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Table of Contents
Chapter 1: The Major Arcana The Minor Arcana (Continued)
Tarot of Many Things description ...............................................3 Swords ........................................................................................... 19
00: The Fool .................................................................................4 50: Ace of Swords .................................................................... 19
01: The Magician ........................................................................5 51: Two of Swords ................................................................... 19
02: The High Priestess ..............................................................5 52: Three of Swords ................................................................ 19
03: The Empress .........................................................................5 53: Four of Swords .................................................................. 20
04: The Emperor .........................................................................5 54: Five of Swords ................................................................... 20
05: The Hierophant ....................................................................5 55: Six of Swords .....................................................................20
06: The Lovers .............................................................................6 56: Seven of Swords ................................................................20
07: The Chariot ...........................................................................6 57: Eight of Swords ................................................................. 20
08: Strength .................................................................................6 58: Nine of Swords .................................................................. 20
09: The Hermit ............................................................................6 59: Ten of Swords .................................................................... 20
10: The Wheel of Fortune .........................................................7 60: Page of Swords ..................................................................21
11: Justice .....................................................................................7 61: Knight of Swords ...............................................................21
12: The Hanged Man ................................................................. 7 62: Queen of Swords ...............................................................22
13: Death ...................................................................................... 8 63: King of Swords .................................................................. 22
14: Temperance ...........................................................................8 Pentacles ....................................................................................... 23
15: The Devil ................................................................................8 64: Ace of Pentacles ................................................................ 23
Unique Creature: The Devil of the Tarot ............................9 65: Two of Pentacles ................................................................23
16: The Tower ..............................................................................9 66: Three of Pentacles ............................................................ 23
17: The Star .................................................................................9 67: Four of Pentacles .............................................................. 23
18: The Moon ............................................................................10 68: Five of Pentacles ............................................................... 23
19: The Sun ...............................................................................10 69: Six of Pentacles ................................................................. 23
20: Judgment ............................................................................. 10 70: Seven of Pentacles ............................................................24
21: The World ........................................................................... 10 71: Eight of Pentacles ............................................................. 24
Chapter 2: The Minor Arcana 72: Nine of Pentacles .............................................................. 24
Wands .............................................................................................12 73: Ten of Pentacles ................................................................ 24
22: Ace of Wands ......................................................................12 74: Page of Pentacles .............................................................. 24
23: Two of Wands .....................................................................12 75: Knight of Pentacles ...........................................................25
24: Three of Wands ..................................................................12 76: Queen of Pentacles ........................................................... 25
25: Four of Wands ....................................................................12 77: King of Pentacles .............................................................. 26
26: Five of Wands .....................................................................12 Appendix: Credits & Bibliography ............. 26
27: Six of Wands .......................................................................12
28: Seven of Wands ................................................................. 13
29: Eight of Wands ...................................................................13
30: Nine of Wands ....................................................................13
31: Ten of Wands ......................................................................13
Court Cards ........................................................................................
32: Page of Wands ....................................................................14
33: Knight of Wands ................................................................ 14
34: Queen of Wands .................................................................15
35: King of Wands ....................................................................15
Cups ................................................................................................16
36: Ace of Cups .........................................................................16
37: Two of Cups ........................................................................ 16
38: Three of Cups .....................................................................16
39: Four of Cups .......................................................................16
40: Five of Cups ........................................................................16
41: Six of Cups ..........................................................................16
42: Seven of Cups .................................................................... 17 Tarot of Many Things Prop
43: Eight of Cups ......................................................................17 This supplement is based on utilizing The Rider
44: Nine of Cups .......................................................................17 Deck, also known as The Waite Deck (pictured).
45: Ten of Cups .........................................................................17
46: Page of Cups .......................................................................17
47: Knight of Cups ................................................................... 18
48: Queen of Cups ....................................................................18
49: King of Cups .......................................................................19
PART I
The Major Arcana
Tarot of Many Things
M
uch like the real-world counterpart, the
tarot of many things in Seronia has little Clearing The Mindbar
hard evidence oconcerning its origins.
