Professional Documents
Culture Documents
Tarot Kickstarter. We will be soliciting feedback in deck. We recommend you use blank index card to
the form of a poll approximately 30 days after write the cards you want to add to your deck.
releasing this content. If you have more direct
feedback, please send it to: thom@weird.works.
Wild Oracle
T
he sound of shuffling paper dances on the cool The “wild” is always present, even with those who have
night wind running through a forest clearing. A mastered their profession. The deck gains as much strength
slender finger draws an ornate card from a from the whims of fortune, as it does from the bearer’s soul.
fold in her colorful robe. The card traces an For the wild oracle, chaos is power and part of the balance of
illustration of a barbarian in the air, and then fate.
both fade from existence. The cloaked figure
tosses her robe aside as she lets loose a primal Creating a Wild Oracle
scream. Her body transforms, growing in size and bristling While wild oracles are marked by the seeming randomness
with power as the once-overconfident bandits shrink in her of their decks, the deck is shaped by you, and you can dictate
shadow. exactly what kind of powers will most commonly manifest
Surrounded by a circle of his companions, the leather when a card is drawn. Wild oracles all start with similar
armor-clad adventurer reveals one card after another; the decks, but as your character grows, you will be able to add
first sealing the wounds of the warrior, the next erecting an and remove cards making the deck unique to your character.
enchanted sentry to shield his compatriots, and the last Do you want an oracle who specializes in martial-
erupting into golden sparks, showering the party with an enhancing power? Or would you like to focus on providing
emboldening blessing. extra benefits to your party? Does absolute arcane power
A firbolg stands among green hills, her glaive glinting in entice you? Shape your deck to build your destiny.
red moonlight as her eyes survey the dark warriors amassing
below. A moment later, her eyes close, and her hand glows
with soft, blue light. A finger draws the top card from a deck Quick Build
attached to her belt. With a quick glance, she tosses it into You can make a wild oracle quickly by following these
the air, and it grows into a ball of flame. The heat bursts out suggestions. First, Wisdom should be your highest ability
into the night air, and she rains the fiery chaos and score, followed by Constitution or Dexterity. If you plan to use
destruction down upon the unsuspecting orc encampment in non-finesse weapons in melee combat, Strength is a good
the valley below. second or third choice. Next, choose the Hermit background.
Finally, choose the Rogue and Wizard cards to complete your
Magic and Cards starting deck.
Wild oracles seek knowledge in the Fates and harness power
through their arcane decks of power. Built over years, a full
deck can consist of dozens of cards, each selected and
crafted by the oracle to aid their allies, inhibit their enemies,
and occasionally tap into unspeakable power.
While the cards are no doubt powerful, the seeming
randomness of the fates can bemuse those who cross the
oracle’s path, either as allies or enemies. The oracle has
access to an array of martial and magical abilities, but their
ultimate potential comes from mastering their decks.
Arcane Artisans
Wild oracles study the arcane as much as their craft,
researching the signs of power to design and create each
card in their deck. Each oracle’s deck is different and
rendered by hand. Each gold-flecked line is carefully
constructed to shape the raw magic at the heart of their
decks. The deck serves as an instrument, taking the oracle’s
raw arcane power, and shaping it into useful spell-like effects.
But the deck is also a connection to mysterious powers
beyond the reach of most mortals.
Level 1 Cards
I of Aberrations I of Adversaries
You gain the Blinding Spittle feature. A You gain the Reversed Polarities feature
large glob of phlegm is lodged in your for the next one minute. Any creature
throat. You gain the ability to spit the glob Large-sized or smaller that begins or ends
at a point you can see within 15 feet. The its turn within 5 feet of you must make a
glob explodes in a blinding flash of light on Strength saving throw or be pushed 10 feet
impact. Each creature within 5 feet of the away from you and knocked prone. This
flash must succeed on a Dexterity saving movement does not provoke an opportunity
throw or be blinded until the end of your attack.
next turn. If you do not spit the glob within
one minute of gaining the feature, you are
forced to swallow it inflicting 1d4 damage on yourself, and
losing the ability to spit it.
I of Elementals
I of Beasts You may cast one of the following spells at
You gain the feature Spider Climb. You your highest card level: Burning Hands,
can climb difficult surfaces, including Thunderwave, or Witch Bolt using your
upside down on ceilings, without needing wild oracle spellcasting ability. You must
to make an ability check. This effect lasts cast the chosen spell immediately, or your
until the end of your next short or long rest. ability to cast the spell is lost.
The Familiar
I of Celestials A pseudodragon materializes and will aid
You gain the Divine Regeneration feature you as with the spell find familiar until the
for the next one minute. While you have the end of your next short or long rest. You may
feature, you regain hit points equal to your name the familiar while it is present. If you
Wisdom modifier at the beginning of each do, whenever this card comes up again, the
of your turns. If you drop below 0 hit points same pseudodragon will return to aid you.
or are incapacitated, this effect ends.
