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The Tarot Master

With eyes closed and a hand over the Tarot cards on the
table, a human shivers in terror as she sees the death of the
man in front of her, years in the future. Picking up the dealt
cards, she warns him of the danger of a dragon's cave, passes
him one of the cards and takes her fee for the service.
Spinning the gold coin in his hands, a halfing clears his
mind and focuses on the cards infront of all of tthe other
players. With a deft wriggle of the fingers, the man pushes all
his money onto the table, and with a wry smile flips his cards
over, showing a winning hand, despite what the lady to his
right thought her two cards said.
Alone in a clearing, an elf feels a slight tingle, and moments
before the volley would hit, she ducks the shots from the
treeline and responds with a barrage of playing cards hurtled
toward the source. Before they can react the piercing strikes
of her magic cards lock her hunters bodies in place, and they
fall to their knees, helpless to her magic.
Tarot Masters are individuals touched by a connection to
the web of fates, able to interpret the future and the past and
use their power to manipulate the world around them.
Adventurers enjoy their company, as they are always
prepared and able to help solve problems before they even
happen, giving those around them the edge.
A means to what end
Tarot Masters have an uncanny ability to manipulate the
world and the people around them. Whether honestly
warning patrons of danger, beguiling strangley unlucky
passersby in a game of chance or forcing unwitting foes to
spill their secrets, a Tarot Master must decide whether their
gift should be used for good or ill. Many focus on travelling,
searching for wealth and fame by their mystical powers of
divination, but others focus on their ability to manipulate the
world through magic by studying their gift.
In combat, a Tarot Master focuses on supporting their
allies and weakening their enemies through enchantment
magic. When it comes to it though, a Tarot Master always has
a trick up their sleeve, and can unleash some powerful spells
to keep their enemies at bay, before fleeing, enthralling or
finishing off their enemies.
Conduits of Fate
Tarot Masters' capabilities come from the web of fates. Their
ability to look into the web allows them to see reality and find
ways to manipulate it. They can pull their magic from the web
after some meditation and ritual and are able to prepare their
spells each day based on their needs.
The stronger they get, the stronger their insight into the
web, and as they grow in strength they can spend time
studying the web to foresee events and dangers for anyone
willing to hear them, as well as having a sharper in-built
connection, where they are able to see moments into the
future at all times, helping them avoid making mistakes and
improving their chances.
Adventuring Tarot Masters may choose to roam to improve
and practice their craft, and use their gifts to protect
themselves and those around them.
The Tarot Master
Proficiency Tarot Cantrips
Level Bonus Points Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Mystic Deck 4 2 — — — — — — — —
2nd +2 4 Tarot Points, Wild Cards 4 3 — — — — — — — —
3rd +2 4 Sense Fate 4 4 2 — — — — — — —
4th +2 5 Ability Score Improvement, Stacked 5 4 3 — — — — — — —
Deck
5th +3 6 ─ 5 4 3 2 — — — — — —
6th +3 7 Reading, Improved Sense Fate 5 4 3 3 — — — — — —
7th +3 8 ─ 5 4 3 3 1 — — — — —
8th +3 9 Ability Score Improvement, Loaded 5 4 3 3 2 — — — — ——
Dice
9th +4 10 ─ 5 4 3 3 3 1 — — — —
10th +4 11 Pick a Card 6 4 3 3 3 2 — — — —
11th +4 12 ─ 6 4 3 3 3 2 1 — — —
12th +4 13 Ability Score Improvement 6 4 3 3 3 2 1 — — —
13th +5 14 Aces, Improved Sense Fate 6 4 3 3 3 2 1 1 — —
14th +5 15 Top Deck 6 4 3 3 3 2 1 1 — —
15th +5 16 ─ 6 4 3 3 3 2 1 1 1 —
16th +5 17 Ability Score Improvement 6 4 3 3 3 2 1 1 1 —
17th +6 18 Improved Aces 6 4 3 3 3 2 1 1 1 1
18th +6 19 Destiny 6 4 3 3 3 3 1 1 1 1
19th +6 20 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 21 Enhanced Reading 6 4 3 3 3 3 2 2 1 1

Quick Build Equipment


You can make a Tarot Master quickly by following these You start with the following equipment, in addition to the
suggestions. First, Wisdom should be your highest ability equipment granted by your background:
score, followed by Dexterity or Charisma. Secondly, choose
either the Sage or the Entertainer background. (a) A light Crossbow and 20 bolts or (b) any simple
weapon
(a) An entertainer's pack or (b) an explorer's pack
Class Features Two daggers
As a Tarot Master, you gain the following class features. Leather Armour
A Mystic Deck
Hit Points Spellcasting
Hit Dice: 1d8 per Tarot Master level
Hit Points at 1st Level: 8 + your Constituion modifier As a Tarot Master, your attunement to the web of fate comes
Hit Points at Higher Levels: 1d8 (or 5) + your Constituion from an event or force that you may or may not be aware of in
modifier per Tarot Master level after 1st your past. The connection, whatever it's origin, has bestowed
Proficiencies
upon you the ability to look into the future, recall from the
distant past and manipulate the present through magic.
