Tarot Master (5e Class)

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Tarot Master[edit]

Creating a Tarot Master[edit]

Quick Build

You can make a Tarot Master quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the sage background.

Class Features

As a Tarot Master you gain the following class features.

Hit Points

Hit Dice: 1d6 per Tarot Master level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Tarot Master level after 1st

Proficiencies

Armor: none
Weapons: none
Tools: Cards(playing cards, magic cards, etc.)
Saving Throws: Wisdom, Intelligence
Skills: Choose 3 from Arcana, History, Insight, Perception, Performance, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Tarot Cards
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Tarot Master

Level Proficiency
Bonus
Features
1st +2 Tarot Cards, Burn
2nd +2 major Arcana
3rd +2 Minor Selection
4th +2 Ability Score Improvement
5th +3 Extra Draw, Share the Fate
6th +3 Minor Selection Feature
7th +3 Slow Burn
8th +3 Ability Score Improvement
9th +4 False Shuffle
10th +4 Minor Selection Feature
11th +4 Redraw
12th +4 Ability Score Improvement
13th +5 Efficient Burn
14th +5 Minor Selection Feature
15th +5 Major Master
16th +5 Ability Score Improvement
17th +6 Minor Distinction
18th +6 Extra Draw
19th +6 Ability Score Improvement
20th +6 Master of Fate

Tarot Cards[edit]

You have a full set of tarot cards you use for your abilities and divination, but they slightly deviate from normal tarot cards. The swords suit becomes Strength, the wands become Intelligence, the chalice suit is Wisdom, and the pentacles suit is Charisma. Each suit has a purpose, Str is needed for combat, Int garners manipulation, Wis holds power in prophecy, and Char tips its hat to utility. Just as fate can’t be chosen, you’ll select an ability via randomly drawing it from the deck. Reshuffle the cards at the beginning of your turn.

Burn[edit]

Sometimes fate isn’t too kind to you, but you can still make the best of it. When drawing a card, before activating its ability, you may choose to instead burn it, removing it from the deck, and dealing 1d4+1 damage to an enemy. When not in combat, the burned card instead grants +1d4 to your next roll All burned cards are regained after a short or long rest.

Major Arcana[edit]

At level 2, you draw power from the set of major arcana. The Major Arcana cards hold powerful abilities, but must be used with discretion, as they hold no regards to friend or foe. At the end of a long rest, choose one major arcana. At any time as an action, activate the card's abilities. The card cannot be thrown or activated at a distance, meaning you will always get caught in the effect. You can only have one, and you may only use it once per long rest. After a long rest, you may switch it out with another Major Arcana.

At 15th level, you may have 2 to use per long rest.

Minor Selection[edit]

At 3rd level, you chose a suit. Choose between Strength, Intelligence, Wisdom, or Charisma, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Draw[edit]

At 5th level, you may draw 2 cards instead of one as part of your action. At level 18, you may draw 3 instead of 2.

Share the Fate[edit]

You’ve learned to pass along your abilities to your allies. At 5th level, cards that normally only affect yourself can instead affect an ally that you can touch.

Slow Burn[edit]

At 7th level, you’ve learned to save your sacrificed cards for later use. Instead of dealing damage when you burn the card, you may instead save it in your reservoir. Your reservoir can hold up to half your Tarot Master levels(rounded down) in uses for up to 1 hour, and any number of uses can be used in a single action.

False Shuffle[edit]

You learned to shuffle your cards in a way that tricks even fate. At 9th level, when shuffling the deck, you may instead choose to not shuffle. You may only use this feature a number of times equal to your wisdom modifier per long rest.

Redraw[edit]

Fate often comes when we least expect it. You, however, learned to delay it. At 11th level, once per turn, when drawing a card, instead of burning it, you may put it on the bottom and draw a new card. You must use the new card drawn and cannot burn it. This feature can only be used a number of times equal to your wisdom modifier per long rest.

Efficient Burn[edit]

You’ve burned so many cards at this point that you’ve learned how to better draw out power from it. At 13th level, the damage becomes 2d4+2 per burned card or 1d6 added to your next roll.

Minor Distinction[edit]

Fate begins to bend to your will. At level 17, your deck splits each suit apart, and you may choose which suit to draw from. You can still draw from them combined if you desire.

Master of Fate[edit]

You’ve taken fate into your own hands, shaping it as you see fit. At level 20, as a free action for 1 minute, you may simply choose which card to draw. Such a feat draws so much power, it permanently reduces your lifespan by a number of years equal to the cards drawn, and cannot be attempted again for 7 days.

Strength[edit]

Fate holds a lot of power, and that's something you can get behind. There isn't much need for all the fancy shmancy jumbo if your enemies are dead, right?

Strength Focus

When you pick this subclass at the 3rd level, once per turn, when you draw a strength card, you may draw another card.

Hocless Pocless

Why use magic? At 6th level, instead of burning cards, you can throw them. Make an attack roll with prof and wis. If it hits, it deals 1d6+wis damage. At 13th level, the damage becomes 2d6+wis.