The Monk
The Cleric You may choose to gain any two of the
When drawing this card, a 15 foot sphere features below: Monk Feet your speed
of daylight erupts from your hand. You increased by 10 feet, Slow Fall as a
may immediately enact the effect of the reaction you can reduce any falling
Channel Divinity: Turn Undead feature. damage taken by five times your wild
The Undead must make a saving throw oracle level, Ki-Imbued your weapon
against your wild oracle spell save DC. attacks become magical or Monastic
Additionally, you gain access to the Endurance gain advantage on Strength
Destroy Undead feature. Use your wild and Dexterity saving throws. The effects
oracle level instead of cleric level when of this feature last for the next 10
utilizing the Destroy Undead table. You minutes.
may choose to forgo the the Channel
Divinity feature, and instead cast the spell healing word at
your maximum card level. If you choose not to Turn Undead
or cast healing word, the sphere disappears after one minute.
The Talons will stay until the end of your next short or long
rest.
I of Dragons
Gigantic 20 foot phantasmal dragon wings
sprout from your shoulders. As a bonus
Blue: the creature views you favorably and is willing to aid action, you may beat your winds creating a
you. Wing Attack. This attack causes
Green: the creature intends you no harm and is not tremendous wind forces to swirl around
attempting to deceive you. you. Each creature within 10 feet of you
Yellow: the creature is wary of your intentions, and may be must make a Dexterity saving throw or take
hiding something from you. 2D6 damage and be knocked prone. As
Red: the creature intends you harm. part of this action, you may immediately fly
Flashing Colors: the creature is currently taking action to up to half of your speed. After taking the
harm you, or your allies. action once, the wings dematerialize. If you do not use this
action within one minute, the wings disappear and you lose
Level 3 Cards the ability to make a Wing Attack.
III of Aberrations
Eye Stalk. After you draw this card, an eye III of Elementals
stalk emerges from an exposed area of You may cast one of the following spells at
your flesh. You may determine where this your current card level, using your wild
stalk appears. It extends one foot and gives oracle spellcasting ability: sleet storm,
you the ability to see 360 degrees with fireball, ice storm, or lightning bolt. You
darkvision out to a range of 120 feet. The must cast the chosen spell immediately, or
additional eyesight grants you +2 bonus to your ability to cast the spell is lost.
Armor Class, allows you to take the Dodge
action as a bonus action on each of your
turns, and makes you immune to the blind
condition. The eye stalk sticks around until you use an action
to dismiss it, or at the end of your next short or long rest. II of Fey
You gain the Blink Dog’s Teleport feature
III of Adversaries for the next 60 seconds. As an action, you
Noj’s Dismay. You point at a creature you can magically teleport, along with any
can see within 30 feet of you. The creature equipment you are wearing or carrying, up
make a Wisdom saving throw or loses the to 40 feet to an unoccupied space you can
ability to use one of their features for the see. Before or after teleporting, you may
next 24 hours. The feature lost is make one weapon attack as a Bonus
determined by the Dungeon Master. Action.
III of Beasts
10 CLASS | WILD ORACLE
I of Fiends I of Oozes
Gravitation. Up to 12 creatures of your Oozing Terrain. You must immediately
choice within 30 feet of you immediately fly choose a point that you can see within 120
upward as if gravity has reversed. You can feet. The terrain in a 30-foot radius from
elevate the creatures up to 40 feet off the that point takes on the properties of an
ground. You keep the creatures in the air ooze. This means creatures sink into the
for one full turn, dropping them to the terrain like it is quicksand. They must make
ground automatically at the end of your a Strength saving throw at the start of their
next turn, at which time they each take turn or become immobilized in the terrain
falling damage. If a creature is near and take 1d6 acid damage. Creatures that
something they can grab onto when you are small or tiny standing in the terrain
pull this card, they may make a Dexterity saving throw to become engulfed and begin taking an additional 3d6 acid
prevent this effect. damage at the end of each of their turns. An engulfed
creature can attempt to escape by succeeding on a Strength
II of Giants saving throw.
You immediately grow to double your
current size. This newfound size bestows The Paladin
advantage on all Strength skill checks and You gain access to the Aura of Protection
saving throws, and doubles the damage paladin feature. Instead of using your
dice you roll on successful melee attacks. Charisma modifier, you may use your
This effect lasts until the end of your next Wisdom modifier. If you are 18th or higher
short or long rest. level, the range increases to 30 feet.
II of Humanoids
You gain the Commander’s Strike feature
for the next 10 minutes. On your turn, you III of Plants
may use a bonus action to rally an ally and Apple-Thing. You turn into an apple tree
allow them to make an Attack action. for one minute. While an apple tree you are
5-feet in diameter and 30 feet tall. If you are
in a place that does not have enough room
to grow to that height, you grow to the
maximum available height. While you are
an apple tree, you have 16 AC and 160
hitpoints and are vulnerable to fire damage.
