Tarot Arcanist lowly shuffling a mysterious deck of cards, a knowing human walks into a den of thieves. He smiles as he is surrounded, the cards begin to circle around him, slowly at first, before shining brightly and blinding his enemies. A tiefling pulls a glowing card from a pouch at his waist and without looking at it, he sharply throws it at a pack of goblins in his path. The card explodes into a massive fireball incinerating the goblins. An unassuming gnome laughs in a bar as she pulls cards to divine the future of inquiring patrons. If anyone tries to stiff her on the payment, she always keeps a card up sleeve. Tarot Arcanists draw power from a lost form of magic from a time long ago when Arcane power ruled the land. Whether they discovered this form of magic from old texts, through their own practice of Tarot, or other mysterious means, they share a mastery over the mystic secrets that the Tarot Arcanum holds. They allow themselves to bend to the whims of the Tarot and by doing so, create magics not seen in ages. Mystic Arcanum The power held within the Tarot has mostly been lost to time; the mystical art now mocked as a parlor trick. For those who understand and open their souls to the power these cards have can channel the Divine, Arcane, and Natural magics around them, condensing the energies into cards. Tarot Arcanists build their deck to suit how they want to manifest their power into the world. The reach of their magic is only limited by their imagination. A Tarot Arcanist can bestow boons upon their allies, curses upon their enemies, and call upon spells only known by the greatest of wizards. Harnessing this power relies not on strict memorization of the cards or of exerting one’s will over the Tarot. The power is drawn from opening one’s soul to the whims of fate. Having an insight into destiny affords them greater power to draw upon. Reading the Cards Understanding Card spreads is a basic skill of any Tarot Arcanist. Most Tarot Arcanists likely started by using the cards to divine the future and unlocked a greater power within themselves through the process. A Tarot Arcanist will channel the energy of fate itself and place cards down in a specific way to glean some knowledge about the world around then, whether it be the past, present, or future. The few Tarot Arcanists that practice are typically drawn to an adventuring life by destiny itself. They pursue the wild turns that dangerous enviroments can bring. In the thrill of battle, on the edge of life and death, they are able to showcase their abilities best. They are capable of aiding their companions in a wide range of situations, or smiting their enemies with powerful magics. Most of these Tarot Arcanists will establish a connection to a specific form of magic, whether it be a God, the Weave, Nature itself, or another power. They may also decide to use their powers to help the forces of the sources of magic. Providing their knowledge of the future or their skills in battle.
Tarot Arcanist Level Proficiency Bonus Features Spells Cantrips — Spell Slots Per Spell Level — Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting 2 2 2 - - - - - - - - 2nd +2 Attacks 3 2 3 - - - - - - - - 3rd +2 Boons, Curses, Suit Affinity 6 2 4 2 - - - - - - - 4th +2 Ability Score Improvement 7 2 4 3 - - - - - - - 5th +3 Fated Choice, 3 Card Spread 9 2 4 3 2 - - - - - - 6th +3 Affinity Feature 10 2 4 3 3 - - - - - - 7th +3 Stack the Deck 11 2 4 3 3 1 - - - - - 8th +3 Ability Score Improvement 12 2 4 3 3 2 - - - - - 9th +4 [Feature] 14 3 4 3 3 3 1 - - - - 10th +4 Affinity Feature 15 3 4 3 3 3 2 - - - - 11th +4 Major Arcanum Augment 16 3 4 3 3 3 2 1 - - - 12th +4 Ability Score Improvement 16 3 4 3 3 3 2 1 - - - 13th +5 - 17 3 4 3 3 3 2 1 1 - - 14th +5 Affinity Feature 17 3 4 3 3 3 2 1 1 - - 15th +5 - 18 3 4 3 3 3 2 1 1 1 - 16th +5 Ability Score Improvement 18 3 4 3 3 3 2 1 1 1 - 17th +6 - 19 4 4 3 3 3 2 1 1 1 1 18th +6 - 20 4 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 21 4 4 3 3 3 3 2 1 1 1 20th +6 Shoot the Moon 22 4 4 3 3 3 3 2 2 1 1 Creating a Tarot Arcanist As you build your tarot arcanist, think of why your character found the Tarot and how the Mystic Arcanum of Fate within was unlocked. How does this relate to where your character is from? Are they from an entertainment or a wandering background? Do they float through the world taking in all the wonders and dangers alike, or do they act as the hand of fate, executing change when the Tarot deeems it so? Are you regarded as a instigator or a luminary? What is your ultimate goal? Is there a fated role you know you must fulfill for the greater good? Tarot Arcanists need not be chaotic in nature. Just as there is chaos, there is order, and understanding this balance in weilding the Tarot is where their strength lies. Tarot Arcanists can also have a variety of roles within their party, whether they want to be in the thick of combat armed with a weapon and shield, at the outskirts of a battle throwing empowered cards into the fray, or somewhere in between, there is room to build you Tarot Arcanist how you desire. Class Features As a tarot arcanist, you gain the following class features. Hit Points Hit Dice: 1d8 per tarot arcanist level Hit Points at 1st Level: 8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per tarot arcanist level after 1st. Proficiencies Armor: Light Armor Weapons: All Simple Weapons, Rapiers, Shortswords, Longswords Tools: Playing Cards Saving Throws: Dexterity, Wisdom Skills: Choose any three Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) a shortsword or (c) a longsword. (a) a diplomat’s pack or (b) an entertainer’s pack a set of gaming cards
