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5e Tarot DND

The document outlines a tarot card-based system for creating encounters and challenges in a tabletop RPG setting, specifically Dungeons & Dragons. It details the steps for dealing cards, interpreting their meanings, and applying effects based on the drawn cards, including environmental factors, challenges, encounters, entranceways, bosses, and treasures. Additionally, it provides specific examples for each major arcana card, describing potential settings, challenges, and enemies to enhance gameplay.

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Michael Kelly
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0% found this document useful (0 votes)
68 views20 pages

5e Tarot DND

The document outlines a tarot card-based system for creating encounters and challenges in a tabletop RPG setting, specifically Dungeons & Dragons. It details the steps for dealing cards, interpreting their meanings, and applying effects based on the drawn cards, including environmental factors, challenges, encounters, entranceways, bosses, and treasures. Additionally, it provides specific examples for each major arcana card, describing potential settings, challenges, and enemies to enhance gameplay.

Uploaded by

Michael Kelly
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Steps. Deal tarot cards, face up.

i) A major arcana card - Challenge.


ii) A minor arcana card - Map Tile & Environment.

Draw on graph paper. If map tile is coded:

red) Deal a major arcana card - Encounter. Place underneath card (ii) .

a) Draw one minor arcana card for the other's primary strategy:

Wands: Aggressive (+2 to attack rolls, -2 to AC)


Cups: Defensive (+2 to AC, disadvantage on attacks)
Swords: Escape (roll 1d20, -/= DEX)
Pentacles: Friendly.

b) If aggressive/defensive, draw one minor arcana card and apply to initiative (d20 +
DEX modifier):

Wands: Both sides roll with advantage (roll 2d20, take highest).
Cups: Party adds +5 to initiative rolls.
Swords: Enemies add +5 to initiative rolls.
Pentacles: Standard initiative rolls.

c) Draw one minor arcana card and apply the suit effect:

Wands: Bright light, difficult terrain requires DC 10 DEX check to move full
speed.
Cups: Fog/mist (disadvantage on attack rolls beyond 30 feet), DC 12 DEX
save to avoid slipping.
Swords: Strong winds (-2 to ranged attacks), DC 15 Athletics check for
climbing.

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Pentacles: Natural hazards (DC 12 DEX save or take 1d6 damage from
environmental effects).

yellow) Roll 1d20, if -/= INT, then deal a minor arcana card - Item.

green) Deal a minor arcana card - Map Tile & Environment.

iii) Deal up to three times. Then deal:

iv) A major arcana card - Entranceway.

When approaching an entranceway resolve the following steps:

1. Perception Check: Roll a DC based on the entranceway’s type. Success


grants advantage on subsequent rolls involving the entranceway.
2. Skill Challenges. Wands: Athletics/Acrobatics check to traverse (DC 12).
Cups: Arcana/Insight check to identify illusions or magical interference (DC 14).
Swords: Investigation/Perception check to find safe paths (DC 13). Pentacles:
Survival/Nature check to understand environmental risks (DC 15).
3. Critical Results. Critical Success (Natural 20): Party progresses without
triggering hazards; discover hidden features (roll 1d20 for treasure or boons).
Critical Failure (Natural 1): Party triggers a hazard or trap specific to the tarot
effect.

v) A major arcana card - Boss (follow above combat setup mechanic).

vi) A major arcana card - Treasure.

[vii] For following adventure, start with card (iv)'s (i).

2
--

DnD Tarot Meanings

The Fool. Satyr (MM p.267).

a) Environment: A lively carnival filled with fortune-tellers and rigged games


(DMG p.113 – Urban Encounters).
b) Challenge: Escort a mysterious child destined for greatness to safety (DMG
p.94 – Goals).
c) Encounter: A mischievous faerie dragon playing pranks (MM p.133).
d) Entranceway: A rickety wooden bridge over a canyon (DMG p.120 –
Hazards).
e) Boss: A wild magic sorcerer testing fate (PHB p.103).
f) Treasure: Deck of Illusions (DMG p.161).
-

The Magician. Archmage (MM p.342).