Additionally, your movement becomes 0
II of Monstrosities feet. If your hitpoints are reduced to 0, you
Grip of Horror. Tentacles erupt from your revert back to your normal form.
torso. As a bonus action, you may As an action on each of your turns, you may make a ranged
command these tentacles to grapple a spell attack roll to throw a poisoned apple at a creature
Large or smaller creature within 10 feet of within 30 feet. On a hit, the creature takes 1d4 bludgeoning
you. The creature must succeed on a damage, and must succeed on a Constitution saving throw or
Strength saving throw or be grappled. On a be poisoned. A creature poisoned in this way immediately
grappled creature’s turn, they may use an takes 2d8 poison damage, and takes an additional 1d8 poison
action to retry the saving throw. You must damage at the start of each of their turns. A target can repeat
use a bonus action on your turn to maintain its saving throw at the end of each of its turns, ending the
the grappled condition on a creature. At effect on itself on a success.
any time, you may use your reaction to release a grappled
creature. The Sorcerer
When you draw this card, you gain
unlimited uses of the Sorcerer's Tides of
Chaos for the next 10 minutes. You
manipulate the fates to gain advantage on
an attack roll, ability roll, or saving throw.
Each time you utilize this feature, you must
roll on the Wild Magic Surge table as
described in the sorcerer entry of the
Player’s Handbook. Roll on the table, and
resolve the result. Like with the regular
version of the table, you may only use this card with
permission from your Dungeon Master.
Send the orb to a point you can see up to 120 feet away. IV of Constructs
You may close your eyes and see through the orb. The orb Armor of Aveneg Animated gray and
has darkvision 120 feet. The orb evaporates at the end of bronze plate armor materializes out of thin
your turn. air and encases your body with perfect-
Fire the orb at a creature within 60 feet, make a ranged fitting invulnerable armor. The armor stays
spell attack against that creature. On a hit, you deal 1d10 until the end of your next short or long rest.
+ your Wisdom modifier necrotic damage. While this effect is active, you have
Harvest the eldritch energy of one orb to cast the spell resistance to fire, cold, electricity, and force
mage armor on yourself. damage, as well as bludgeoning, slashing,
and piercing damage from non-magical
Level 4 Cards sources.
IV of Adversaries
A bead of force materializes into your II of Dragons
hand. (See Magic Items in the Dungeon You immediately use Fire Breath. You
Master’s Guide.) The bead must be thrown exhale fire in a 90-foot cone in a direction
within one minute, or it detonates in your you choose. Each creature in that area
hand. must make a Dexterity saving throw, taking
10d6 fire damage on a failed save, or half
as much damage on a successful one.
The Artificer
You grant the ability to five willing IV of Elementals
creatures within 30 feet to imbue a weapon You may cast one of the following spells at
they are carrying with the Technology of your card level, using your wild oracle
Magic. This manifests itself in a multitude spellcasting ability: control water, fire
of ways; a longbow may magically acquire a shield, ice storm, or wall of stone. You must
scope, a hammer, wicked buzzsaw blades; a cast the chosen spell immediately, or your
flail's striking heads may elongate and ability to cast the spell is lost.
sharpen. In game terms, this makes a
weapon magical and imbues it with a +1
bonus to attack and damage to a maximum
of +4. (A mace +1 will now become a mace +2.) This effect
lasts for one minute.
III of Giants
You gain the strength of a Cloud Giant. III of Celestials
Your strength becomes 27 (+9) for the next Aura of Impenetrability. All Aberrations,
one hour. Fiends, and Undead within 30 feet of you
must make a wisdom saving throw, or have
their speed reduced to 0 feet for the next
one minute. If you move out of range, their
speed returns to normal. No outside effect
can increase the speed of a creature
affected by this ability. This effect lasts for
one minute.
III of Humanoids
You gain the feature Butcher’s Wisdom for III of Dragons
the next 10 minutes. The card’s magic You immediately use Sleep Breath. You
guides you to reveal your opponents' exhale exhales sleep gas in a 60-foot cone
weaknesses telepathically to your allies. All in a direction you choose. Each creature in
allies within 30 feet of you may add your that area must succeed on a Constitution
Proficiency modifier to their damage rolls. saving throw or fall unconscious for 10
Additionally, if a creature within 60 feet of minutes. This effect ends for a creature if
you has any damage vulnerabilities, they the creature takes damage or someone
are revealed to you. uses an action to wake it
II of Oozes
Corrosive Blood. This card turns your III of Fey
blood to acid (but does not harm you). For Fey Flight. You may touch up to six willing
the next one minute, any creature that hits creatures. Each target gains a flying speed
you with an attack must make a Dexterity of 60 feet for the next 10 minutes. When
saving throw, or be subject to 4d6 acid the spell ends, the target falls, unless it can
damage, or half that on a successful save. stop the fall.
Additionally, if they attack you with a non-
magical melee metal weapon, and fail the
save, the weapon is destroyed. Natural
weapons like claws are not affected.
III of Undead
For the next one minute, you gain III of Fiends
resistance to magical and non-magical Blood War Gaze. Your eyes glaze into two
bludgeoning, slashing, and piercing attacks. sparkling black spheres. As a bonus action,
However, you also gain vulnerability to you may target one creature within 30 feet.
radiant damage. If the target can see you, it must make a
Wisdom saving throw against the magic or
be paralyzed until the beginning of your
next turn. If a creature succeeds on a
saving throw against the feature, it is
immune to its effects for the next 24 hours.
This feature lasts for one minute.