Drawing Cards As a tarot arcanist, the majority of your power comes from drawing cards randomly. For this you must have a Tarot Deck split into the Major Arcana and Minor Arcana. Major Arcanum The Major Arcana cards of your tarot deck represent your Major Arcanum deck. You Major Arcanum deck size is equal to the number of spells known. As an action, you randomly draw a card from your Major Arcanum Deck (can involve shuffling or asking the DM to pull the card), this card will represent a spell slot that is now active and if not used by the end of the turn, the card and spell slot will fizzle. The card can be used in 4 options: Spellcasting, Attack, Boon, Curse, These abilities are gained at different levels as shown on the Arcanist Table. Alternatively, you can take a minute to divine a specific card from the deck and then draw it as an action, subsequently treating it as a random card When a Major Arcanum card is used, remove it from the Major Arcanum Deck until the end of your next long rest. Minor Arcanum Use your Minor Arcanum Deck to simulate any d10 rolls from Mystic Arcanum class abilities or effects (not spells). The face cards are all considered 10’s. Whenever you draw from the Minor Arcanum deck and complete your calculations, reshuffle the cards back into the Minor Arcanum Deck. Spellcasting As a channeler of various forms of magic through your Tarot cards, you can cast any spell. Cantrips At 1st level you know 2 cantrips of your choice. You learn additional cantrips at higher levels, as shown in the Cantrips known column of the Arcanist table In addition you know an additional cantrip: Minor Arcanum. This additional cantrip does not count towards your number of cantrips known. Spell Slots The Arcanist table shows how many spell slots you have to cast. Each spell slot is linked to a card of the Major Arcanum deck. Additionally, Each card/Spell Slot is linked to a specific and unique spell. For example, at Level 1, you have 2 first level spell slots and you selected The Fool and The Lovers as your Major Arcanum cards; meaning you have a Major Arcanum Deck of 2 cards. In this example, if you know burning hands and charm person, you can only cast burning hards through The Fool card and charm person through The Lovers card. Remember to remove the spell slot/card from your Major Arcanum deck when used. Spells Known of 1st Level and Higher You know 2 1st level spells of you choice. The spells are mapped onto 2 Major Arcanum cards of your choice. At 1st level, one of these cards must be The Fool. The spell must thematically fit with the card (as judged by the DM; you can use the Spell Archetype column of the Arcanist Major Arcanum Table for card themes). For Example, mapping a necromancy spell to The Death card would be a good choice, alternatively, one could map a spell having to do with change or transformation to The Death card At 1st level, you may only select Major Arcanum cards from number 0-10. Starting at 7th level, you may select cards numbered 11-20. At 17th level, you must select card number 21 (The World) which must be mapped to your 9th level spell slot. The spells known column of the Arcanist table shows when you learn more Arcanist spells of your choice. Each of these spells must be of a level that you have a spell slot to map it to. For instance, when you reach 3rd level in this class, you can map a new spell to that new 2nd level spell slot/card of either 1st or 2nd level, but when the card is cast as a spell, the spell is cast at 2nd level. Additionally, when you gain a level in this class, you can choose one of the cards you have and replace it with another card and/or spell level and/or spell that you have the spell slot available for. Spellcasting Ability Wisdom is your spellcasting ability for your Arcanist spells, since the power of your magic relies of your ability to use your insight into Fate and draw upon the magics around you. You use your Wisdom whener a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a Major Arcanum spell or Attack. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use the tarot cards you gain as a spellcasting focus for your Arcanist spells. Any material components that are unique or components worth a specific gold value are still required. Ritual Casting You can cast a Tarot Arcanist Spell as a ritual if that spell has the ritual tag and you have the spell mapped to a card. This can be done without randomly drawing a card from the Major Arcanum Deck, hence the card does not get used on a ritual cast. The ritual may be performed as a tarot card reading.
