Base Class: Warlock
You have dedicated your life to following the advice of Tarot cards. Experienced or not, you let the cards and fate dictate your life's path.
Luck of The Draw
Starting at 1st level, You can pull a card from your deck whenever you finish a short or long rest. You may only gain one card's benefit at a time. Once you draw a new card from the deck you lose the benefit of the previous card until you draw it again. You must discard a card immediately after drawing it and remove it from the deck. You may randomly shuffle the discard pile back into the deck on a long rest.
- If you draw the Fool, you gain advantage on all Wisdom(Survival) rolls until you draw your next card.
- If you draw the Magician, you gain advantage on all Intelligence(Arcana) rolls until you draw your next car.
- If you draw the High Priestess, you gain advantage on all Wisdom(Insight) rolls until you draw your next card.
- If you draw the Empress, you gain advantage on all Charisma(Persuasion) rolls until you draw your next card.
- If you draw the Emperor, you gain advantage on all Charisma(Intimidation) rolls until you draw your next card.
- If you draw the Hierophant, you gain advantage on all Intelligence(Religion) rolls until you draw your next card.
- If you draw the Lovers, you gain advantage on all Charisma(Deception) rolls until you draw your next card.
- If you draw the Chariot, you gain advantage on all Dexterity(Acrobatics) rolls until you draw your next card.
- If you draw Strength, you gain advantage on all Strength(Athletics) rolls until you draw your next card.
- If you draw the Hermit, you gain advantage on all Intelligence(Investigation) rolls until you draw your next card.
- If you draw the Wheel, Reshuffle all of your cards, including your discard pile.
- If you draw Justice, you gain advantage on all Intelligence(History) rolls until you draw your next card.
- If you draw the Hanged Man , you gain advantage on all Dexterity(Sleight-of-Hand) rolls until you draw your next card.
- If you draw Death, you gain advantage on all Wisdom(Medicine) rolls until you draw your next card.
- If you draw Temperance, you gain advantage on all Dexterity(Stealth) rolls until you draw your next card.
- If you draw the Devil, you instantly take 1d6 Fire damage
- If you draw the Tower, you instantly take 1d6 Lightning damage
- If you draw the Star, every melee attack you make does an extra 1d6 radiant damage until you draw your next card.
- If you draw the Moon, you gain advantage on all Wisdom(Perception) rolls until you draw your next card.
- If you draw the Sun, you gain advantage on all Intelligence(Nature) rolls until you draw your next card.
- If you draw Judgement, you gain advantage on all Wisdom(Animal Handling) rolls until you draw your next card.
- If you draw the World, you gain advantage on all Charisma(Performance) rolls until you draw your next card.
Foretelling Portent
Starting at 6th level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Mental Fortitude
Starting at 10th level, you are immune against psychic damage and to being charmed.
Restless Oracle
Starting at 14th level, you no longer require sleep and can also reshuffle your deck whenever you roll initiative. Additionally, all card effects labelled as a 1d6 are now increased to 3d6.
Previous Versions
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6/23/2023 12:02:16 AM
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1.0
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6/23/2023 4:11:28 AM
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7
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1.1
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9/7/2025 12:27:07 AM
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20
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9
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9/8/2025 9:34:14 PM
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16
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Coming Soon
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