3
a) Environment: Arcane laboratory inside a mountain (DMG p.113 – Tower).
b) Challenge: Retrieve a tome of forgotten spells (DMG p.48 – Magic
Knowledge).
c) Encounter: Animated spell scrolls attack intruders (MM p.19 – Animated
Objects).
d) Entranceway: A portal disguised as a mirror (DMG p.49).
e) Boss: Archmage obsessed with ultimate knowledge (MM p.342).
f) Treasure: Staff of Power (DMG p.202).
-

The High Priestess. Night Hag (MM p.178).

a) Environment: A mist-shrouded ancient temple (DMG p.113 – Temples).


b) Challenge: Unlock divine secrets hidden in the temple (DMG p.74).
c) Encounter: Wraiths guarding the altar (MM p.302).
d) Entranceway: A waterfall concealing a hidden cavern (DMG p.117).
e) Boss: Mummy Lord safeguarding divine relics (MM p.229).
f) Treasure: Icon of Ravenloft (DMG p.176).
-

The Empress. Dryad (MM p.121).

a) Environment: A lush, enchanted forest teeming with life (DMG p.109 –


Wilderness).
b) Challenge: Restore balance after corruption spreads in the forest (DMG
p.97).
c) Encounter: Dryads protecting their grove (MM p.121).
d) Entranceway: A flowering archway radiating enchantment (DMG p.113).
e) Boss: Corrupted treant (MM p.289).
f) Treasure: Staff of the Woodlands (DMG p.202).
-

The Emperor. Solar (MM p.18).

4
a) Environment: A fortress on the edge of the kingdom (DMG p.114 –
Strongholds).
b) Challenge: Defend the kingdom from rebellion (DMG p.96).
c) Encounter: Hobgoblin war band scouting the area (MM p.186).
d) Entranceway: A heavily guarded drawbridge (DMG p.103).
e) Boss: A cunning warlord (MM p.344).
f) Treasure: The Rod of Rulership (DMG p.197).
-

The Hierophant. Deva (MM p.16).

a) Environment: A grand cathedral in a bustling city (DMG p.112 – Urban


Locations).
b) Challenge: Prevent the rise of a heretical cult (DMG p.94).
c) Encounter: A mob of zealots spreading false prophecies (MM p.345 – Cult
Fanatic).
d) Entranceway: Stained-glass windows revealing a hidden path (DMG
p.121).
e) Boss: High Priest corrupted by an evil deity (MM p.342).
f) Treasure: Prayer Beads (DMG p.182).
-

The Lovers. Couatl (MM p.43).

a) Environment: A serene garden with a magical ambiance (DMG p.113 –


Mystical Locations).
b) Challenge: Mediate between two feuding lovers from rival kingdoms
(DMG p.121 – Social Encounters).
c) Encounter: Succubi and incubi manipulating emotions (MM p.285).
d) Entranceway: A hedge maze enchanted with illusions (DMG p.121 –
Hazards).
e) Boss: A scheming rakshasa influencing the feud (MM p.257).
f) Treasure: Ring of Spell Storing (DMG p.192).

5
-

The Chariot. Griffon (MM p.174).

a) Environment: A battlefield strewn with broken war machines (DMG p.117


– Battlefield).
b) Challenge: Deliver a vital message to allied forces (DMG p.96 – Goals).
c) Encounter: A pack of gnolls ambushes travelers (MM p.162).
d) Entranceway: A broken-down bridge over a chasm requiring ingenuity to
cross (DMG p.120).
e) Boss: Hobgoblin warlord commanding siege engines (MM p.186).
f) Treasure: Apparatus of Kwalish (DMG p.151).
-

Strength. Guardian Naga (MM p.234).

a) Environment: A savanna where predators dominate the food chain (DMG


p.109 – Natural Locations).
b) Challenge: Protect a caravan from a marauding beast (DMG p.97 – Goals).
c) Encounter: A pride of lions challenges the party (MM p.331).
d) Entranceway: A cave entrance guarded by a sabretooth tiger (MM p.336).
e) Boss: A legendary chimera terrorizing the region (MM p.39).
f) Treasure: Gauntlets of Ogre Power (DMG p.171).
-