Major Arcanum (Spellcasting) At 1st level, when you randomly draw a card as part of a Major Arcanum Draw, you can invoke the power within the card to activate the spell mapped to it. This activates the spell immediately if the spell casting time is 1 Action or 1 Bonus Action or 1 Reaction. If longer, the spell must concentrated upon for the full amount of time. Major Arcanum (Attack) At 2nd level, when you randomly draw a card as part of a Major Arcanum Draw, you can choose to throw the card as a ranged waepon as a part of this spell or use the card to empower your melee weapon, making a melee spell attack as part of this spell. Make the respective spell attack on the target. On a hit, the target takes N+1 d10 (where N = spell slot level of the card). The d10’s should be drawn from the Minor Arcanum deck. After the total damage is tabulated, select one of the suits that appears in the drawn cards. Take the sum of the cards of the selected suit and divide by 2 (rounding down). This amount and selected suit will determine a secondary effect. Suit Secondary Effect Cups Sum/2 healing to another target Wands Sum/2 fire damage to the target Swords Sum/2 as a bonus/penalty to a target’s movement Pentacles Sum/2 as temp HP until the end of next turn Major Arcanum (Boon) At 3rd level, when you randomly draw a card as part of a Major Arcanum Draw, you can invoke the power within the card to cast a Boon to a target within 30 ft. that lasts N+1 rounds where N is the spell slot level of the card The boons can be found on the Boons column of the Arcanist Major Arcanum Table. Major Arcanum (Curse) At 3rd level, when you randomly draw a card as part of a Major Arcanum Draw, you can invoke the power of the reversed card to cast a temporary curse effect upon a target within 30 ft. When the action is taken, the target is inflicted with a curse effect, and must make specific Saving Throws at the start of their turn (The specific stat can be found on the Curse Stat column of the Arcanist Major Arcanum Table). If they succeed, the curse ends; if they fail, the curse persists and the target suffers an effect from the curse. The curse effects can be found on the Curses column of the Arcanist Major Arcanum Table The Spell Save DC for the first saving throw is determined by the caster’s Wisdom, proficiency, and the spell slot of the Card (=N) The Spell Save DC for the subsequent Saving throws become less severe over time. And the target always passes the 4th. # Spell Save DC Formula 1st = 8 + your Wisdom modifier + N 2nd = 8 + N 3rd = 8 Suit Affinity When you reach 3rd level, you choose which suit of the Minor Arcanum deck that you have an affinity for (Cups, Wands, Swords, or Pentacles), which shapes the expression of magic through your cards. All the affinities are detailed at the end of the class description. Your choice grants you additional features at 3rd level and again at 6th, 10th, 14th, and 18th level Ability score improvment 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. Fated Choice At 5th level, at the start of your turn, you can choose to roll a d4. The resulting number correspends to a particular Major Arcanum Draw Option as shown in the below chart: 1d4 Test Major Arcanum Draw Option 1 Spellcast 2 Attack 3 Boon 4 Curse If you choose to perform a Major Arcanum Draw and perform the corresponding option as the 1d4 test, then after completing the option, the Major Arcanum card is reshuffled back into the Major Arcanum deck instead of being discarded from the deck. You can do this a number of times equal to your Wisdom modifier (minimum of 1). 3 Card Spread (Optional) If your DM allows it, at 5th level, your insight into Fate through the Tarot has increased to the point at which you can perform a Tarot spread and divine information regarding a specific topic one day in the past or future. You spend 10 minute ritual casting and declare a specific topic or event within 1 day in the past or future. You then draw 3 cards from your Major Arcana Deck (rejoin all 22 Major Arcana cards). You develop an answer to your question based on one of the three cards (use your personal knowledge of Tarot or the Major Arcanum Spell Quick Guide). Your DM should confirm you are correct or not with a “yes”, “no”, “maybe”, or “unclear”. Once you do so, you must finish a long rest before you can use this feature again.
