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Tarocchi
A cloaked man sits in a seedy tavern, a billow of smoke
pouring from the folds of his robe, his booted feet rested
upon a chairacross from him. A fair maiden enter the room.
Immediately, he tosses his hood back, and kicks the chair out
from his table. He invites her to sit, gesturing to the seat
before beginning to lightly shuffle a deck of cards. He draws
three, and places them on the table. She nods, and
immediately moves to sit with him.
A party of adventurers stand at the feet of a mighty slain
dragon. It was a hard fought battle, and even harder won.
They look to their leader, who also lay fallen, gasping ragged
breaths. A woman in loose robes approaches him, kneeling
quietly and smiling. Wordlessly, she pulls a playing card out of
her sleeve and presses it against the fallen warrior. His
vitality returns, and the group breathes a sigh of relief.
A slight, older man sits in an ornate chair to the side of a
great king. The kingdom has fallen into chaos, and there is
talk of rebellion. The king turns to his advisor and asks how
he can stop this problem before it gets worse. The old man
smiles, adjusts his glasses, and pulls out a deck of cards. He
begins laying them on a table in an indecipherable pattern.
Finally, he places a single card into the middle of the pattern.
He hesitates for just a moment before drawing the card. He
smiles, and convinces the king that his rule can be assured.
Tarocchi are mysterious wielders of magic, not using
simple wands or staves, but drawing power from decks of
cards. The luck of the draw, and the irony of not having a card
you need, is never lost on a tarocchi, who is able to see the
long term goal, and make use of what hand of cards they are
dealt, both from their power packs, and from life itself.
Power Pack
A tarocchi's most powerful weapon is their power pack, a
deck of cards infused with magical abilities that only they can
wield. Sometimes these power packs are legendary artifacts,
with intricate artwork on the back, and court cards depicting
powerful rulers and tyrants, signifying these decks as special.
Often, however, these decks simply appear as ordinary
playing cards, allowing a tarocchi to feign innocence of their
magical abilities. Indeed, power packs can be used as an
ordinary deck of cards, and even if the cards are lost or
destroyed, they will reform in the tarocchi's pack by the light
of the next morning, as arcane magic binds the two together.
Living as a Tarocchi
Unfortunatley for tarocchi, their magical abilities do not often
lend themselves to finding steady work. The unreliability of
their powers make others reluctant to employ them, or to rely
on them. For this reason, tarocchi often regard their magical
abilities as a sort of hobby, one which they must practice and
hone in their free time, while finding work elsewhere.
The exception to this are tarocchi who are charismatic
enough to find themselves in the employ of a thieves' guild,
and who can convince the criminals with which they would Warning!
work that their skills are valuable and reliable, so long as
everyone else can be flexible. But to those who can be, a This class requires you to have a standard deck of 52 playing
tarocchi is a powerful ally, capable of drawing new hope from cards in order to play!
their deck, even when all seems lost.
TAROCCHI
2
The Tarocchi
Proficiency Hand Cantrips Spells Spell
Level Bonus Features Size Known Known Level
1st +2 Card Shark, Force a Card 5 4 2 1st
2nd +2 Misdirection, Stack the Deck 5 4 3 1st
3rd +2 Equivocation, Game of Choice 5 4 4 2nd
4th +2 Ability Score Improvement 5 5 5 2nd
5th +3 Ace in the Hole (one card) 5 5 6 3rd
6th +3 Game of Choice feature 5 5 7 3rd
7th +3 — 6 5 8 4th
8th +3 Ability Score Improvement 6 5 9 4th
9th +4 — 6 5 10 5th
10th +4 Cold Reading, Game of Choice feature 6 6 11 5th
11th +4 — 6 6 12 6th
12th +4 Ability Score Improvement 6 6 12 6th
13th +5 — 6 6 13 7th
14th +5 Game of Choice feature 7 6 13 7th
15th +5 — 7 6 14 8th
16th +5 Ability Score Improvement 7 6 14 8th
17th +6 — 7 6 15 9th
18th +6 Ace in the Hole (two cards) 7 6 15 9th
19th +6 Ability Score Improvement 7 6 15 9th
20th +6 Bottom Dealing 7 6 15 9th
Class Features
As a tarocchi, you gain the following class features.
