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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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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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~DesuTarot 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