Stack the Deck At 7th level, as a Bonus Action, you can set a specific card as the top card of your Major Arcanum Deck, when this card is drawn it is still considered a random Major Arcana draw. Once you do so, you must finish a short rest before you can use this feature again. Major Arcanum Augment Your affinity with your chosen suit grows, increasing your power to draw on the suits power. At level 11, whenever you calculate the secondary effect for the Major Arcanum Attack option or the Augmented Minor Arcanum Draw, for your chosen suit affinity, do not divide the sum of the cards by 2, instead use the whole sum. For example, for Cups, you take the sum of the d10s matching the cups suit, and heal a target creature within 30 ft. for this amount of HP. 7 Card Spread (Optional) If your DM allows it, at 13th level, your insight into Fate through the Tarot has further developed. This replaces your 3 Card Spread ability. You spend 10 minutes ritual casting and declare a specific topic or event within 7 days in the past or future. You then draw 7 cards from you Major Arcana Deck (rejoin all 22 Major Arcana cards). You develop 3 different answers based on 3 of the cards (use your personal knowledge of Tarot or the Major Arcanum Spell Quick Guide). Your DM should confirm you are correct or not for all 3 answers with a “yes”, “no”, “maybe”, or “unclear”. Once you do so, you must finish a long rest before you can use this feature again Shoot the Moon At 20th level, before you draw a card as part of a random Major Arcana Draw, you can guess what card it is. If you are correct, immediately after this turn, you can take another turn. Minor Arcanum Affinities Tarot Arcanists develop a connection with their cards. They open their hearts and souls up to the Mystic Arcanum so much so, that they gain a magical affinity for a specific suit of the Minor Arcanum, Cups, Wans, Swords, and Pentacles. Arcanum of Cups The Mystic Arcanum of Cups is associated with the element of water. It deals with matters of the heart and emotion, and the Affinity grants those who make that connection a greater power to heal and grants boons to their companions. Thy Cup Runneth Over At 3th level, when you cast a Boon on a creature, you can heal them Nd10, where N is the spell slot level of the card. If they are at full HP or reach full HP. You can distribute the remaining HP to any other creatures. Once you do so, you must finish a short rest before you can use this feature again. Minor Cups Augment Your affinity with the Arcanum of Cups has given you the ability to empower your Minor Arcanum cantrip. At 6rd level, when you cast the Minor Arcanum cantrip, if any of the cards drawn are of the Cups suit, you can choose to Augment the cantrip. Take half of the sum of only the Cups cards. You can restore that much HP to a creature within 30 ft. You can add this effect to your Minor Arcanum cantrip a number of times equal to your Wisdom modifier (minimum of 1). Flask of Perpetual Boons At 10th level, while you are not in combat, you can cast a Boon on a target that lasts longer than usual. If the target takes a long rest, the Boon wears off. If the target makes an iniative roll, the Boon will last the appropriate amount of rounds before ending. Once you do so, you must finish a long rest before you can use this feature again. Emotional Overflow You gain a sense of the emotions of people around you. You feel positive and negative emotions like hot or cold currents in a body of water. At level 14, as a bonus action, you can learn the emotional state of any creature within 60 ft. You cannot be surprised. You can cast calm emotions spell at will. Arcanum of Wands The Mystic Arcanum of Wands is associated with the element of fire. It deals with matters of energy and creativity, and the Affinity grants those who make that connection a greater power to cast spells through their cards. Alight the Wand At 3th level, when you cast a Spell from your Major Arcanum cards, you can add an additional Nd10 fire damage, where N is the spell slot level of the card. Once you do so, you must finish a short rest before you can use this feature again. Minor Wands Augment Your affinity with the Arcanum of Wands has given you the ability to empower your Minor Arcanum cantrip. At 6rd level, when you cast the Minor Arcanum cantrip, if any of the cards drawn are of the Wands suit, you can choose to Augment the cantrip. Take half of the sum of only the Wands cards. You can deal that much additional fire damage to the target or radiant damage to another target within 30 ft. You can add this effect to your Minor Arcanum cantrip a number of times equal to your Wisdom modifier (minimum of 1).