Armor: Light Armour
Weapons: Simple Weapons, Mystic Deck Cantrips
Tools: Cards (Gaming Set) At 1st level, you know four cantrips from the Tarot Master
Saving Throws: Wisdom, Charisma spell list. You learn additional Tarot Master cantrips of your
Skills: Choose three from Arcana, Insight, Perception, choice at higher levels, as shown in the Cantrips Known
Persuasion and Sleight of Hand. column of the Tarot Master table.
Preparing and Casting Spells This deck can consist of Tarot Cards, Playing Cards or
The Tarot Master table shows how many spell slots you have anything else you choose to manifest upon them, and can
to cast your spells of 1st level and higher. To cast one of these look however you choose them to.
Tarot Master spells, you must expend a spell slot of the spell's These cards can be used as a light ranged weapon, even
level or higher. You regain all expended spell slots when you without magic to deal 1d4 + Dexterity slashing damage.
finish a long rest. These cards have a range of 90/120 when used in this way.
You prepare the list of Tarot Master spells that are available In addition, when playing cards with your Mystic Deck, you
for you to cast, choosing from the Tarot Master spell list. can manipulate any card in the deck, even without making
When you do so, choose a number of Tarot Master spells contact. You have advantage when playing to win with these
equal to your Wisdom modifier + your Tarot Master level cards, and in addition, if you succeed a DC 15 Wisdom check,
(minimum of one spell). The spells must be of a level for you may directly decide the outcome of each hand and so win
which you have spell slots. the game.
For example, if you are a 3rd-level Tarot Master, you have
four 1st-level and two 2nd-level spell slots. With a Wisdom of Wild Cards
16, your list of prepared spells can include six spells of 1st or At 2nd level you gain access to the Wild Cards spell. Casting
2nd level, in any combination. If you prepare the 1st-level this spell does not require a spell slot, but expends one Tarot
spell Command, you can cast it using a 1st-level or 2nd-level point.
slot. Castin the spell doesn't remove it from your list of
prepared spells. You can change your list of prepared spells Wild Cards
when you finish a long rest. Preparing a new list of Tarot Evocation Cantrip
Master spells requires time spent perforing a ritual with your Casting Time: 1 action
Tarot cards for thirty minutes. Range: 90 Feet
Spellcasting Ability Components: M (A thrown Mystic Deck card)
Wisdom is your spellcasting ability for your Tarot Master Duration: Instantaneous
spells, since your magic draws upon your insight and Make a ranged spell attack with your Mystic Deck. If the
connection to the web of fate. You use your Wisdom card hits, roll 1d4. From the result, the card is imbued with a
whenever a spell refers to your spellcasting ability. In certain Fate, as determined below:
addition, you use your Wisdom modifier when setting the Lucidity On a roll of 1: the attack deals 1d8 + Wisdom
saving throw DC for a Tarot Master spell you cast, and when Slashing damage. If a Creature or Construct takes damage
making an attack roll with one. from this Fate then the attack restores 2 Tarot points.
Retain On a roll of 2: the target takes 1d8 + Wisdom
Spell save DC = 8 + your proficiency bonus + Slashing damage. Target must make a Wisdom saving throw.
your Wisdom modifier If it fails, target’s speed is reduced to zero and it cannot take a
reaction until the end of its next turn.
Spell attack modifier = your proficiency bonus + Volate On a roll of 3: the target takes 1d8 + Wisdom
your Wisdom modifier Thunder damage. All characters within 5ft of the impact
must make a Dexterity Saving throw or also take the dice
Ritual Casting damage.
You can cast a Tarot Master spell as a ritual if that spells has Obscurity On a roll of 4: Target takes 1d8 Piercing
the ritual tag and you have the spell prepared. damage.