Hocus Pocus

Also at 6th level, your strength cards count as magical for overcoming resistances.

Bulky Creations

At 10th level, your weapons pack an extra punch. All attacks made with basic weapon cards have their die upgraded, with 1d12 becoming 2d8.

True Strength

At the end of a long rest, you may remove cards that are not strength from the deck, increasing your odds of drawing strength cards. You may remove any number of cards this way, but cannot gain them back until a long rest.

Intelligence[edit]

Only the well learnt mind can process fate and manipulate the outcome. You’ve studied how it works for so long, you’ve found ways of pushing it in a favorable direction.

Intelligence Focus

When you pick this subclass at the 3rd level, once per turn, when you draw an intelligence card, you may draw another card.

Team Player

At level 6, you can control the fate of more people simultaneously. Any intelligence card that affects one person can now affect two.

Healthy Fate

You’ve found ways to see the better outcomes of positive fates. At 10th level, all healing done with intelligence cards is doubled.

True Intelligence

At the end of a long rest, you may remove cards that are not intelligence from the deck, increasing your odds of drawing intelligence cards. You may remove any number of cards this way, but cannot gain them back until a long rest.

Wisdom[edit]

Only the wise can decipher the meanings behind each card, and you’ve looked deep into each meaning to grasp a fuller understanding.

Wisdom Focus

When you pick this subclass at the 3rd level, once per turn, when you draw a wisdom card, you may draw another card.

Advanced Prophet

At 6th level, any wisdom card that lets you look at multiple cards lets you look at one more.

Scry

Your future readings’ precision rivals even the best prophets. At 10th level, as an action, look at the top X cards of your deck, where X is equal to your burn reservoir, then put any number of them on the bottom of your deck and the rest on top in any order, then draw a card. After doing so, skip your next two reshuffles. You may use this ability a number of times equal to your wisdom modifier per short or long rest.

True Wisdom

At the end of a long rest, you may remove cards that are not wisdom from the deck, increasing your odds of drawing wisdom cards. You may remove any number of cards this way, but cannot gain them back until a long rest.

Charisma[edit]

It takes a good deal of charm to convince another of their future, whether it is truth or falsity. Spending time practicing this has led you to learn better how to adapt to situations.

Charisma Focus

When you pick this subclass at the 3rd level, once per turn, when you draw a charisma card, you may draw another card.

Extra Utility

You can make the best of any situation. At 6th level, any charisma card with a time limit doubles the limit.

Utility Belt

At 10th level, you can save the effects of a charisma card for a later time. Any card saved this way is removed from the deck until your next long rest. You can save a number of cards equal to your charisma modifier, and they all disappear after a long rest.

True Charisma

At the end of a long rest, you may remove cards that are not charisma from the deck, increasing your odds of drawing charisma cards. You may remove any number of cards this way, but cannot gain them back until a long rest.

Minor Arcana[edit]

Strength[edit]

(all attacks are made with prof and wis mod, weapons with vers use vers.)

Ace
You use one of your target’s attacks against them, using their modifiers and ignoring resistances and immunities.
2
You create a spectral dagger next to your target and attack.
3
You create a spectral shortsword next to your target and attack.
4
You create a spectral greatsword next to your target and attack.
5
You create a spectral halberd next to your target and attack.
6
You create a spectral warhammer next to your target and attack.
7
You create a spectral rapier next to your target and attack.
8
You create a spectral spear next to your target and attack.
9
You create a spectral battleaxe next to your target and attack.
10
You create two spectral daggers next to your target and attack with both using modifiers.
Page
You create a spectral longbow and shoot your target. Ignores ½ cover.
Knight
You create a spectral shield around one ally, fully blocking the next source of damage.
Queen
You and all your allies gain advantage on attacks until the end of your next turn.
King
You copy one ally’s attack next to them and attack their target, using their modifiers and bonuses, including extra damage from abilities such as hunter’s mark or hex.

Intelligence[edit]

Ace
Heal all allies and damage all enemies with pure energy for Xd4, where X is half your Tarot Master levels, rounded down.
2
Heal an ally by an amount equal to your level
3
An enemy gains a -1 on their next attack roll
4
Cause the ground beneath your opponents feet to tremble, reducing their movement speed to 0 until your next turn
5
Turn a 20ft radius area centered on you of difficult terrain into normal terrain. This area moves with you for 1 hour
6
Give an ally +10 movement until your next turn
7
Create a 30ft earthen wall in a circle around you that lasts for up to eight hours
8
Purify or poison any amount of nearby visible food or drink
9
Give allies near you +5 on all of one type of ability checks for 1 minute
10
Restore an ally’s reaction
Page
Disorent an enemy, giving them disadvantage on Str and Dex saves
Knight
Shield an ally, giving them advantage on saves against magic
Queen
All your enemies gain disadvantage on attacks until your next turn.
King
Enchant ally basic weapons for 1 minute, making them +2 weapons

Wisdom[edit]