The Hermit. Lich (MM p.202).

a) Environment: A remote hermitage high in the mountains (DMG p.109 –


Remote Locations).
b) Challenge: Find an ancient sage who possesses forbidden knowledge
(DMG p.94 – Quest Locations).
c) Encounter: A yeti stalks the party in a blizzard (MM p.305).
d) Entranceway: A narrow, winding mountain pass (DMG p.120 – Hazards).
e) Boss: A reclusive monk driven mad by visions of an elder evil (MM p.211 –

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Cultist).
f) Treasure: Amulet of Health (DMG p.150).
-

Wheel of Fortune. Androsphinx (MM p.281) or Gynosphinx (MM p.282).

a) Environment: A gambling den in a chaotic city (DMG p.113 – Urban


Encounters).
b) Challenge: Win a magical artifact in a high-stakes tournament (DMG p.81 –
Gambling).
c) Encounter: A cheat is caught and incites a brawl (PHB p.185 – Improvised
Combat).
d) Entranceway: A trapdoor leading to a secret gambling parlor (DMG p.103).
e) Boss: A rakshasa running the operation (MM p.257).
f) Treasure: The Deck of Many Things (DMG p.162).
-

Justice. Planetar (MM p.17).

a) Environment: A courthouse in the city square (DMG p.113 – Government


Buildings).
b) Challenge: Prove the innocence of a wrongly accused ally (DMG p.121 –
Legal Challenges).
c) Encounter: A mob protests outside the courthouse (MM p.345 – Cult
Fanatics).
d) Entranceway: A secret passage under the courthouse leads to hidden
records (DMG p.120).
e) Boss: A corrupt magistrate supported by devils (MM p.66 – Barbed Devil).
f) Treasure: Sword of Sharpness (DMG p.206).
-

The Hanged Man. Ghost (MM p.147).

a) Environment: A gallows in a desolate frontier town (DMG p.114 –

7
Settlements).
b) Challenge: Investigate a series of mysterious hangings tied to a cursed
artifact (DMG p.125 – Mysteries).
c) Encounter: Specters haunt the gallows at night (MM p.279).
d) Entranceway: A trapdoor beneath the gallows leads to catacombs (DMG
p.103).
e) Boss: A revenant seeking vengeance on the town (MM p.259).
f) Treasure: Ghost Lantern (DMG p.170).
-

Death. Bone Naga (MM p.315).

a) Environment: A plague-ridden village surrounded by graveyards (DMG


p.114 – Towns).
b) Challenge: Stop a necromancer spreading a deadly curse (DMG p.96 –
Villain Schemes).
c) Encounter: Zombies rise from fresh graves (MM p.316).
d) Entranceway: A mausoleum with a secret door leading underground
(DMG p.121).
e) Boss: A death knight commanding an army of the dead (MM p.47).
f) Treasure: Cloak of Protection (DMG p.159).
-

Temperance. Eladrin (MM p.128).

a) Environment: A tranquil monastery at the edge of a desert (DMG p.109 –


Exotic Locations).
b) Challenge: Recover a sacred relic stolen by raiders (DMG p.97 – Relics).
c) Encounter: Elementals testing the party’s resolve (MM p.124).
d) Entranceway: A sandstone archway inscribed with celestial runes (DMG
p.120).
e) Boss: An air elemental myrmidon disrupting balance (MM p.125).
f) Treasure: Eversmoking Bottle (DMG p.168).
-

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The Devil. Pit Fiend (MM p.77).

a) Environment: A volcanic lair filled with sulfurous fumes (DMG p.110 –


Lairs).
b) Challenge: Free an enslaved soul bound by infernal contracts (DMG p.125 –
Villain Motivations).
c) Encounter: Chain devils guarding the path (MM p.72).
d) Entranceway: A gate marked with infernal glyphs (DMG p.121).
e) Boss: A pit fiend manipulating mortal politics (MM p.77).
f) Treasure: The Cloak of Displacement (DMG p.158).
-

The Tower. Behir (MM p.25).

