associated with that card. Once a card is drawn, it cannot be used again until you complete a long rest and reshuffle the deck.
Card Reading At 1st level, you learn to tap into the magic of the Tarot. You can perform a card reading as a ritual that takes 10 minutes. Draw three cards from your deck, which reveal insight about the future. The DM provides cryptic advice based on the drawn cards. This reading grants you advantage on one ability check, saving throw, or attack roll you make within the next hour.
6th Level: Arcane Alignment Your connection to the Tarot deepens, allowing you to influence your draws. Once per long rest, you can choose a specific type of card (Major Arcana, Wands, Cups, Swords, or Pentacles) to draw from your deck. When you draw a card of the chosen type, you can select the specific card instead of drawing at random.
14th Level: Fated Draw You gain the ability to manipulate fate itself. As a reaction when you or an ally within 30 feet of you is about to make an ability check, saving throw, or attack roll, you can draw a card from your deck and apply its effect to the roll. Once you use this feature, you cannot use it again until you finish a long rest.
18th Level: Master of the Deck Your mastery of the Tarot allows you to channel its full power. As an action, you can draw five cards from your deck and use their effects in any order. Once you use this feature, you cannot use it again until you finish a long rest.
Tarot Card Effects
Major Arcana
- The Fool: Cast Feather Fall.
- The Magician: Cast Magic Missile.
- The High Priestess: Gain advantage on Wisdom checks and saving throws for 1 hour.
- The Empress: Cast Plant Growth.
- The Emperor: Gain advantage on Charisma checks and saving throws for 1 hour.
- The Hierophant: Cast Dispel Magic.
- The Lovers: Cast Charm Person.
- The Chariot: Cast Expeditious Retreat.
- Strength: Gain advantage on Strength checks and saving throws for 1 hour.
- The Hermit: Cast Invisibility on yourself.
- Wheel of Fortune: Roll a d20 and replace any roll you make in the next minute with this result.
- Justice: Cast Zone of Truth.
- The Hanged Man: Cast Levitate.
- Death: Cast Finger of Death.
- Temperance: Cast Protection from Poison.
- The Devil: Cast Summon Greater Demon.
- The Tower: Cast Earthquake.
- The Star: Cast Guidance.
- The Moon: Cast Major Image.
- The Sun: Cast Sunbeam.
- Judgement: Cast Resurrection.
- The World: Gain resistance to all damage types for 1 minute.
Minor Arcana: Wands
- Ace of Wands: Cast Burning Hands.
- Two of Wands: Cast Locate Object.
- Three of Wands: Cast Sending.
- Four of Wands: Cast Fireball.
- Five of Wands: Cast Wall of Fire.
- Six of Wands: Gain advantage on attack rolls for 1 minute.
- Seven of Wands: Cast Shield.
- Eight of Wands: Cast Haste.
- Nine of Wands: Gain temporary hit points equal to your sorcerer level + your Charisma modifier.
- Ten of Wands: Cast Telekinesis.
- Prince of Wands: Cast Mage Armor.
- Princess of Wands: Cast Fire Shield.
- Queen of Wands: Cast Dominate Person.
- King of Wands: Cast Flame Strike.
Minor Arcana: Cups
- Ace of Cups: Cast Create or Destroy Water.
- Two of Cups: Cast Healing Word.
- Three of Cups: Cast Lesser Restoration.
- Four of Cups: Gain resistance to psychic damage for 1 hour.
- Five of Cups: Cast Remove Curse.
- Six of Cups: Gain temporary hit points equal to twice your sorcerer level.
- Seven of Cups: Cast Hallucinatory Terrain.
- Eight of Cups: Cast Water Walk.
- Nine of Cups: Cast Greater Restoration.
- Ten of Cups: Gain immunity to fear and charm effects for 1 hour.
- Prince of Cups: Cast Goodberry.
- Princess of Cups: Cast Mass Healing Word.
- Queen of Cups: Cast Control Water.
- King of Cups: Cast Heal.
Minor Arcana: Swords
- Ace of Swords: Cast Wrathful Smite.
- Two of Swords: Cast Blindness/Deafness.
- Three of Swords: Cast Bestow Curse.
- Four of Swords: Cast Shield of Faith.
- Five of Swords: Cast Cloud of Daggers.
- Six of Swords: Cast Teleportation Circle.
- Seven of Swords: Cast Pass without Trace.
- Eight of Swords: Cast Hold Person.
- Nine of Swords: Cast Phantasmal Killer.
- Ten of Swords: Cast Power Word Kill.
- Prince of Swords: Cast Detect Magic.
- Princess of Swords: Cast Mordenkainen’s Sword.
- Queen of Swords: Cast Ice Storm.
- King of Swords: Cast Storm of Vengeance.
Minor Arcana: Pentacles
- Ace of Pentacles: Cast Create Food and Water.
- Two of Pentacles: Cast Meld into Stone.
- Three of Pentacles: Cast Animate Objects.
- Four of Pentacles: Cast Leomund’s Tiny Hut.
- Five of Pentacles: Cast Greater Invisibility.
- Six of Pentacles: Cast Heroes’ Feast.
- Seven of Pentacles: Cast Fabricate.
- Eight of Pentacles: Cast Stone Shape.
- Nine of Pentacles: Cast Stone Skin.
- Ten of Pentacles: Gain immunity to poison and disease for 1 hour.
- Prince of Pentacles: Cast Identify.
- Princess of Pentacles: Cast Wall of Stone.
- Queen of Pentacles: Cast Regenerate.
- King of Pentacles: Cast Earthquake.
Notes on Play
- Card Draw Mechanic: To use a card, you draw one randomly from your deck. This can be done with a physical deck of Tarot cards or by using a randomized table.
- Deck Reshuffling: After a long rest, reshuffle the entire deck, making all cards available again.
- Flexibility: This subclass offers a wide range of effects, giving you versatility but also requiring creative and strategic thinking.
Tarot Deck Reading
You gain a mystical Tarot deck, imbued with magical properties. This deck contains 78 cards, each corresponding to a specific effect. As an action, you can draw a card from the deck to cast a spell or create an effect associated with that card. Once a card is drawn, it cannot be used again until you complete a long rest and reshuffle the deck.
Card Reading At 1st level, you learn to tap into the magic of the Tarot. You can perform a card reading as a ritual that takes 10 minutes. Draw three cards from your deck, which reveal insight about the future. The DM provides cryptic advice based on the drawn cards. This reading grants you advantage on one ability check, saving throw, or attack roll you make within the next hour
Arcane Enlightenment
Your connection to the Tarot deepens, allowing you to influence your draws. Once per long rest, you can choose a specific type of card (Major Arcana, Wands, Cups, Swords, or Pentacles) to draw from your deck. When you draw a card of the chosen type, you can select the specific card instead of drawing at random
Fated Draw
You gain the ability to manipulate fate itself. As a reaction when you or an ally within 30 feet of you is about to make an ability check, saving throw, or attack roll, you can draw a card from your deck and apply its effect to the roll. Once you use this feature, you cannot use it again until you finish a long rest.
Master of the Deck
Your mastery of the Tarot allows you to channel its full power. As an action, you can draw five cards from your deck and use their effects in any order. Once you use this feature, you cannot use it again until you finish a long rest.
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