Bard
Base Class: Bard

The College of the Tarot Keeper, formed by secretive diviners, seeks to harness powerful and unstable divination magics. This arcanum, focused by a deck of ornate cards, is now used to manipulate the world around its caster.

Fool's Beginnings

3rd-level College of the Tarot Keeper feature

When you take this subclass at 3rd level, you attune yourself to a deck of magical cards called a Tarot deck.

When you expend a use of your Bardic Inspiration feature, draw a card from your Tarot deck. Each card has its own unique effect, held in your "hand" and inactive until you choose to unleash it as a bonus action (If you do not have a Tarot deck, roll a d20. Each card has a corresponding number, which will be listed in the Tarot deck table). Doing so consumes the card, and it cannot be used again unless redrawn or specified otherwise.

D20 roll Card Effect
1 The Magician
Roll your Bardic Inspiration die. You restore a number of spell slots with a combined level equal to the number you rolled. None of these slots can be of 6th level or higher.
2 The High Priestess Roll your Bardic Inspiration die. You and any allies within 30 ft. restore hit points equal to the number rolled.
3 The Empress
You or another creature within 30 ft. have advantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next turn.
4 The Emperor
Roll your Bardic Inspiration die. You and any allies within 30 ft. gain temporary hit points equal to the number you rolled.
5 The Hierophant Regain one use of your Bardic Inspiration feature.
6 The Lovers When casting a spell or cantrip, you may use this card to target one additional creature.
7 The Chariot
Choose a creature within 30 ft. to immediately make a melee attack against a creature of your choice. This attack deals additional damage equal to a roll of your Bardic Inspiration die.
8 Strength
You or another creature within 30 ft. have advantage on Strength, Dexterity, and Constitution saving throws until the end of your next turn.
9 The Hermit You become invisible until the end of your next turn.
10 Wheel of Fortune Draw from your Tarot deck. Whichever card you pull, you gain two of.
11 Justice
This card can be played as a reaction. When a creature you can see within 30 ft. takes damage, you can use your reaction to deal 5d6 radiant damage to its attacker on a failed Dexterity saving throw.
12 The Hanged Man
Make four rolls of your Bardic Inspiration die. You take the number rolled in necrotic damage, and heal all allies within 30 ft. for half the damage you took.
13 Death
Three dead creatures within 30 ft. return to life as undead at half of their maximum hit points, hostile to any non-undead creatures they can see. After one minute, the creatures die as the spell effect ends.
14 Temperance You or another creature within 30 ft. becomes resistant to all damage until the end of your next turn.
15 The Devil
Choose a creature within 30 ft. On a failed Charisma saving throw, the creature is charmed by you and is friendly to you and your allies for the next minute.
16 The Tower
Choose a creature within 30 ft. For the next minute, any attack they make against an object or construct critically hits.
17 The Star Any ally within 30 ft. can add a roll of your Bardic Inspiration die to their next damage roll.
18 The Moon All light sources within a 30 ft. radius are snuffed out, and magical darkness fills the space.
19 The Sun
Bright light emanates from you in a 30 ft. radius, and dim light extend for another 30 ft. This light counts as sunlight.
20 Judgement For the next minute, no creature within 30 ft. can tell a lie.

Fortune Teller

6th-level College of the Tarot Keeper feature

At 6th level, you learn to influence the fortunes you cast for others.

When you finish a long rest, you can read a creature's fortune, giving them one skill proficiency that they do not have until their next long rest or until you use this feature again. 

World's Finale

14th-level College of the Tarot Keeper feature

Each time you finish a long rest, roll a d6. If it rolls 3 or lower, add The Fool to your "hand." If it's a 4 or higher, add The World instead. 

The Fool
This card can be played as a reaction. When a creature you can see within 120 ft. makes a d20 roll, you can use this card to force them to critically fail.
The World
This card can be played as a reaction. When a creature you can see within 120 ft. makes a d20 roll, you can use this card to force them to critically succeed.

Previous Versions

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