a) Environment: A crumbling spire struck by magical storms (DMG p.113 –


Towers).
b) Challenge: Survive a collapsing tower as its arcane wards fail (DMG p.120 –
Traps).
c) Encounter: Gargoyles animate and attack trespassers (MM p.140).
d) Entranceway: A spiral staircase cracking under pressure (DMG p.120 –
Hazards).
e) Boss: A chaotic blue dragon causing the collapse (MM p.91).
f) Treasure: Rod of Absorption (DMG p.197).
-

The Star. Unicorn (MM p.294).

a) Environment: A serene glade beneath a starry sky (DMG p.109 –


Wilderness).
b) Challenge: Follow a celestial map to a hidden wish-granting artifact (DMG
p.75 – Quests).
c) Encounter: Star spawn emissaries emerge from a rift (MM p.236).
d) Entranceway: A celestial alignment reveals a portal (DMG p.49 – Planar

9
Travel).
e) Boss: An astral dreadnought guarding the artifact (MM p.22).
f) Treasure: Ioun Stone (Protection) (DMG p.177).
-

The Moon. Shadow Demon (MM p.64).

a) Environment: A marshland lit by pale moonlight (DMG p.109 – Swamps).


b) Challenge: Unravel illusions cast by a trickster fey (DMG p.125 –
Mysteries).
c) Encounter: Will-o’-wisps lure the party into danger (MM p.301).
d) Entranceway: A foggy path that shifts and loops endlessly (DMG p.120).
e) Boss: A night hag manipulating events (MM p.178).
f) Treasure: Gem of Brightness (DMG p.171).
-

The Sun. Pegasus (MM p. 250).

a) Environment: A sunlit desert oasis with ancient ruins (DMG p.109 – Exotic
Locations).
b) Challenge: Recover a relic of the sun god hidden in ruins (DMG p.96 –
Relics).
c) Encounter: Giant scorpions ambush the party (MM p.327).
d) Entranceway: A sandstone gate inscribed with sunburst motifs (DMG
p.121).
e) Boss: A fire elemental lord (MM p.125).
f) Treasure: Necklace of Fireballs (DMG p.182).
-

Judgment. Inquisitor (MM p.178).

a) Environment: A ruined battlefield where spirits linger (DMG p.117 –


Haunted Locations).
b) Challenge: Avenge the dead by defeating their killer (DMG p.125 – Quests).

10
c) Encounter: Spectral knights challenge the party (MM p.279).
d) Entranceway: A cairn opens to reveal an underground crypt (DMG p.121).
e) Boss: A death knight commanding an undead legion (MM p.47).
f) Treasure: The Mace of Disruption (DMG p.179).
-

The World. Tarrasque (MM p.286).

a) Environment: A planar nexus connecting the multiverse (DMG p.46 –


Planar Travel).
b) Challenge: Restore balance to the cosmos by sealing a planar rift (DMG
p.74).
c) Encounter: A planar dragon protects the nexus (MM p.86).
d) Entranceway: A shimmering portal with a shifting, kaleidoscopic surface
(DMG p.49).
e) Boss: A powerful balor threatening the planes (MM p.55).
f) Treasure: Book of Exalted Deeds (DMG p.222).
--

1
Ace of Wands. Wand of Magic Missiles (DMG p.211)
Alignment: Neutral Good
NPC Reaction: Enthusiastic support for your cause.

2
Two of Wands. Rod of the Pact Keeper (DMG p.197)
Alignment: Lawful Neutral
NPC Reaction: Strategic partnership; seeks mutual benefit.

3
Three of Wands. Staff of the Magi (DMG p.203)
Alignment: Chaotic Good
NPC Reaction: Eagerly anticipates progress or shared venture.

11
4
Four of Wands. Wand of Web (DMG p.211)
Alignment: Neutral Good
NPC Reaction: Warm hospitality; invites you to celebrate.

5
Five of Wands. Wand of Fireballs (DMG p.210)
Alignment: Chaotic Neutral
NPC Reaction: Competitive challenge; tests your abilities.

6
Six of Wands. Rod of Rulership (DMG p.197)
Alignment: Lawful Good
NPC Reaction: Offers praise and public recognition.

7
Seven of Wands. Shield of the Hidden Lord (DMG p.201)
Alignment: Lawful Evil
NPC Reaction: Defensive or confrontational attitude.