Scholars cite a poem in Elvish lore that The "Mindbar" is the colloquial name for a standard set by
speaks of Tyalphayā, a game played with some GMs for players to justify their character's conceivable
the soul by an elvish warrior from their motivation. Succinctly, it's used to gauge for when a player is
destroyed homeland Ilubar, as the first approaching an adventure, monster, or item with metagame
possible reference. knowledge.
The tarot of many things is one of, if not the most powerful
magic item in Seronia. An adventurer that can find the deck Whenever a player declares that their character is performing
and recognizes it could sell it to any kingdom of their choosing an action whose only possible initial reasoning to the GM is
for a minimum of a king's ransom (the standard being a chest metagame exploitation, you should consider asking for further
of gold worth 5,000 gold pieces)- that is, if they can avoid the explanation. If it becomes clear that the player has information
card's curse and not simply be killed by the kingdom or which the characters have no way of knowing about, the GM
another seeker of the artifact.
might wish to exercise their right (and duty) to veto character
actions based on illicit player knowledge. In the specific case of
the tarot of many things, bear in mind that this is an artifact of
Tarot of Many Things storied legend, not the tool of a chaotic game for suicidal
adventuring gear (artifact) characters.
Category: Items As always, tricks, traps, and the countless variations thereof
Item Rarity: Legendary; unique specifically designed to deceive players who remember things
Aura: all magic (overwhelming) there character shouldn't "know" needs tp be a part of every
GM's arsenal.
The tarot of many things is a series of plaques,
fashioned of precious and rare substances: ivory,
gold, vellum made from dragon skin, carved demonic
scales, painted with costly pigments, gilded, or even
jeweled. They are wrapped in a silk black as the void,
placed within an elaborate box or coffer worth at
least 500 gold pieces.
Before you draw a card, you must declare your
intention of drawing one, two, three, or four cards
then draw them randomly (you can use a Rider Deck
or roll a percentile die, using the numbers in the
The Major Arcana
table of Contents as a guide, then rolling the 50% The Fool
chance for upright or reversed). Any cards drawn in Description. The Fool is a quirky and variable character; he
excess of this number have no effect. Otherwise, as may be clad in the fool's cap and motley of a jester (or
soon as you draw a card from the deck, its magic
takes effect. You must draw each card no more than
joker), or in gorgeous, elaborate, and costly (though not
1 hour after the previous draw. If you fail to draw the
cumbersome) vestments. A staff and pouch over his
chosen number, the remaining number of cards fly
shoulder, a little dog behind him, he strides blithely into the
from the deck on their own and take effect all at World. The Fool is often seen dancing at the brink of the
once. Additionally, if anyone interacts with a tarot of precipice, for his is the folly (and the wisdom) of childhood,
many things in any fashion more invasive than simply the untrammeled innocence of the babe and the mischief of
looking upon the backs of the cards, they will be a child. Upright, Reversed,
compelled to draw from it (no saving throw except Upright: he signifies unformed potential, the need to make
for saints, supernals, and other god-like entities). choices and the necessity of making the right choice, the
Once a card is drawn, it fades from existence. No
wisdom of fools and follies of the wise. Drawer gains one
card can be drawn more than once by the same
more draw, but the new draw will not count unless and until
drawer. If the effects of a card would raise or reduce the card drawn is one with an effect that is mostly good for
an attribute score to a level outside racial or class the drawer.
limitations, the change will affect another Reversed: he signifies thoughtless action, folly; choices must
characteristic if possible within those same limits, in be made, but may well be faulty. Effect as above, but the
this order: Constitution, Charisma, Wisdom, subsequent card must be mostly bad in effect.
Dexterity, Intelligence, and Strength.
Actions
Multiattack. The devil of the Tarot makes three attacks:
two with its fists and one with its talons.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage.
