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Tarot Deck - Call Upon Fate in D&D 5E

Hello everyone,

This magic item was created as part of my upcoming Book of Transformations. The theme of the book is to create prestige classes around popular creatures, werewolf, vampire, mummy, etc.. and to create monsters that are representative of that, and apparently items as well!

So only did the major arcana of the tarot deck because a lot of cards from the minor arcana have theme overlaps, and coming up with somewhat balanced ideas for another 56 cards (actually 112, since they can also be reversed) would have been a bit much. For all those reasons I stuck to the Major Arcana. The best way to use this item at your table is to have an actual tarot deck to draw from, but if you want to stick with dice, you can go for a d100 divided by 2 (rounded down) and hope that you roll under a 98.

So here you go, enjoy! Like our content and want to support us? There's plenty more if you join us on Patreon!

Take Care!

Tarot Deck

wonderous item, very rare

This tarot deck may have a normal appearance, but it holds tremendous power, the power of destiny. It contains 2 charges that it regains daily at dawn.

After initiative is rolled, you can draw from this deck and call upon fate. To do so, as an action expend 1 charge and draw 3 cards from the deck. Upon drawing a card, its effect is cast immediately and the card is removed from the deck until all 3 cards have been drawn, at which point they magically re-enter the deck.

Alternatively, outside of combat you can expand 1 charge as an action to read the future through the deck and cast the divination spell. The spell uses your Tarot Deck as a material component but doesn’t consume it.


GM Note: This item requires the Major Arcana of a tarot deck to play. If you don’t have one you can emulate the tarot deck by rolling 1d44, removing the result, followed by 1d42, removing the result, followed by 1d40 (probably roll those online); or rolling a d100 until you get a result inferior or equal to 44, 42 and 40


1. The Fool. Exchange your initiative order with any creature of your choice that you can see within 60 feet of you

2. reversed. An allied creature within 60 feet of you that can see you exchanges initiative order with you.

3. The Magician. You regain an expended spell slot of a level 1d8, if you don’t have that level of spell slot, you regain the highest one you can.

4. reversed. Cast a spell of casting time an action or shorter that you have prepared using your highest level spell slot. If you don’t have spell slots, cast magic missile at 3rd level.

5. High Priestess. Give 2d6 temporary Hit Points to a creature that you can see within 60 feet.

6. reversed. Gain 2d6 temporary Hit Points.

7. The Empress. A creature that you can see within 60 feet gains a 1d8bonus to its next Intelligence, Wisdom or Charisma saving throw that it makes within the next minute.

8. reversed. A creature that you can see within 60 feet gains a 1d6 penalty to its next Intelligence, Wisdom or Charisma saving throw that it makes within the next minute.

9. The Emperor. A creature that you can see within 60 feet gains a 1d8 bonus to its next Strength, Dexterity or Constitution saving throw that it makes within the next minute.

10. reversed. A creature that you can see within 60 feet gains a 1d6 penalty to its next Strength, Dexterity or Constitution saving throw that it makes within the next minute.

11. Hierophant. Give a creature other than yourself that you can see within 60 feet a bardic inspiration (as per the Bard’s Bardic Inspiration), it is a d6.

12. reversed. Give yourself a bardic inspiration.

13. The Lovers. 2 creatures of your choice other than yourself within 60 feet of you that you can see and that can see each other regain 2d8 hit points.

14. reversed. You regain 2d8 hit points.

15. The Chariot. Increase your movement speed by 20 feet for the next 1d4 rounds.

16. reversed. Increase an ally’s movement speed by 20 feet for the next 1d4 rounds.

17. Justice. A creature of your choice within 60 feet must make a DC 14 charisma saving throw the next time it damages a creature within the next minute, or suffer half the damage dealt in radiant damage on a failure.

18. reversed. The next time a creature of your choice within 60 feet receives damage, it can reduce the damage it takes by a number equal to the attacker’s CR or level.

19. The Hermit. You cast the invisibility spell on yourself.

20. reversed. You cast the invisibility spell on a creature that you can see within 60 feet of you.

21. Wheel of Fortune For the next minute, you score critical hits on a roll of 7 or 20 on the dice.

22. reversed. For the next minute, you score critical failures on a roll of 7 or 20 on the dice.

23. Strength. A creature of your choice within 60 feet of you gets a 1d6 bonus to Strength checks and attack rolls using Strength for the next minute.

24. reversed. A creature of your choice within 60 feet of you you get a 1d6 penalty to Strength checks and attack rolls using Strength for the next minute.

25. The Hanged Man. Reduce the speed of a creature that you can see within 60 feet of you to 0 for 1d2 rounds.

26. reversed. Reduce the speed of a friendly creature that you can see within 60 feet of you to 0 for 1d2 rounds.

27. Death Deal 3d10 necrotic damage to a creature that you can see within 60 feet of you.

28. reversed. Deal 3d10 radiant damage to a creature that you can see within 60 feet of you.

29. Temperance. Reduce the next instance of damage that you take by 2d6.

30. reversed. Reduce the next instance of damage that a creature within 60 feet of you takes by 2d6.

31. The Devil. Deal 4d8 fire damage to a creature within 60 feet of you that you can see.

32. reversed. You take 3d6 fire damage.

33. The Tower. Cast the spell shatter at 4th level.

34. reversed. Cast the spell shatter at 3rd level centered on yourself.

35. The Star. End a charm condition on a creature within 60 feet of you.

36. reversed. A creature that you can see within 60 feet of you must succeed on a DC 14 Wisdom saving throw or be charmed by you for the next minute.

37. The Moon. End a fear condition on a creature within 60 feet of you.

38. reversed. A creature that you can see within 60 feet of you must succeed on a DC 14 Wisdom saving throw or be frightened of you for the next minute.

39. The Sun. Your next hit deals 2d10 radiant damage

40. reversed. A creature that you can see within 60 feet of you is flooded with light, it must succeed on a DC 14 Constitution saving throw or be blinded until the end of your next turn.

41. Judgement. You cast fireball at its lowest level, it deals radiant instead of fire damage.

42. reversed. You become frightened of the nearest hostile creature for 1 minute.

43. The World. You teleport up to 30 feet to an unoccupied space that you can see.

44. reversed. A creature that you can see within 60 feet of you must succeed on a DC 14 Charisma Saving throw or be teleported 30 feet to an empty square that you can see.




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