Blinding Illumination At 10th level, as a bonus action, your inner fire flashes as any creature(s) of your choice within 10 ft must make a CON saving throw or be blinded until the end of their next turn. Guiding Light You gain a familiarity with the Arcanum of Wands and how it relates to raw, primal arcane energy. Magic itself gives off a unique glow to you, revealing itself. At level 14, as a bonus action, you can know if an object is magical and what school of magic it belongs to. You can cast locate object at will. Arcanum of Swords The Mystic Arcanum of Swords is associated with the element of air. It deals with matters of the mind and intillect, and the Affinity grants those who make that connection a greater power to curse and provide detriment to their foes. Honed Acuity At 3rd level, increase the Spell Save DC of your curses by your proficiency modifier for only one of the saving throws (either the 1st, 2nd or 3rd saving throw). If you choose to use this on the first saving throw, the next saving throws are made vs the normal DC calculation. If you cast another curse on a new target, you can use this on the new curse independently of the first curse. Minor Swords Augment Your affinity with the Arcanum of Swords has given you the ability to empower your Minor Arcanum cantrip. At 6rd level, when you cast the Minor Arcanum cantrip, if any of the cards drawn are of the Swords suit, you can choose to Augment the cantrip. Take half of the sum of only the Swords cards. You can apply that number to a creature of your choice, giving their next D20 Test or movement a bonus or detriment. You can add this effect to your Minor Arcanum cantrip a number of times equal to your Wisdom modifier (minimum of 1). Live by the Sword, Die by the Sword At 10th level, when you cast a curse upon a target, you can choose also take upon the curse yourself to make the target roll with a -N penalty. Shawl of Deception Your connection to the Mystic Arcanum of Swords has granted to you a sense of greater insight into deception. Lies give off a particular odor to you and the air around you weaves itself into a shawl of deception. At level 14, as a bonus action, you can know if any lies have been spoken in the past minute. You have proficiency in Deception, if you already do so, you gain Expertise in it. You can cast invisibilty on yourself at will. Arcanum of Pentacles The Mystic Arcanum of Swords is associated with the element of Earth. It deals with matters of the health and self, and the Affinity grants those who make that connection a greater power to empower their bodies fight toe-to-toe with their foes. Two Sides of the Same Coin You gain the ability to absorbs the power that surrounds you from the Arcanum of Pentacles. At 3rd level, you gain a Mystic Ward that starts at 0 HP. When you gain temp HP, you can instead give the HP to the Mystic Ward. The Mystic Ward’s maximum HP is equal to twice your Arcanist level + your Wisdom modifier. When you take damage, you can choose to take the damage yourself, or have the ward take the damage for you. Minor Pentacles Augment Your affinity with the Arcanum of Pentacles has given you the ability to empower your Minor Arcanum cantrip. At 6rd level, when you cast the Minor Arcanum cantrip, if any of the cards drawn are of the Pentacles suit, you can choose to Augment the cantrip. Take half of the sum of only the Pentacles cards. You can gain that amount as temporary HP until the end of your next turn. You can add this effect to your Minor Arcanum cantrip a number of times equal to your Wisdom modifier (minimum of 1). Primordial Grouding At 10th level, when you take the dodge action, you gain Resistance to Fire, Cold, Lightning, Acid, or Poison Earthen Grounding You have deepened your affinity with the Mystic Arcanum of Pentacles to the point at which you gain sense and strength from your connection to the Earth. As long as you are standing on the ground, you can hear the movements of those around you through the earth. At level 14, as a bonus action, you can increase your AC by 2. You gain a blindsight of 60 ft. You can cast earthbind at will.
