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Tarot Soul

The document outlines the features and abilities of the 'Tarot Soul' sorcerer class, emphasizing the connection to fate and the use of tarot cards for divination and enchantment spells. It details the progression of spell acquisition, the use of Major and Minor Arcana cards, and the ability to share fortunes with allies. Key features include rolling for cards, using sorcery points for effects, and the ability to replace drawn cards after a long rest.

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0% found this document useful (0 votes)
46 views2 pages

Tarot Soul

The document outlines the features and abilities of the 'Tarot Soul' sorcerer class, emphasizing the connection to fate and the use of tarot cards for divination and enchantment spells. It details the progression of spell acquisition, the use of Major and Minor Arcana cards, and the ability to share fortunes with allies. Key features include rolling for cards, using sorcery points for effects, and the ability to replace drawn cards after a long rest.

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ping.desu.cr
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© © All Rights Reserved
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TAROT SOUL Your power as a sorcerer comes from the fates themselves. They allow you o read the stars and the fortune of both your foes and your allies. Armed with this knowledge you can influence the strings of fate that entwines all existence using your cards as a medium. | tena Tarot Macro Istlevel Tarot Soul feature You learn additional spells when you reach certain levels in this class, as shown on the Tarot Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list Sorcerer Level Spells st Detect Evil and Good, Protection from Evil and Good 3rd Augury, Detect Thoughts Sth Nondetection, Remove Curse Th Divination, Locate Creature Sth Contact Other Plane, Legend Lore ‘THE MAJOR ARCANAS Astlevel Tarot Soul feature ‘Your connection with the tapestry of fate allows you to harness the latent potential of tarot cards. ‘After a long rest, you can roll 4 d20s and draw the cards it corresponds to in the Tarot table in the next page. The Fool and The World cards are always prepared. You cannot draw the same card, if you roll the same number on the d20 die, you can reroll Reap Astlevel Tarot Soul feature ‘As an action you can use 1 sorcery point to use the effect of a tarot you have drawn. Once used, you cannot tuse the effect of that card until your next long rest. ANEW FORTUNE 6th level Tarot Soul feature ‘The fates are whimsical and playful, what you have read in the stars may change from one moment to the other. As an action you can roll a d20 die and replace one of the Major arcana cards you have. You cannot replace a card that has already been used and you cannot draw a card you already have. ‘Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again, ‘THE MINOR ARCANAS L4thr-level Tarot Soul feature Your growing connection to fate allows you to call not nly on the Major arcanas but as well as the Minor Asa bonus action, you can spend 2 sorcery points and roll a d4 to get the following metamagic effects on your next leveled spell. Ifthe spell does not benefit from the metamagic effect listed below, you lose the effect of the Minor Arcanas, This effects are not considered metamagic. MINOR ARCANAS D4Die Minor Arcana Effect 1 Wands Heightened Spell 2 Swords Empowered Spell 3 Cups Extended Spell 4 Coins Subtle Spell ‘Taxes or THE TAROTS 18ttr-level Tarot Soul feature You are not only able to read the fortune of the stars but share this fortune with your allies. After a long rest you can give a Major Arcana to a number of creatures equal to your Charisma modifier. Each creature can only hold 1 Major Arcana. The creatures may use their action to activate the effect of the cards. The cards disappear after you take a long. rest Each creature must roll a d20 and take the Major Arcana that corresponds with the number rolled on the Tarot Table, they cannot get The Fool or The World. ‘And they cannot get a card that has already been pulled by you or another creature. Pine~Desu Tarot TABLE 20 Die 10 n 2 B “ rf 16 v 6 20 Tarrot The Fool The Magician The High Priestess ‘The Empress ‘The Emperor The Heirophant Reduce ‘The Lovers The Chariot The Strength The Hermit Wheel of Fortune Justice The Hanged Man Death Temperance The Devil The Tower The Star The Moon The Sun Judgement ‘The World Effect Impose a disadvantage on the next ably check, attack rll, or saving throw to a creature you can see within 60 feet. Regain a Spellslot equal to half your Sorcerer level. Dispel any spell ofthe illusion school or reveal the AC, immunities, and weaknesses of up to 1d4 creatures, you can see Heal allies you can see within a 60 foot radius for Proficiency + Half of your Sorcerer level it points. Allow an ally you can see within 30 feet of you to immediately take the attack action. next darnage taken of alles you can see within 30 feet by your Sorcerer level. ‘A creature must succeed a Wisdorn save agains your spell save DC or be charmed until your next long rest You and another ally within 30 feet of you do not provoke opportunity attacks and their speed increases by 10 for 1 minute, You or an ally you can see within 30 feet have advantage on strength checks ané add your Spelleasting modifier to attack rolls made by a weapon attack for 1 minute ‘A creature you can see within 60 feet must succeed a Const be banished to a special dimension until your next turn, Choose a creature you can see within 60 feet of you. The next time that creature rolls « d20, they must rll again and use the value of the new ell Choose a creature you can see within 60 feet of you, The next d20 roll thatthe creature makes is treated as a 30 on the d20 die Choose a creature you can see within 60 feet of you, Reverse the outcome of or saving throw. Flip a coin and cal it. fyoucallt wrong, you are paralyzed untl the end of your next tur. Ifyou callit right, you immediately gain the effects of a short rest. ‘A creature you can see within 60 feet of you gains darnage resistance to slashing, piercing and bludgeoning damage but have their walking speed halved unt it's next tur, ‘A creature you can see within 60 feet of you doubles the next damage it does but double the next damage it takes. Create a portal to a point you can see within 120 feet of you. Tis portal lasts for 1 rninute Allies you can see within 60 feet of you can add a 144 to ther ability checks, altack alls and saving throws for 1 minute. Ths is considered a concentration spell. A creature you choose becomes invisible until your next long rest or until that creature makes an attack action or casts a leveled spel ‘A flae bursts centered at your location. Allies within a 60-oot radius are healed equal to your sorcerer level while hostile creatures recieve radiant damaged for the same amount Heal an unconscious creature equal to twice your Sorcerer level. Give advantage on the next abilty check, attack roll, or saving throw to a creature you can see within 60 fet. 'on saving throw against your spell save de ot rest ability check, attack ral, Pine~Desu

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