Ace
The next card drawn activates twice
2
Learn an item or creatures secrets
3
On your next draw, draw two cards and pick one to use
4
On your next draw, pull from the bottom of the deck
5
On your next draw, you may reshuffle and draw another card instead of using the drawn card
6
On your next draw, draw three cards and pick one to use
7
Learn the resistances and weaknesses of a creature
8
Learn the max hp of a creature
9
See an enemy’s next target
10
On your next draw, draw four cards and pick one to use
Page
Skip your next reshuffle
Knight
You may discard your next draw to look at and play one of the next 5 cards
Queen
Read the thoughts of one creature, automatically understanding the meanings
King
Look at and play any of the next 3 cards

Charisma[edit]

Ace
An ally gains back one spell slot of any depleted level
2
Move up to your movement without provoking opportunity attacks
3
Unlock any locked object, magic or not
4
Become invisible until the start of your next turn
5
See through walls for one minute
6
Speak any language for one hour
7
Gain advantage to saves against conditions for one hour
8
Become intangible for one round
9
Gain blindsight 60 for one hour
10
Gain a movement speed 30ft of your voice for one hour
Page
Telepathically communicate with anyone on the same plane that you have personal connections with for one minute
Knight
Gain immunity to one condition for one minute
Queen
Give an ally resistance to a non-physical damage type for one minute
King
Give an ally the benefits of a short rest, then discard this card

Major Arcana[edit]

The Fool

When using this card, gain proficiency in a weapon of your choice for the duration. Create a 100ft area centered and attached to you that works as an anti magic zone for up to one hour. Your cards cannot be used in this area, as they are technically magic effects.

The Magician

Magic floods out from this card in a 50ft area for up to one minute. Any spell up to 5th level cast in the area doesn’t consume a spell slot, and any innate spell doesn’t use up its use.

The High Priestess

Upon use, in a 20ft area, revive any down or dead creatures that have been dead for less than an hour, then fully heal every creature.

The Empress

All attacks in a 50ft area that are considered magical deal double damage for 1 minute, and attacks that are not considered magical deal half.

The Emperor

All attacks in a 50ft area that are not considered magical deal double damage for 1 minute, and attacks that are considered magical deal half.

The Hierophant

Every creature in 50ft centered and attached to the card gains truesight 120 for 1 minute.

The Lovers

Every creature in a 100ft area is charmed by every creature in the area for 1 hour. After the effect wears off, the creatures know they were charmed.

The Chariot

Summon a carriage fit for 10 (8 inside on the left and right walls, 2 on top in the drivers area) and 2 horses. They last until your next long rest.

Strength

Every creature in a 50ft area gains +10 to attack and damage rolls for physical attacks for 1 minute.

The Hermit

For up to 1 hour, isolate a 30ft area from the rest of the world. Nothing can see, interact with, or traverse in or out of this area.

The Wheel of Fortune

Every creature in 30ft rolls a d20. If they roll less than a 10, they lose their next action., rolling greater than a 10 grants them another action on their next turn, and rolling a 10 exactly grants the creature the benefits of a long rest, excluding the healing.

Justice

Until your next turn, any damage dealt to any creature in 100ft is halved, and the remaining half is taken by the attacker, ignoring resistances and immunities.

The Hanged Man

A large tree springs from the card with dangling ropes. Any creature that comes within 50ft becomes ensnared by the ropes. The tree lasts for 1 minute.

Death

A terrible miasma pours out of the card and spreads for 20ft. Any living creature in the area is incapacitated for 1 minute, takes your Tarot Master level of damage each round, and any creature that drops to 0hp in the area turns to smoke, being unable to be revived.

Temperance

Every creature in a 100ft area loses the will to fight for 1 hour.

The Devil

Create a copy of every creature in a 20ft area. The copy can only perform physical attacks, and attempts to kill their other self. They are the same in every way to the original, however they only have 1hp.

The Tower

Prevents all damage done to any creature within 100ft until your next turn.

The Star

A star appears above the card and follows it for 1 hour. Any creature withing 50ft of the star gain double movement, a swim, climb, and fly speed equal to their movement, the ability to speak and breathe in areas that lack oxygen, and truesight 30ft.

The Moon

Encompass a 100ft area around the card in a false night time for 1 minute. Every creature in the area becomes drowsy, gaining disadvantage on every roll for the duration.

The Sun

Encompass a 100ft area around the card in a false night time for 1 minute. Every creature in the area is filled with energy, gaining advantage on every roll for the duration.

Judgment

Creatures of good alignment within 30ft glow white, while creatures with evil alignments glow red. Creatures have advantage against creatures that glow a different color, and disadvantage against creatures that glow the same color.

The World

All creatures in 50ft are sent to a demiplane. This demiplane holds plenty of food and fresh water. If a creature shows any form of hostility, they are shunted from the area. All creatures are returned to their original positions after 1 hour.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tarot Master class, you must meet these prerequisites: Wisdom 15 Proficiencies. When you multiclass into the Tarot Master class, you gain the following proficiencies: Cards(Playing cards, magic cards, etc.)

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