The Tarot Arcanist Major Arcanum Table (Levels 1-6) Card Card Attack Boons Curses Curse Stat No. Name Dmg Type N = Spell Slot Level Save 0 The Fool Force You cannot be hit by Attacks of Opportunity (AoO’s). Can use reaction to make an AoO on dodging an AoO. Must move 1/2 movement speed in a random direction. Vulnerable to damage from AoO’s Dex 1 The Magician Acid Roll a new initiative. On this initiative, you may use 1 action OR bonus action that does not involve drawing a card Can only ready an action on their turn Dex 2 The High Priestess Psychic You know when lies are spoken. Wisdom checks gain +N bonus Can no longer recognize friend from foe Wis 3 The Empress Radiant You gain a crown of N+1 stars. Upon being damaged, you can use 1 star to reduce the damage 1d10. Upon damaging a target, you can use the star to deal an additional 1d10 radiant damage to that target. Can only take the help action Wis 4 The Emperor Radiant You can make a command to an object and it will animate to obey the command for N rounds. The object cannot make an attack roll. The object has a +N bonus to any skills check it makes Charmed, can be convinced to harm allies while charmed Cha 5 The Heirophant Psychic Arcanist draws another card and gives it to the target. As an action the creature can use the card as the Arcanist would. When the card is used it goes back to the Arcanist’s Major Arcanum deck. This card lasts N hours. Cannot use the same action or move again* while cursed. Int 6 The Lovers Poison Choose 2 creatures instead of 1 to boon. When one of them takes damage, subtract N from the damage and each person takes half of the result (rounded down). When one of them is healed, add N to the healing and each person receives half the result (rounded down). Choose two creatures, they each take damage that the other creature takes (does not loop) Con 7 The Chariot Slashing Gain flight speed of 60 ft. Can disengage as a bonus action. Passing within 5’ of a creature make them take 1d10 slashing damage. If you travel 30ft and make an attack on the same turn, the attack has advantage and deals an additional Nd10 damage At the start of turn, slightly phase into the ethereal plane, half all damage, at the end of turn return to normal. Str 8 The Strength Bludgeoning Gain resistance. Strength checks gain +N bonus Increase exhaustion level by 1 Str 9 The Hermit Fire If you do not deal damage on your turn, until your next turn you can use your reaction to turn a hit within 30ft into a crit. Intelligence modifier increases +N Blinded and incapacitated Int 10 The Wheel of Fortune Poison Crits occur on dice rolls of 20-N. On the next crit, you can return to your state of health 1 round before. Disadvantage on all rolls Cha
The Tarot Arcanist Major Arcanum Table (Levels 7-20) Card Card Attack Dmg Boons Curses Curse Stat No. Name Type N = Spell Slot Level Save 11 The Justice Piercing Half of any damage taken is also taken by the attacker. Constitution checks gain +N bonus. Increase max/current health by N. Vulnerable to all damage Con 12 The Hanged Man Necrotic Inflict N damage. On next turn, heal Nd10 HP Damage taken heals the arcanist for half the amount Cha 13 The Death Necrotic Transform into a horrific form (skeletal, monstrous, etc.), gaining Nd10 temp HP. While the temp HP lasts, you have advantage on all melee attack rolls with a bonus +N to damage. Death saves, 1st poisoned, 2nd, poisoned and prone, 3rd unconcious 0 HP Death 14 The Temperance Cold You may make a new saving throw vs a negative effect. Heal Nd10 HP. Cannot maintain concentration, cannot gain beneficial effects of magical items or consumables. Con 15 The Devil Force Touching an object makes it immovable. The object must weigh less than Nx10 lbs. The immovable effect lasts N hours. Chains restraining to the ground. Dex 16 The Tower Lightning If restrained, restrainer takes Nd10 lightning damage. If paralyzed, heal Nd10 HP. Can use movement to teleport 60 ft and cause N lightning damage to anyone within 5 ft. Change Alignment Dex 17 The Star Radiant Heal (Nd10)/2 HP. Arcanist secretly draws a Minor Arcanum card. If the