Creating a Tarocchi Hit Points
Hit Dice: 1d8 per tarocchi level
As you create your tarocchi character, think about your Hit Points at 1st Level: 8 + your Constitution modifier
personal deck of cards. Where did they come from? Were Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
they a gift, given to you by a family member or trusted friend modifier per tarocchi level after 1st
who knew the secrets? Did you happen upon them, tossed
away by someone afraid of their power? Did you purchase Proficiencies
them from a mysterious merchant, whom no one else Armor: Light armor
remembers? Weapons: Simple weapons
You must also decide where your magical powers came Tools:
Gaming set (playing cards)
from, as it is the blending of magic and a power pack that Saving Throws: Wisdom, Charisma
makes a tarocchi. Do you have an ancestral bloodline of Skills: Choose two from Arcana, Deception, History, Insight,
magic users, whose arcane abilities have been born in you? Intimidation, Investigation, Performance, Persuasion, and
Have you bonded with an otherworldly being, granting you Sleight of Hand
powerful magic abilities? Or did you find your deck of cards
and determine to learn more, poring over and studying Equipment
ancienct texts to determine the true power of the cards? You start with the following equipment, in addition to the
equipment granted by your background:
Quick Build (a) a light crossbow and 20 bolts, or (b) any simple weapon
You can make a tarocchi quickly by following these (a) a burglar's pack or (b) an explorer's pack
suggestions. First, make Charisma your highest ability score, A set of leather armor
followed by Constitution. Second, choose the charlatan A gaming set (playing cards)
backgrond. Third, choose the light, prestidigitation, ray of
frost, and shocking grasp cantrips, along with the 1st-level Alternately, you can purchase your own starting equipment.
spells charm person and magic missile. At level 1, a tarocchi begins with 5d4 x 10 gp.
TAROCCHI
3
Slots
Card
Tarocchi Spell
Level Rank Suit Slot
Card Shark
Some event in your past, whether it be through blood or 1st 2 - 9 (any suit) ♦, ♥, ♣, ♠ Cantrip
study or making a pact with an otherworldly being, has left 1st 10 (any suit) ♦, ♥, ♣, ♠ 1st
the indelible mark of arcane magic upon you. Along with a
magical deck of cards that you have come into possession of, 3rd Jack (any suit) ♦, ♥, ♣, ♠ 2nd
you are able to create powerful magical effects, so long as you
draw the right card. 5th Queen (any suit) ♦, ♥, ♣, ♠ 3rd
Unlike other magic users, you use your cards to fund your ♦, ♥
arcane abilities directly, meaning that you cast magic spells in 7th King of Diamonds or Hearts 4th
a unique way. 9th King of Clubs or Spades ♣, ♠ 5th
Hand Size 11th Ace of Diamonds ♦ 6th
Each card in your deck represents one spell slot. However,
tarocchi spell slots work differently than those of others. 13th Ace of Hearts ♥ 7th
At 1st level, your hand size is 5. You can draw up to your
maximum hand size (as shown in the Hand Size column of 15th Ace of Clubs ♣ 8th
the Tarocchi table) as a bonus action on your turn. Your hand ♠
persists until you finish a long rest. To cast a tarocchi spell, 17th Ace of Spades 9th
you must play a card of the appropriate spell slot from your
hand. Any card in the deck can be cast as a cantrip. To play a Spellcasting Ability
card as anything other than a cantrip, you must be of an Charisma is your spellcasting ability for your tarocchi spells.
appropriate level, as shown on the Card Slots table. Once you You use your Charisma whenever a spell refers to your
cast a spell, the card is discarded until you finish a long rest. spellcasting ability. In addition, you use your Charisma
Your hand size increases as you gain levels, as shown in the modifier when setting the saving throw DC for a tarocchi
Hand Size column of the Tarocchi table. You can discard spell you cast and when making an attack roll with one.