Talons. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) slashing damage.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 45 (7d10 + 7) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 15 (+2) 22 (+6) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0)
Skills Medicine +7, Persuasion +4, Religion +3 Skills Athletics +9, History +4, Painter's Tools +4
Senses passive Perception 13 Senses passive Perception 10
Languages any two languages Languages any three languages
Challenge 4 (1,100 XP) Challenge 8 (3,900 XP)
Divine Eminence. As a bonus action, the page can Action Surge (Recharges After a Short or Long Rest).
expend a spell slot to cause its melee weapon After taking an action on its turn, the knight can take
attacks to magically deal an extra 10 (3d6) radiant one additional action.
damage to a target on a hit. This benefit lasts until
the end of the turn. If the page expends a spell slot Maneuvers (1/Turn). When the knight hits with a
of 2nd or higher, the extra damage increases by 1d6 melee weapon attack, it can choose to apply a
for each level above 1st. maneuver to that attack. The attack deals an
additional 5 (1d10) damage, and the knight chooses
Spellcasting. The page is a 5th-level spellcaster. Its one of the following effects.
spellcasting ability is Wisdom (spell save DC 13, +5
Disarming Attack. The target must succeed on a
to hit with spell attacks). The page has the following
DC 15 Strength saving throw or drop an object it
cleric spells prepared:
is holding of the knight's choice. The object lands
Cantrips (at will): light, sacred flame, thaumaturgy at its feet.
1st level (4 slots): burning hands, cure wounds, Distracting Strike. The next attack roll against the
faerie fire target by an attacker other than the knight has
2nd level (3 slots): flaming sphere, scorching ray advantage if that attack is made before the start of
3rd level (2 slots): daylight, fireball the knkight's next turn.
Trip Attack. If the target is Large or smaller, it must
Actions succeed on a DC 15 Strength saving throw or fall
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., prone.
one target. Hit: 3 (1d6) bludgeoning damage.
Actions
Radiance of the Dawn (Recharge 5-6). Each creature
Multiattack. The knight makes three melee weapon
within 30 feet of the page that can see it must make
a DC 13 Constitution saving throw, taking 14 (2d10 attacks.
+ 3) radiant damage on a failed save, or half as much Longsword of Unnatural Strength. Melee Weapon
damage on a successful one. Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8
+ 6) slashing damage, or 11 (1d10 + 6) slashing
damage if used with two hands to make a melee
attack.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4) 20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
Saving Throws Wis +5, Cha +7 Skills Animal Handling +4, Athletics +8, History +4,
Skills Nature +4, Perception +5, Religion +4 Persuasion +8
Senses passive Perception 15 Damage Immunities fire
Languages Common plus any two languages Senses passive Perception 11
Challenge 7 (2,900 XP) Languages any one language
Challenge 7 (2,900 XP)
Aura of Warding. The queen and friendly creatures
within 30 feet of them have resistance to damage Inspiring Surge (Recharges After a Short or Long Rest).
from spells. After taking an action on its turn, the king can take
one additional action. When it does so, it can also
Innate Spellcasting. The queen's innate spellcasting choose up to two friendly creatures within 60 feet of
ability is Charisma (spell save DC 15, +7 to hit with it that can see and hear the king. A target can
spell attacks). It can cast the following spells immediately use its reaction to make one melee or
innately. ranged weapon attack.
At will: speak with animals
3/day each: moonbeam, misty step Actions
1/day each: haste, protection from energy, dominate Multiattack. The king makes two melee weapon
person attacks.
Sacred Weapons. The queen's weapon attacks are
magical. When the queen hits with its wand, the Longsword. Melee Weapon Attack: +8 to hit, reach 5
weapon deals an extra 18 (4d8) radiant damage ft., one target. Hit: 9 (1d8 + 5) slashing damage, or
(included in the attack). 10 (1d10 + 5) slashing damage if used with two
hands to make a melee attack.