target guesses the suit of the card, they heal an additional Nd10. Glowing, revealed, and seen by all as hostile. Ranged attacks target you. Wis 18 The Moon Radiant Gain invisiblity for N rounds. If you attack or cast a spell, make a stealth check to remain invisible, if any enemies within 30 ft. beats with a perception check, then you are revealed. Dexterity checks gain +N bonus. Frightened and will believe anything anyone says Int 19 The Sun Fire You emanate an Nx10 ft radius aura of sunlight. All creatures within the aura gain max dice healing. You gain truesight for Nx10 ft. Stealth rolls are at disadvantage in the aura. Cannot gain HP while cursed. After, recover half of any healing received. Str 20 The Judgement Thunder Any undead or creatures from another plane have -N on attack rolls to hit you and you have +N on saving throws against charm or fear effects from such creatures. As an action, you can make a contested Intimidation check vs such a creature to send them back to their plane. Charisma checks gain +N bonus. Must make two distinct turn plans and arcanist chooses which occurs Cha 21 The World Force For N hours, you have advantage on all d20 rolls. Any attacks made against you are at disadvantage. Stunned Str
Spell List Cantrips Minor Arcanum evocation cantrip Casting Time: 1 action Range: 5 ft./60ft. Target: A creature or object within range Components: S,M (randomly drawn Minor Arcanum Tarot Card) Duration: Instantaneous You draw a card from your Minor Arcanum deck. You can choose to throw the card as a ranged weapon as a part of this spell or use the card to empower your melee weapon. If you throw the card, make a ranged spell attack on the target. On a hit, the target takes 1d10 (1 card) damage. The suit of the card determines the damage type using the following chart. If you empower your melee weapon, you can make a melee spell attack using your bonus action using your melee weapon. On a hit, you deal the normal weapon damage and a bonus 1d10 (1 card) damage. The suit of the card determines the damage type using the following chart. At higher levels: The spell pulls more cards when you reach higher levels, dealing more damage on a successful attack: 2d10 (2 cards) at 5th level, 3d10 (3 cards) at 11th level, and 4d10 (4 cards) at 17 levels. The damage type is always determined by the first card drawn. Suit Damage Type Cups Cold Wands Fire Swords Slashing Pentacles Bludgeoning Spells ? idk
Major Arcanum Spell Quick Guide 0 — The Fool Spell Themes Anything Spell Examples Anything Meaning Unlimited potential. Cuation to the wind. Reversed Meaning Standstill in action because of the worry of the outcome. Or too many risks. 1 — The Magician Spell Themes Potential, Beginning, Elemental Spell Examples fireball, create or destroy water, detect magic, floating disc, enhance abilities, or silent image Meaning Tapping into one’s potential. Opportunity and beginning. Reversed Meaning Lack of action, progress, focus, or direction. Or possibly greed, manipulation, or trickery 2 — The High Priestess Spell Themes Secrets, Mental, Psychic, Wisdom Spell Examples charm person, fog cloud, identify, or sleep, zone of truth Meaning Insight into hidden or secret information. Retreat and trust instinct. Reversed Meaning Strugle to trust intuition. Secrets are being kept. 3 — The Empress Spell Themes Life, Protection, Nature, Nurture Spell Examples protection from evil and good, entangle, goodberry, or speak with animals Meaning Abundance, growth, nature. Femininity, protection, nurturing. Reversed Meaning Selfishness, block in growth, over-controlling. 4 — The Emperor Spell Themes Control, Mastery, Destruction Spell Examples detect evil and good, hold person, command, animate objects, or banishing smite Meaning In control of the situation. Reversed Meaning Over-controlling, rigid, abuse of power. 5 — The Hierophant Spell Themes Divination, Wisdom, Ritual Spell Examples bane, bless, sanctuary, shield of faith, or commune Meaning Following tradition or ritual. No bending of rules Reversed Meaning Going against convention. Making new path without regard for the past.