cards from your hand at any time without an action. Once a Spell save DC = 8 + your proficiency bonus + your Charisma
card is discarded, it is lost until you finish a long rest, at modifier
which point all cards return to your deck. This includes cards Spell attack modifier = your proficiency bonus + your
which may have been left in other areas or even destroyed. Charisma modifier
To cast a spell at a higher level, you must play a card of a
higher rank when you cast the spell. When you do so, the Intelligent Tarocchi
spell is cast at the level of the higher card, to a maximum of The tarocchi is written with a charismatic, charlatan type of
your highest spell level known as shown on the Spell Level character in mind. However, there are other kinds of card
column of the Tarocchi table. players as well such as the intellectual, calculating card
For example, if you are a 1st-level tarocchi and know the
1st-level spell cure wounds, and your hand includes a 10, counter. If it better fits your chosen flavor, you can use
Jack, Queen, King, and an Ace, you can play the 10 to cast Intelligence as your spellcasting ability (as well as your saving
cure wounds as a 1st-level spell. Your higher cards (the Jack, throw proficiency) instead of Charisma.
Queen, King, and Ace) can only be cast as cantrips until you
reach the appropriate levels of the Card Slots table. Spellcasting Focus
The cards you play when you cast a spell count as a
Cantrips spellcasting focus for your tarocchi spells.
At 1st level, you know four cantrips of your choice from the
tarocchi spell list. You learn additional tarocchi cantrips of Running Out of Cards
your choice at higher levels, as shown in the Cantrips Known When you have no cards remaining in your deck or your
column of the Tarocchi table. hand, you can take a bonus action to draw two magical jokers
into your hand. These cards can only be used to cast cantrips,
Spells Known of 1st Level and Higher and disappear immediately once they are used to cast spells.
You know two 1st-level spells of your choice from the tarocchi When you finish a long rest, any jokers in your hand
spell list. disappear.
The Spells Known column of the Tarocchi table shows Force a Card
when you learn more tarocchi spells of your choice. Each of
these spells can be no higher than the highest spell level you As a tarocchi, you are the master of getting the cards you
know, as shown in the Spell Level column of the Tarocchi need in order to turn a situation in your favor. At 1st level, you
table. For instance, when you reach 3rd level in this class, you can take an action to search your deck for a single card and
can learn one new spell of 1st or 2nd level. add it to your hand, so long as you are not already at your
Additionally, when you gain a level in this class, you can hand limit. After you take this action, shuffle your deck.
choose one of the tarocchi spells you know and replace it You can use this feature a number of times equal to 1 +
with another spell from the tarocchi spell list, which also your Charisma modifier. When you finish a long rest, you
must be no higher than your highest spell level known. regain all expended uses.
TAROCCHI
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Language of the Tarocchi
Game of Choice
There are several terms that are unique to the tarocchi. While tarocchi are fond of any game of chance, each has one
Rank. The rank of a card is its numerical value. So a which they excel in. At 3rd level, choose Blackjack, Euchre,
card can have a rank of "3," which includes the 3 card Mau, Poker, or Spades. Each choice affects your abilities and
in all four suits, or a rank of "9," or "king," and so on. the way you are able to play your cards.
Discard. You can discard cards from your hand Your choice grants you features when you choose it at 3rd
without playing them. These cards go to your discard level, and again at 6th, 10th, and 14th level.
pile, but do not activate any kind of magical effect.
Play. When you play a card, you are activating its Equivocation
magic and (usually) casting a spell as you do so.