The damage of each Fate increases by 1d8 when you reach
Spellcasting Focus 5th, 11th and 17th level
You can use your Mystic Deck as a spellcasting focus for you
Card Master spells. Spells you cast are imbued onto a card as Tarot Points
you do so, and do not require somantic components, but the
card must either be thrown at, pressed onto, or willingly At 2nd level you gain a greater grasp of your connection to
toched by the target to have the desired effect. When casting Web of Fates, and can tap into this connection to influence
spells on a non-willing target, the card is assumed to make the world. This connection is represented by Tarot Points
contact with them, however if the card is being thrown or which enable a number of your abilities.
pressed it is visible until it makes contact with the target, at You have 3 Tarot Points, and you gain more as you reach
which point it fades and returns to your person. When higher levels, as shown in the Tarot Points column of the
casting spells with an area of effect, the card acts as the Tarot Master table. You can never have more Tarot points
centre point for the effect. than shown on the table for your level. You regain all
uncommited Tarot Points when you finish a long rest.
Mystic Deck
You have a Mystical Deck of cards bestowed upon you. This
deck is incorporeal until you manifest it, and you may
manifest any number of cards from it directly into your hand
instantly.
Committed Tarot Points In addition, once you have performed a reading for
A number of abilities will state that using them commits a someone, you can always see them in their true form if they
Tarot Point. Any Tarot Points spent in this way are deducted are a shapeshifter or have changed their appearance through
from your current and maximum available Tarot Points. For magical means and they cannot hide from you by means of
example, when you give someone a Tarot Card as part of the invisiblity, instead appearing to be surrounded by a faint
Reading Spell, you commit a Tarot point. Until the Tarot glimmer.
Point becomes uncommitted, you maximum number of Tarot
Points reduces by one. When a Tarot point becomes Loaded Dice
uncommited, you regain the empty Tarot Point slot. At 8th level, you can commit three Tarot Point slot to re-roll a
dice you have rolled. This feature can be used on any attack
Sense Fate roll, saving throw or ability check, and extends to the d4
At 3rd level you gain the ability to sense fate. Once per Short rolled as part of Wild Cards. You must keep whatever the new
Rest you can briefly see into your future. Before you make an re-roll result is, unless you choose to re-roll again with this
ability check or an attack roll, you can choose to look into the feature. If a 1 is rolled for any d20 roll, you cannot use this
fates to see a version of the future where the action goes feature to re-roll it. Tarot Slots become uncommited from this
wrong. This gives you an increase in the roll equal to your feature at the end of a Long Rest.
Wisdom Modifier + Proficiency Bonus.
At 6th level you may use this when an ally makes an ability Pick a Card
check within 30 feet of you to project the image into their At 10th level, when using Wild Cards, at the cost of an extra
mind to give them the bonus. At 13th level you may use this Tarot Point you can nominate a number on the d4 rolled. The
feature a number of times equal to your Wisdom modifier, Fate corresponding to this number becomes replaced in the
however, each subsequent use costs one Tarot Point. same way as Stacked Deck. In addition, if the Fate you
choose is rolled the spell gains additional effects:
Stacked Deck
Lucidity: Restores four Tarot points instead of two.
At 4th level you gain the ability Stacked Deck. Whenever you Retain: The target who fails a Wisdom saving throw can
use Wild Cards, you may choose any fate from the first three. take only one action or one bonus action on their next turn
This fate replaces Obscurity with an extra version of the fate and loses their reaction until the end of their next turn. A
you choose. target who succeeds only loses their reaction.
In addition, every fourth successful attack with your cards Volate: All affected targets have their movement speed
deals an additional Xd4 of force damage to the target, where halved next turn. If this attack triggers stacked deck, all
X is equal to your Card Master level divided by 4, rounded targets take the extra damage.
down, and restores 1 Tarot point.
Aces
Reading At 13th level, once per long rest, you can spend 6 Tarot points
At 6th level, you learn the ability to perform a Reading into to throw four mystic deck attacks as one action. Each attack
the Fates for yourself or anyone you're sat opposite and is rolled separately, and is imbued with one of the four fates
facing, who is voluntarily or forcibly participating. This ritual from Wild Cards. You can elect which order the cards are
takes 10 minutes to set up and become in tune with, and thrown in, and who you target with each attack. At 17th level,
once ready, you can spend as much time as you like doing the you regain the use of this ability whenever you finish a short
following: rest.