8
Eight of Wands. Staff of Swarming Insects (DMG p.203)
Alignment: Chaotic Neutral
NPC Reaction: Urgent, with rapid communication or action.

9
Nine of Wands. Wand of Fear (DMG p.210)
Alignment: Neutral Evil
NPC Reaction: Wary but willing to cooperate cautiously.

10
Ten of Wands. Staff of Power (DMG p.202)
Alignment: Neutral Good
NPC Reaction: Overburdened and seeks assistance.

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11
Page of Wands. Wand of Secrets (DMG p.211)
Alignment: Chaotic Good
NPC Reaction: Excited and curious; brings new opportunities.

12
Knight of Wands. Flame Tongue Staff (DMG p.170)
Alignment: Chaotic Neutral
NPC Reaction: Bold and adventurous; ready for action.

13
Queen of Wands. Staff of Fire (DMG p.201)
Alignment: Neutral Evil
NPC Reaction: Confident and supportive, with a hidden agenda.

14
King of Wands. Wand of Polymorph (DMG p.211)
Alignment: Chaotic Good
NPC Reaction: Charismatic and assertive; offers leadership.
-

15
Ace of Cups. Decanter of Endless Water (DMG p.161)
Alignment: Neutral Good
NPC Reaction: Friendly and open; emotionally supportive.

16
Two of Cups. Potion of Healing (DMG p.187)
Alignment: Lawful Good
NPC Reaction: Deep connection or forming a bond.

17
Three of Cups. Alchemy Jug (DMG p.150)

13
Alignment: Chaotic Good
NPC Reaction: Invites you to join a social gathering.

18
Four of Cups. Amulet of Health (DMG p.150)
Alignment: True Neutral
NPC Reaction: Apathetic or indifferent; uninterested in help.

19
Five of Cups. Potion of Poison (DMG p.188)
Alignment: Neutral Evil
NPC Reaction: Regretful and seeks your understanding.

20
Six of Cups. Eversmoking Bottle (DMG p.168)
Alignment: Neutral Good
NPC Reaction: Nostalgic and offers kindness.

21
Seven of Cups. Ioun Stone (Awareness) (DMG p.176)
Alignment: Chaotic Neutral
NPC Reaction: Distracted or unsure; offers confusing options.

22
Eight of Cups. Ring of Water Walking (DMG p.193)
Alignment: Chaotic Neutral
NPC Reaction: Withdraws, seeking their own path.

23
Nine of Cups. Potion of Vitality (DMG p.188)
Alignment: Neutral Good
NPC Reaction: Generous and content; willing to share resources.

24

14
Ten of Cups. Horn of Valhalla (DMG p.174)
Alignment: Lawful Good
NPC Reaction: Joyful and harmonious; offers alliance.

25
Page of Cups. Perfume of Bewitching (DMG p.184)
Alignment: Chaotic Good
NPC Reaction: Shy but friendly; shares creative ideas.

26
Knight of Cups. Ring of Swimming (DMG p.193)
Alignment: Neutral Good
NPC Reaction: Romantic and idealistic; offers a quest or promise.

27
Queen of Cups. Ring of Regeneration (DMG p.191)
Alignment: Neutral Good
NPC Reaction: Compassionate and deeply understanding.

28
King of Cups. Cloak of Protection (DMG p.159)
Alignment: Lawful Neutral
NPC Reaction: Wise and calm; offers measured advice.
-

29
Ace of Swords. Sword of Sharpness (DMG p.206)
Alignment: Lawful Neutral
NPC Reaction: Rational and direct; delivers a decisive judgment.

30
Two of Swords. Defender (DMG p.164)
Alignment: True Neutral
NPC Reaction: Neutral or indecisive; hesitant to take sides.

15
31
Three of Swords. Sword of Wounding (DMG p.207)
Alignment: Chaotic Evil
NPC Reaction: Hurt or bitter; lashes out emotionally.

32
Four of Swords. Ring of Mind Shielding (DMG p.191)
Alignment: Neutral Good
NPC Reaction: Withdrawn and in need of rest.