By 3rd level, your magical prowess with cards offers you
Your Power Pack supernatural luck over all games of chance. When you receive
Like a wizard with a spellbook, your power pack is a randomized results from a game of chance or a magic item,
physical object which can be lost or destroyed. including drawing a card from your power pack, you can
Replacing the Pack. Your power pack is typically a instantly take one additional result and choose between the
box, but it can also be some kind of special leather two. The result you do not choose is placed back into its
case or wrapping that keeps your cards together. So source at random if possible. This happens magically, and
long as this housing is intact and complete, all of your creatures without truesight can’t notice you replacing a result.
cards will return to it when you finish a long rest. This Once you use this feature, you must finish a short or long rest
includes situations where cards are lost or destroyed; before you can use it again.
they will still reform in your power pack.
If the pack itself is destroyed, however, the magic of Ability Score Improvement
the cards ceases to exist. Your pack is a powerful
magical item, and so is more resilient than it may When you reach 4th level, and again at 8th, 12th, 16th, and
appear. If the pack is destroyed, you will need to 19th level, you can increase one ability score of your choice
replace it. It takes 2 hours and 50 gp per spell level by 2, or you can increase two ability scores of your choice by
that you have access to. Once you have forged a new 1. As normal, you can't increase an ability score above 20
pack to hold your cards, they reform normally when using this feature.
you finish your next long rest.
The Pack's Appearance. Each power pack is unique, Ace in the Hole
and are only typically recognized as special by other Beginning at 5th level, you have the ability to have a spell
tarocchi. It may be a plain, functional set of leather prepared even when your card is not ready. You can use an
straps which hold your cards together, or it may be an action to designate one card which remains in your power
ornate magical box, inlaid with gold and intricate
designs.
pack and cast a spell which has a casting time of one action
Your cards, like your power pack, are also highly
or one bonus action using that card (even though you do not
variable. They may be very simple cards with plain have the card in hand). When you do so, search your power
backs and bare markings, or they may be incredibly pack for the card and discard it, and then shuffle your deck.
detailed, with flourishes of artistic skill on the backs, Once you use this feature, you must finish a long rest
and beautifully calligraphed symbols on the fronts. before you can use it again. Starting at 18th level, you can use
it twice before a rest.
Cold Reading
Starting at 10th level, if you spend at least 1 minute observing
or interacting with another creature outside combat, you can
Misdirection learn certain information about its capabilities compared to
Beginning at 2nd level, your quick wit and dexterous hands your own. The DM tells you if the creature is your equal,
allow you to surprise and beguile your opponents. Choose superior, or inferior in regard to two of the following
one of your skill proficiencies. Your proficiency bonus is characteristics of your choice:
doubled for any ability check you make that uses that skill Intelligence score
proficiency or your proficiency with your gaming set (playing Wisdom score
cards). Charisma score
Additionally, you can make a Deception or Sleight of Hand Passive Perception
skill check as a bonus action on your turn. Current spell slots
Total class levels (if any)
Stack the Deck Maximum spell level (if any)
Starting at 2nd level, you've learned to regain your most Bottom Dealing
potent magics. Once per day when you finish a short rest, you
can take any amount of a single rank card in your discard pile By 20th level, you've gained complete mastery over your
and shuffle them into your deck. This includes court cards, cards. Whenever you play a card with a rank of queen or
but not aces. The rank of "king" is split in half according to lower, instead of discarding it, you can place the card on the
your spell slots. The king of diamonds (♦) and hearts (♥) bottom of your power pack. At any time, you can play that
count as a single rank, while the king of clubs (♣) and spades card again as though it were a card in your hand. At that
(♠) count as a separate rank for the purposes of this ability. point, discard the card.