Actions Rallying Cry (Recharge 5-6). The king and up to three
Multiattack. The queen uses its Queen's Wrath, if it creatures within 60 feet of it that can hear it gain 10
can. It then makes two attacks with its wand. temporary hit points.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 17 (+3) 10 (+0) 13 (+1) 18 (+4) 10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)
Page of Swords
Medium construct (unique), neutral Knight of Swords
Medium construct (unique), neutral
Armor Class 14 ()
Hit Points 82 (11d8 + 22) Armor Class 18 (plate)
Speed 30 ft. Hit Points 47 (5d8 + 25)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 8 (-1)
18 (+4) 10 (+1) 20 (+5) 13 (+1) 15 (+2) 10 (+0)
Skills Investigation +4, Nature +4, Perception +5
Senses passive Perception 15 Skills Animal Handling +6
Languages any two languages Senses passive Perception 12
Challenge 3 (700 XP) Languages any one language
Challenge 4 (1,100 XP)
Page's Senses. As a bonus action, the page can
discern whether a creature it can see has any damage Warhorse. The knight's mount is a Warhorse (MM pg.
immunities, resistances, or vulnerabilities and what 340), and arrives during the first round of combat
they are. If the creature is hidden from divination already charging (see Charger below).
magic, it senses that it has no damage immunities,
resistances, or vulnerabilities. Charger. If the knight moves at least 20 feet in a
straight line towards a creature and then hits it with a
Challenge. As a bonus action, the page challenges melee attack, the creature takes an additional 6
one creature it can see within 60 feet of it. The first (1d12) slashing damage and must succeed on a DC
time on the page's turn that it hits its challenged 14 Strength saving throw or be knocked prone.
target with a weapon attack, the target takes an extra
Saddle Master. The knight has advantage on saving
7 (2d6) damage from the weapon.
throws made to avoid falling off its mount. If the
Actions knight falls off its mount and descends no more than
10 feet, it can land on its feet, and it isn't
Multiattack. The monster hunter makes two incapacitated. Dismounting a creature only takes 5
longsword attacks. feet of movement for the knight.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Actions
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if wielded with two Multiattack. If the cavalier is mounted, it can make
hands to make a melee attack. two longsword attacks. These attacks cannot be
made against the same target.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 8 (1d10 + 3) Longsword. Melee Weapon Attack: +6 to hit, reach 5
piercing damage. ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Reactions Reactions
Disrupting Counter. When the page's challenged Warding Maneuvers. When a creature the knight can
target forces it to make a saving throw, the page can see targets the knight or its mount with an attack,
use its reaction to immediately make one weapon the knight adds 2 to the AC of both itself and its
attack against the prey, which it makes before the mount against attacks from that creature until the
saving throw. If the attack hits, the page start of the knight's next turn.
automatically succeeds on the saving throw against
the target's effect.
Queen of Swords
Medium construct (unique), neutral King of Swords
Medium construct (unique), neutral
Armor Class 18 (plate)
Hit Points 135 (18d8 + 54) Armor Class 18 (plate)
Speed 30 ft. Hit Points 126 (18d8 + 36)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
16 (+3) 16 (+3) 15 (+2) 15 (+2) 15 (+2) 15 (+2)
Skills Animal Handling +4, Athletics +8, History +4,
Persuasion +8 Saving Throws Str +6, Wis +5, Int +5
Senses passive Perception 11 Skills History +5, Persuasion +7
Languages any one language Senses passive Perception 12
Challenge 7 (2,900 XP) Languages any three languages
Challenge 7 (2,900 XP)
Inspiring Surge (Recharges After a Short or Long Rest).
