Wizard
Base Class: Wizard

Wizards of the School of Tarot draw their power from the ever-shifting strands of fate, guided by Bruxo, the long-vanished god of Order and the Arcane. These arcane seers read the Major and Minor Arcana not just to glimpse the future, but to alter it.

You wield a tarot deck as both focus and conduit, letting fate itself steer your power — for better or worse.

Level 2: Path of The Fool

Beginning at Level 2, you have begun walking the path of the Fool, the first card of the tarot and the seeker of destiny.

Tarot Deck: At 2nd level, you gain a magical tarot deck which you use as an arcane focus. You can perform a Fated Draw as a bonus action, pulling one Major Arcana card from your deck. The card has either an upright (boon) or reversed (bane) orientation.

The number of draws you can make per long rest is equal to your proficiency bonus. Each effect lasts until your next short rest (see level 14 for duration changes).

Major Arcana

Card

Upright Effect

Reversed Effect

The Fool

You and one ally gain +1 to AC until a short rest

You and one ally gain -1 to AC until a short rest

The Magician

Advantage on Arcana checks

Disadvantage on Arcana checks

The High Priestess

Advantage on Religion checks

Disadvantage on Religion checks

The Empress

Ally gains 1d6 Inspiration die usable once before long rest

Ally loses 1d6 from next roll

The Emperor

+1 to initiative rolls

-1 to initiative rolls

The Hierophant

Advantage on History checks

Disadvantage on History checks

The Lovers

+1 to Charisma-based checks

-1 to Charisma-based checks

The Chariot

+5 ft movement

-5 ft movement

Justice

Advantage on Perception checks

Disadvantage on Perception checks

The Hermit

Advantage on Stealth checks

Disadvantage on Stealth checks

Wheel of Fortune

Advantage on Investigation checks

Disadvantage on Investigation checks

Strength

+1 to Strength checks

-1 to Strength checks

The Hanged Man

Advantage on Survival checks

Disadvantage on Survival Checks

Death

Advantage on death saving throws

Disadvantage on saving throws for one minute

Temperance

Advantage on Animal Handling

Disadvantage on Animal Handling

The Devil

Advantage on Intimidation

Disadvantage on Charisma checks

The Tower

Cast Blink, enter "tower realm" during turns

Take force damage = half wizard level

The Star

+1d4 radiant damage to melee attacks

-1d4 to all weapon damage

The Moon

Cast Moonbeam once

You emit dim light and are easier to detect

The Sun

+1d12 radiant damage to next spell attack

Next spell attack deals half damage

Judgement

Advantage on Persuasion checks

Disadvantage on Persuasion checks

The World

Teleport 60–100 ft (your choice, unoccupied space)

Teleport 60-100 ft in random direction (DM chooses)

 

Level 6: Arcane Suits

At level 6 your mastery over the deck deepens, granting access to the Minor Arcana and imbuing you with broader control over fate’s influence.

You now draw from the entire tarot deck, including Minor Arcana (Cups, Pentacles, Wands, Swords).

Each suit represents a magical theme:


Cups: Emotions, healing, and empathy — small healing, bonus to Insight/Medicine, etc.
Pentacles: Earth, stability, and the body — temporary HP, resistance to damage types, etc.
Wands: Inspiration, creativity, and fire — bonus to spell attacks, bonus cantrip damage, etc.
Swords: Conflict, intellect, and truth — initiative bonuses, reaction-based boosts, etc.

Minor Arcana - Cups

Card

Upright Effect

Reversed Effect

Ace

Regain 1d4 HP immediately

You lose 1d4 HP

2–5

+1 to Insight or Medicine checks

-1 to Insight or Medicine checks

6–9

Gain temporary HP equal to spellcasting mod

Lose temporary HP if you have any

10

You and one ally each regain 1d6 HP

You and one ally each take 1d6 psychic damage

Page

Calm Emotion effect (1 target)

You’re charmed by nearest creature for 1 round

Knight

You can sense emotions (Detect Thoughts Lv1)

You suffer 1 level of exhaustion for 1 hour

Queen

Gain immunity to frightened for 1 hour

You are frightened of a random creature

King

Cast Cure Wounds (as 2nd level)

You are silenced (no verbal components) for 1 turn

Minor Arcana - Swords

Card

Upright Effect

Reversed Effect

Ace

Add +2 to next attack roll

Subtract -2 from next attack roll

2–5

+1 to Intelligence saves/checks

-1 to Intelligence saves/checks

6–9

Gain use of Shield spell once (no slot)

You cannot cast reaction spells for 1 round

10

Auto-succeed on 1 saving throw this round

Automatically fail 1 saving throw this round

Page

Disarm enemy on hit (once)

Drop weapon or item you are holding

Knight

You crit on 19–20 until next long rest

Your crit range becomes 20 only

Queen

Gain true strike for 1 minute

All your melee attacks have disadvantage

King

Cast Counterspell without using a slot (once)

You are stunned for 1 turn (no save)

Minor Arcana - Pentacles

Card

Upright Effect

Reversed Effect

Ace

Gain 1d6 temporary HP

Lose 1d6 temporary HP

2–5

+1 to Constitution saves

-1 to Constitution saves

6–9

Resistance to one damage type (DM chooses) for 1 hour

Vulnerability to a damage type for 1 hour

10

You’re immune to being knocked prone

You are knocked prone immediately

Page

Earthbind effect (single target, 1 turn)

You are restrained for 1 round (DC 13 STR save)

Knight

Stone skin (AC +1 for 1 hour)

Disadvantage on STR or CON checks

Queen

Immunity to poison and disease for 1 hour

You are poisoned for 1 hour (DC 13 CON save ends)

King

Gain shield-like reaction (once before long rest)

You can’t take reactions until end of next turn

 

Minor Arcana - Wands

Card

Upright Effect

Reversed Effect

Ace

+1 to next spell attack roll

-1 to next spell attack roll

2–5

+1 damage with cantrips

-1 damage with cantrips

6–9

+5 ft movement speed

-5 ft movement speed

10

Cast Misty Step

Misty Step misfires — random direction

Page

Add 1d6 to next initiative roll

Subtract 1d6 from next initiative roll

Knight

Can Dash as a bonus action once

You cannot Dash next round

Queen

Next spell has max damage on one die

Next spell fizzles unless DC 15 Arcana check

King

Once before long rest, regain 1 used spell slot (1st level)

Lose 1 first-level spell slot

 

Level 10: Weigh the Scales

You’ve learned to subtly manipulate the tides of fate when a draw turns against you beginning at level 10.

When you draw a card and it is reversed, you can choose to expend one use of your Fated Draw to flip the card upright, applying its positive effect instead.
You can do this once per long rest, and gain an additional use of this feature at 17th level.

Level 14: The Fool Ascendant

You, at 14th level, now embody the Fool entirely, a vessel for fate’s chaos and harmony alike.

Enduring Readings: Your tarot effects now last until your next long rest, unless you draw a new card, which replaces the current one. (Before now, effects ended on a short rest.)
Fool’s Fortune: Once per long rest, when a creature within 60 feet makes a saving throw, ability check, or attack roll, you may use your reaction to intervene in fate.

Previous Versions

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