TAROCCHI
5
Tarocchi Spells
Silent Image Lightning Bolt 6th Level
Cantrips (0 Level) Sleep Remove Curse Circle of Death
Chill Touch Snare † Revivify Contingency
Create Bonfire † Thunderwave Sending Create Undead
Dancing Lights Witch Bolt Speak with Dead Find the Path
Friends Thunder Step † Globe of Invulnerability
Light 2nd Level Vampiric Touch Guards and Wards
Mage Hand Alter Self Mental Prison †
Mending Arcane Lock 4th Level Otto's Irresistible Dance
Message Augury Charm Monster † Planar Ally
Minor Illusion Detect Thoughts Compulsion Programmed Illusion
Prestidigitation Enhance Ability Death Ward True Seeing
Produce Flame Enlarge/Reduce Dimension Door
Ray of Frost Healing Spirit † Fabricate 7th Level
Resistance Invisibility Locate Creature Delayed Blast Fireball
Shocking Grasp Knock Phantasmal Killer Mirage Arcane
Spare the Dying Lesser Restoration Polymorph Prismatic Spray
Thunderclap † Levitate Vitriolic Sphere † Project Image
Locate Object Regenerate
1st Level Mirror Image 5th Level Resurrection
Absorb Elements † Misty Step Bigby's Hand Symbol
Animal Friendship Pyrotechnics † Contagion
Catapult † Ray of Enfeeblement Creation 8th Level
Cause Fear † Rope Trick Danse Macabre † Antimagic Field
Chaos Bolt † See Invisibility Dominate Person Control Weather
Charm Person Scorching Ray Dream Earthquake
Chromatic Orb Spiritual Weapon Geas Feeblemind
Color Spray Suggestion Greater Restoration Glibness
Command Immolation † Illusory Dragon †
Create or Destroy Water 3rd Level Legend Lore Maddening Darkness †
Cure Wounds Animate Dead Mislead Mind Blank
Detect Magic Bestow Curse Modify Memory Power Word Stun
Disguise Self Catnap † Raise Dead
Feather Fall Clairvoyance Scrying 9th Level
Fog Cloud Counterspell Seeming Foresight
Heroism Dispel Magic Telekinesis Invulnerability †
Identify Fireball Power Word Kill
Illusory Script Fly Time Stop
Magic Missile Glyph of Warding Weird
Ray of Sickness Hypnotic Pattern Wish
Shield
† This spell appears in the Xanathar's Guide to Everything.
TAROCCHI
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Game of Choice
Tarocchi love card games, but each tarocchi has a game they
play more than others. This focus gives them special abilities
based on the type of game they play. Five games are
presented below: Blackjack, Euchre, Mau, Poker, and
Spades.
Blackjack
Also known as twenty-one, blackjack is a game with a long
history. The basic premise of the game is that each player has
a pile of cards in front of them, and the object is to get that
pile to equal 21, by adding up the ranks of cards in the pile.
Hit Me
Beginning when you choose this game at 3rd level, you have
the ability to generate extra cards to cast. When a creature
hits you for the first time each turn with an attack, you
generate a Blackjack card. This card is drawn from the top of
your deck, and placed face-up in front of you. Each time you
are hit by an attack, a new card is added to the Twenty-One Euchre
Pile.
You must keep a running total of the ranks of cards in your Euchre has gone by many different names, but the crux of the
Twenty-One Pile. Face cards count as 10 for the purposes of game is that it is played with a smaller deck than normal, as
Blackjack, while aces count as either 1 or 11 (your choice). players attempt to take tricks. Like your favorite game, you
Any card from your Twenty-One Pile can be cast as though it learn to quickly get to the cards you need.
were in your hand.
If the total of cards in your Twenty-One Pile ever exceeds Standard Deck
21, all cards in the pile are immediately discarded. Beginning when you choose this game at 3rd level, you can
If the total of cards in your Twenty-One Pile ever equals pare down your power pack to better ensure you get your
exactly 21, you immediately draw all cards from your Twenty- powerful cards. When you finish a long rest and your cards
One Pile into your hand (even if this would exceed your reform in your pack, you can choose any rank of cards
maximum hand limit), and gain a Blackjack for 1 minute. At between 2-8. These cards are removed from your deck
any time during this minute when you would roll a d20, you entirely until your next long rest. For each rank you choose to
can instead choose not to roll the die and simply treat the remove in this way, you gain 1 temporary hit point.
result as though you had rolled a 20, and gain a +1 bonus to For example, at 1st level, if you choose ranks 2, 3, 4, and 5,
the result. You can only have a single Blackjack at a time. then you would remove all 2s, 3s, 4s, and 5s from your deck,
All cards in your Twenty-One Pile return to your deck when and you would gain 4 temporary hit points. If you chose all
you finish a long rest. ranks 2-8, you would gain 7 temporary hit points.
