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
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/26/2024 9:25:49 AM
|
6
|
0
|
0.1
|
Coming Soon
|
|
|
6/6/2024 3:12:23 AM
|
13
|
2
|
--
|
Coming Soon
|
|
|
2/28/2025 11:51:45 AM
|
30
|
7
|
1.0
|
Coming Soon
|
|
|
2/28/2025 11:58:08 AM
|
34
|
0
|
1.1
|
Coming Soon
|
Comments