6 — The Lovers Spell Themes Emotion, Healing, Unity, Double Spell Examples detect thoughts, mirror image, healing spirit, charm person, or zone of truth Meaning Decisive point, must make a lasting choice. Or bringing opposing forces together. Reversed Meaning Desync, non-mutual, disharmony. Don’t cut corners 7 — The Chariot Spell Themes Victory, Travel, Pride Spell Examples blur, far step, enlarge/reduce, or spiritual weapon Meaning Success trhough focused action and staying the course. Courage and assertiveness. Reversed Meaning Obstacles, out of control, arrogance, comeuppance. 8 — The Strength Spell Themes Strength, Courage, Fairness Spell Examples enhance ability, resilient sphere, stone shape, dominate monster or stoneskin Meaning Courage, strong will, taming the animal instinct, doing what’s right Reversed Meaning Cowardice, surrender, vulnerability, fatigue. 9 — The Hermit Spell Themes Divination, Intelligence, Retreat Spell Examples counterspell, dispel magic, remove curse,scrying, magnificent mansion, or tiny hut Meaning Caution, patience, take time for thoughtful action and introspection. Reversed Meaning Thoughtless, obstinate, lonely. 10 — The Wheel of Fortune Spell Themes Time, Fate, Luck Spell Examples confusion, death ward, divination, fortune’s favor, or freedom of movement Meaning Constant change for the better, go with the flow, turning point, incomprehensible destiny or fate Reversed Meaning Bad luck, resistance to change, unpleasant surprise. 11 — The Justice Spell Themes Balance, Retribution, Fairness, Swords Spell Examples bestow curse, clairvoyance, lightning bolt, steel wind strike, or protection from energy Meaning Fair decision, good judgement, unswayed balance Reversed Meaning Injustice, wrongful decision, misguided advice, bias
12 — The Hanged Man Spell Themes Reversal, Sacrifice, Manipulation Spell Examples dominate beast, dominate person, geas, life transferrance, or planar binding Meaning Pause, surrender, sacrifice, or reversal of the expected. Reversed Meaning Manipulation, blackmail, or necessary change 13 — The Death Spell Themes Transformation, Harsh, Removal Spell Examples animate dead, cloudkill, greater restoration, tenser’s transformation, or insect plague Meaning Transformation, harsh change, removal of the unnecessary Reversed Meaning Limbo, enforced change 14 — The Temperance Spell Themes Elemental, Restoration, Peace, Wishes Spell Examples contingency, greater restoration, globe of invulnerability, calm emotions, or cone of cold Meaning Moderation, balance, alchemy, peace restored after trouble Reversed Meaning Stress, tension, unfortunate combinations of events 15 — The Devil Spell Themes Unbreakable, Immovable, Physical Spell Examples hold person, eyebite, force cage, wall of stone, or mass suggestion Meaning Unyielding lust, greed, or tyranny. An immovable obstacle or unbreakable attachment Reversed Meaning Overcoming, verge of freedom, light at the end of the tunnel 16 — The Tower Spell Themes Evocation, Change, Lightning, Freedom, Destruction Spell Examples disintegrate, divine word, lightning bolt, storm of vengeance, or reverse gravity Meaning Sudden change, freedom from old ways. revalation, growth through change. Reversed Meaning Imprisonment, oppression, false accusation, a sudden change that shocks others. 17 — The Star Spell Themes Divination, Healing, Wishes Spell Examples cure wounds, prismatic spray, wish, or regenerate Meaning Ready to receive the blessings and insight of the Universe, hope, immaterial gifts Reversed Meaning Hopes have been dashed, pessimism, obstinancy, uninspired
18 — The Moon Spell Themes Illusion, Hidden, Mind Spell Examples antipathy/sympathy, seeming, feeblemind, maze, or mind blank. Meaning Something not as it seems, fear or illusion, path is unknown and difficult Reversed Meaning Unforeseen peril, terrible risk, hidden enemies. Or subconscious liberation from negativities. 19 — The Sun Spell Themes Healing, Truth, Joy, Warmth Spell Examples demiplane, holy aura, daylight, or sunburst Meaning Success, happiness, life. Control of the conscious mind. The universe aligns with your path. Reversed Meaning Delayed success, minor setback. Overconfidence 20 — The Judgement Spell Themes Death, Rebirth, Awakening, Dynamic Speed Spell Examples charm person, wrathful smite, mass heal, haste, slow, revivify, or power word: kill Meaning Death and rebirth, absolution, New potential that cannot be ignored, dynamic change Reversed Meaning Ignoring the call, refusal to move from what is. Fear of change. 21 — The World Spell Themes Completion, Closure, Accomplishment Spell Examples time stop, foresight, true polymorph, true resurrection, or wish. Meaning Completion of cycle, triumph, take time to introspect before starting anew. Reversed Meaning Lacking vision, attachment to the status quo at the expense of what could be. Insecurity stands in the way of success. Made by Ripvu/Heehoo10 | Feb 2024 | First draft | … more coming eventually… maybe…