The amount of temporary hit points you gain when
Double Down removing a rank of cards increases by 1 when you reach 5th
Starting at 6th level, you can take a bonus action to add a level (2 temporary hit points), 11th level (3 temporary hit
single card from your hand to your Twenty-One Pile. You points), and 17th level (4 temporary hit points).
cannot start a Twenty-One Pile in this way, only add to an
existing one. Knock
Starting at 6th level, you have the ability to pass your turn for
Surrender greater benefit later. You can choose to give up your action
Beginning at 10th level, you can give the appearance of and all of your movement on your turn. If you do so, you gain
defeat. You can cast the feign death spell, but only as a ritual. one additional action on your next turn. You can only ever
gain one additional action in this way.
Split
Starting at 14th level, you gain the ability to start multiple Table Talk
Twenty-One Piles in front of you by splitting cards of the Beginning at 10th level, you can cast the Rary's telepathic
same rank. If the only two cards of a Twenty-One Pile are of bond spell, but only as a ritual.
the same rank, you can split them into two separate Twenty-
One Piles. Whenever you gain a new Blackjack card, you can Best Bower
choose to add it to either pile. Each pile can generate a Starting at 14th level, you have the ability to to use your Jacks
separate Blackjack, which can allow you to have two as more powerful spells. You can take a bonus action to
Blackjacks at the same time. You cannot start a new Twenty- choose a color, either red or black. Until you finish a long rest,
One Pile until all cards in front of you are either discarded or the Jacks in your power pack of that color can be used as a
taken into your hand. spell slot of up to 5th level.
TAROCCHI
7
Mau
There is nothing more enjoyable to a mau master than to
introduce a new person to the game. Teaching someone to
play is very simple:
"The only rule I can tell you... is this one...
TAROCCHI
11
Spells
The following spells have been added to or removed from the
tarocchi's spell list.
Cantrips (0 Level) Spirit Guardians (removed)
Create Bonfire (removed) Vampiric Touch
Friends
4th Level
Poison Spray (removed)
Compulsion
1st Level Fabricate
Catapult (removed) Greater Invisibility
Chromatic Orb (removed)
Color Spray Ice Storm (removed)
Command Phantasmal Killer
Earth Tremor (removed) Storm Sphere (removed)
Feather Fall
Fog Cloud
5th Level
Ice Knife (removed) Bigby's Hand
Longstrider (removed) Creation
Ray of Sickness Dominate Person
Speak with Animals Geas
(removed) Mislead
Witch Bolt Scrying
Seeming
2nd Level Telekinesis
Detect Thoughts Wall of Force (removed)
Earthbind (removed)
6th Level
Gentle Repose (removed)
Knock Circle of Death
Levitate Contingency
Locate Animals or Plants Create Undead
(removed) Guards and Wards
Mirror Image Otto's Irresistible Dance
Ray of Enfeeblement Programmed Illusion
Rope Trick 7th Level
Silence (removed)
Delayed Blast Fireball
Skywrite (removed)
Mirage Arcane
Spider Climb (removed)
Prismatic Spray
Warding Wind (removed)
Project Image
3rd Level 8th Level
Counterspell
Antimagic Field
Daylight (removed)
Feeblemind
Flame Arrows (removed)
Mind Blank
Hypnotic Pattern
Power Word Stun
Magic Circle
Major Image 9th Level
Melf's Minute Meteors Power Word Kill
(removed) Weird
Plant Growth (removed)
Speak with Dead
CHANGELOG
12
Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, the dragon ampersand, and all
other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in
the USA and other countries.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2016 by
Alex Tanner and published under the Community Content
Agreement for Dungeon Masters Guild.