After taking an action on its turn, the queen can take Fighting Spirit (3/Day). As a bonus action, the king
one additional action. When it does so, it can also gains 10 temporary hit points, plus advantage on
choose up to two friendly creatures within 60 feet of melee weapon attacks until the end of its turn.
it that can see and hear the queen. A target can
immediately use its reaction to make one melee or Master of the Blade (1/Turn). When the king makes a
ranged weapon attack. melee weapon attack against a creature on its turn, it
can add one of the following effects to its attack:
Actions Disarming Attack. The king chooses an item its
Multiattack. The queen makes two melee weapon target is holding. On a hit, the target takes an
attacks. additional 5 (1d10) slashing damage and must
succeed on a DC 14 Strength saving throw or
Longsword. Melee Weapon Attack: +8 to hit, reach 5 drop the object. The object lands at its feet.
ft., one target. Hit: 9 (1d8 + 5) slashing damage, or Lunging Attack. The king's reach for the attack is
10 (1d10 + 5) slashing damage if used with two increased by 5 feet. On a hit, the target takes an
hands to make a melee attack. additional 5 (1d10) slashing damage.
Pushing Attack. On a hit, the target takes an
Rallying Cry (Recharge 5-6). The queen and up to
additional 5 (1d10) slashing damage, and if the
three creatures within 60 feet of it that can hear it
target is Large or smaller, it must succeed on a DC
gain 10 temporary hit points.
14 Strength saving throw or be pushed up to 15
feet away from the king.
Actions
Multiattack. The king makes three attacks with The
Sword.
The Sword. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 11 (1d10 + 6) slashing damage,
or 13 (2d6 + 6) slashing damage if wielded with two
hands to make a melee attack.
Reactions
Parry. The king adds 3 to its AC against one melee
attack that would hit it. To do so, the king must see
the attacker and be wielding a melee weapon.
Knight of Pentacles
Medium construct (unique), neutral Queen of Pentacles
Medium construct (unique), neutral
Armor Class 15 (jack of plate)
Hit Points 78 (12d8+24) Armor Class 20 (plate, ring of protection +2)
Speed 30 ft. Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
18 (+4) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1)
Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +3, Perception +3, Skills Athletics +7, History +4, Sculptor's Tools +4
Stealth +9 Senses passive Perception 10
Damage Resistance Poison Languages any three languages
Senses passive Perception 13 Challenge 6 (2,300 XP)
Languages any two languages
Challenge 7 (2,900 XP) Rally. As a bonus action, the queen chooses a friendly
creature within 30 feet of it that can see and hear it.
Opening Maneuver. During its first turn, the knight The target gains 5 (1d8 + 1) temporary hit points.
has advantage on attack rolls against any creature
that hasn't taken a turn. Any hit the knight scores Actions
against a surprised creature is a critical hit.
Multiattack. The queen makes two melee weapon
Studied Strike (1/Turn). The knight deals an extra 13 attacks, or it makes one melee weapon attack and
(4d6) damage when it hits a target with a weapon uses Queen's Command.
attack and has advantage on the attack roll, or when
the target is within 5 ft. of an ally of the knight that Warhammer +1. Melee Weapon Attack: +8 to hit,
isn't incapacitated and the knight doesn't have reach 5 ft., one target. Hit: 8 (1d8 + 5) bludgeoning
disadvantage on the attack roll. damage, or 10 (1d10 + 5) bludgeoning damage if
used with two hands to make a melee attack.
Ring of Invisibility. The knight has a ring of invisibility
to utilize. Queen's Command. The queen chooses one friendly
creature that can see and hear it. That creature can
Actions immediately use its reaction to make one weapon
attack, adding 4 (1d8) to the attack's damage roll.
Multiattack. The knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
Reactions
ft., one target. Hit: 7 (1d8 + 3) slashing damage plus Protect Your Queen. When the queen is attacked
21 (7d6) poison damage. The target must make a while it has a friendly target other than itself within 5
DC 15 Constitution saving throw, taking the poison feet, it can impose disadvantage on that attack roll.
damage on a failed save, or half as much damage on
a successful one.
King of Pentacles
Medium construct (unique), neutral