Read your own or any other creatures fate. If you do so, Top Deck
you can choose to commit one Tarot Point slot to give
them a Tarot card. This card can only be used by the At 14th level, for your first attack with Wild cards in combat,
character the fate was read for, and may be used once you can choose which Fate is on the card before it's thrown.
before any d20 roll to give the user advantage. A character
can have a maximum of three Tarot Cards at any one time,
and the second and third Tarot Card held cost an
additional committed Tarot Point Slot each. The Tarot
Point slot becomes uncommitted once the Card is used, or
discarded by the holder.
Spend two Tarot points to ask the participant a question.
They must make a Wisdom saving throw against your
spell save DC, or are under the effects of a Zone of Truth
spell until they have answered your question or they leave
the ritual.
Commit 5 Tarot points to tap into the Web of Fates and
ask a question, which is answered truthfully, but in three
cryptic words. A question cannot be asked again for 1d4
days. The Tarot Point slots become uncommitted once
you are able to ask a question again.
Destiny Enhanced Reading
At 18th level, you gain access to Destiny. As an action, you At 20th level, when someone you have performed a reading
can expend 7 Tarot points to mystically reveal in your head for is holding one or more of their Tarot Cards they cannot be
the distance from you of up to 5 chosen creatures, which can surprised. In addition to gaining advantage with a Tarot Card,
include yourself. You must have performed a reading for the the card can also be used by the holder to negate the effects
chosen creatures, know precisely what they look like, or have of one critical hit, or gain an initiative of 20 at the start of
a piece of their body - such as some hair or nail, and they combat. Either way of using this uses the Tarot Card and
must be on the same plane of existence as you. If the chosen uncommits the Tarot Point Slot.
creatue is dead, you are also aware of this and how long it has
been since they died.
You can then select one of the creatures. You are able to
determine their precise location, and you can use an action to
see the creature and the surrounding 50 feet as if you were
looking from above with true sight, for one minute.
Whilst you can see them in this way, if you are within 10
miles of the target, you may then use your movement to
teleport anywhere within 50 feet of any chosen target. If
targeting yourself, you may instead teleport in any direction
10 miles from your current location.
Creatures immune to scrying, as if through the
Nondetection spell, cannot be seen through this feature, nor
can you determine their distance or direction, but you can
still attempt to teleport to them.
As soon as you teleport with this feature, or after one
minute, the ability ends.
Cantrips (0 Level) Enthrall 4th Level Forbiddence (Ritual)
Blade Ward Find Traps Arcane Eye Heroes’ Feast
Dancing Lights Gentle Repose Banishment Magic Jar
Friends Locate Animals or Plants Compulsion Mass Suggestion
Guidance (Ritual) Confusion Programmed Illusion
Light Locate Object Dimension Door True Seeing
Mage Hand Mirror Image Dominate Beast Word of Recall
Message Misty Step Giant Insect
Minor Illusion Nystul's Magic Aura Greater Invisibility 7th Level
Thaumaturgy See Invisibility Locate Creature Etheralness
True Strike Silence Mordenkainen’s Private Forcecage
Suggestion Sanctum Mirage Arcane
1st Level Zone of Truth Plane Shift
Charm Person 5th Level Project Image
Command 3rd Level Animate Objects Sequester
Comprehend Languages Blink Bigby’s Hand Symbol
(Ritual) Bestow Curse Commune with Nature Teleport
Detect Magic (Ritual) Clairvoyance Contact Other Plane
Detect Poison and Disease Conjure Barrage Dominate Person 8th Level
Disguise Self Counterspell Dream Antimagic Field
Dissonant Whispers Dispel Magic Geas Antipathy/Sympathy
Identify (Ritual) Fear Hold Monster Demiplane
Illusory Script (Ritual) Feign Death Legend Lore Dominate Monster
Sanctuary Gaseous Form Mislead Feeblemind
Unseen Servant (Ritual) Glyph of Warding Modify Memory Glibness
Haste Rary’s Telepathic Bond Maze
2nd Level Hypnotic Pattern (Ritual) Mind Blank
Animal Messenger Magic Circle Scyring Telepathy
Augury (Ritual) Major Image Seeming
Blindness/Deafness Nondetection Teleportation Circle 9th Level
Blur Remove Curse Astral Projection
Calm Emotions Sending 6th Level Foresight
Crown of Madness Speak with Dead Arcane Gate Gate
Darkvision Tongues Find the Path Time Stop
Detect Thoughts Contingency Weird

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