33
Five of Swords. Dagger of Venom (DMG p.160)
Alignment: Neutral Evil
NPC Reaction: Manipulative or scheming; tests your resolve.

34
Six of Swords. Luck Blade (DMG p.179)
Alignment: True Neutral
NPC Reaction: Cooperative but distant; seeks escape.

35
Seven of Swords. Sword of Life Stealing (DMG p.206)
Alignment: Chaotic Neutral
NPC Reaction: Deceptive or evasive; avoids direct engagement.

36
Eight of Swords. Cloak of Displacement (DMG p.158)
Alignment: Neutral Evil
NPC Reaction: Helpless and seeks rescue.

37
Nine of Swords. Scimitar of Speed (DMG p.199)
Alignment: Chaotic Neutral

16
NPC Reaction: Overwhelmed by fear or guilt; difficult to reach.

38
Ten of Swords. Vorpal Sword (DMG p.209)
Alignment: Neutral Evil
NPC Reaction: Defeated and vulnerable; may need protection.

39
Page of Swords. Sword of Truth (DMG p.214)
Alignment: Lawful Good
NPC Reaction: Inquisitive and observant; probes for information.

40
Knight of Swords. Frost Brand (DMG p.171)
Alignment: Chaotic Neutral
NPC Reaction: Impulsive and aggressive; pushes for action.

41
Queen of Swords. Sun Blade (DMG p.205)
Alignment: Lawful Neutral
NPC Reaction: Stern and discerning; demands respect.

42
King of Swords. Holy Avenger (DMG p.174)
Alignment: Lawful Good
NPC Reaction: Just and authoritative; enforces rules.
-

43
Ace of Pentacles. Bag of Holding (DMG p.153)
Alignment: Neutral Good
NPC Reaction: Practical and generous; offers material aid.

44

17
Two of Pentacles. Deck of Illusions (DMG p.161)
Alignment: Chaotic Neutral
NPC Reaction: Juggling responsibilities; seeks balance.

45
Three of Pentacles. Manual of Golems (DMG p.180)
Alignment: Lawful Neutral
NPC Reaction: Collaborative; values your skills.

46
Four of Pentacles. Ring of Protection (DMG p.191)
Alignment: True Neutral
NPC Reaction: Guarded and possessive; reluctant to share.

47
Five of Pentacles. Cursed Luckstone (DMG p.222)
Alignment: Neutral Evil
NPC Reaction: Desperate or destitute; seeks help.

48
Six of Pentacles. Ring of Spell Storing (DMG p.192)
Alignment: Lawful Good
NPC Reaction: Charitable and giving; offers resources.

49
Seven of Pentacles. Amulet of Proof Against Detection and Location (DMG
p.150)
Alignment: Lawful Neutral
NPC Reaction: Patient and evaluating; waits for results.

50
Eight of Pentacles. Tome of Clear Thought (DMG p.208)
Alignment: Neutral Good
NPC Reaction: Hardworking; values dedication and skill.

18
51
Nine of Pentacles. Ring of Evasion (DMG p.191)
Alignment: Neutral Good
NPC Reaction: Self-sufficient; admires your independence.

52
Ten of Pentacles. Belt of Dwarvenkind (DMG p.155)
Alignment: Lawful Good
NPC Reaction: Welcoming and stable; offers long-term support.

53
Page of Pentacles. Pearl of Power (DMG p.184)
Alignment: Neutral Good
NPC Reaction: Eager to learn; brings new opportunities.

54
Knight of Pentacles. Figurine of Wondrous Power (Marble Elephant) (DMG
p.169)
Alignment: Lawful Neutral
NPC Reaction: Reliable and methodical; honors commitments.

55
Queen of Pentacles. Ring of Elemental Command (Earth) (DMG p.190)
Alignment: Neutral Good
NPC Reaction: Nurturing and resourceful; offers practical aid.

56
King of Pentacles. Rod of Lordly Might (DMG p.196)
Alignment: Lawful Neutral
NPC Reaction: Wealthy and authoritative; seeks mutual benefit.
--

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