thank you for your support! TABLE OF
01 CONTENTS
ADVENTURER’S TAROT ALTERNATIVE
INITIATIVE SYSTEM RULES
PAGE 03
DIVINATION FORMULAS
PAGE 07
TAROT COMPENDIUM
PAGE 08
CARD GUIDE
PAGE 09
WEIRD WEATHER
PAGE 19
ADVENTURER’S TAROT:
MAGIC ITEM
PAGE 33
02
ADVENTURER’S TAROT ADDITIONAL RULES OPTIONAL RULES
ALTERNATIVE INITIATIVE
LAIR INITIATIVE For simplicity’s sake, we have set
SYSTEM RULES these aside from the main rules, as most
Many “boss” type enemies in D&D players won’t need to use these rules. We
AT THE START OF A SESSION: In this example, The Monk card 5th Edition have Lair initiative. This have answers for a lot of edge cases for
is drawn first, so she takes the first turn. generally happens on “20” in the
F Form your initiative deck by The Rogue goes next, followed by the initiative order. When using our non-standard groups.
pulling one card for each enemy Beast. After that, it is The Cleric’s system, take Lair actions first,
character class in the party. before you start revealing DUPLICATE CLASSES
turn, and then the party’s Ally NPC. cards from the deck. If you have more than one of the
F If a player has an ability that same class in the party, then the two
gives them advantage on In this example, The Ooze THE ALERT FEAT players playing the duplicate class
initiative, they get to put two goes first. The Ranger has two cards in should agree on which card color
character cards into the deck. the deck because of she has advantage While taking the Alert Feat normally they want to represent them at the
on initiative. She can wait until her card only gives you a +5 to initiative, we start of the session.
F If a player has a familiar or is revealed again to take her turn, or she feel this feat would be significantly
animal companion, hand weakened with our initiative system. MANY DUPLICATE CLASSES
the cards to them. can go now. She chooses to take her Instead of gaining +5 on initiative, you If you are playing a game where
turn now. The Plant card is drawn next, may put an extra card in the initiative there are many players playing the
AT THE BEGINNING OF COMBAT: deck at the beginning of combat. same character class, it may be a
followed by the Ranger’s second good idea to instead have players
F Determine how many enemy card, which is now ignored. USING THE SYSTEM pick adventurer cards that they feel
groups are in combat. Put one The Rogue is last. IN OTHER RPGS represent them personally. You can
adversary card in for each refer to our tarot reading manual for
group (either the Adversary AT THE END OF A Any RPG that uses standard d20 more information on what personality
card or a card that matches ROUND OF COMBAT: initiative including Pathfinder, characteristics each class represents.
the creature type.) Dungeon Crawl Classics, or even
F Remove any cards for any completely different fantasy RPG MISSING CLASSES
F Take familiar or animal characters or groups that have systems can use the Adventurer’s If a class you are playing with is not
companion cards from any been removed from combat. Tarot in place of the standard initiative included (such as from third-party
players who want to use them system. You can either find a class content) you may need to find a class
in combat to add to the deck. F Shuffle the remaining cards that is close to the one in the game that is included in the deck that is
and continue play as above. (if it’s relatively close to D&D), or, you closest to the third-party content.
F You have now formed your can have the players pick tarot signs
initiative deck, and you that represent themselves as a person. For instance, if you are playing a
are now ready to play! You can refer to the reading reference Vampire Hunter, the ranger, rogue,
for each card’s characteristics to help or blood hunter are good “close
F Put the deck on the table and determine which best suits your player. enough” choices.
reveal a card. Whoever is revealed
takes their first turn. Continue FFF
doing this for the rest of the deck.
04
F Characters with two cards in
the deck may act on the first
or second draw of their card.
03
HYPER-DEXTEROUS Whether you are tracking initiative Additionally, it’s possible that you
CHARACTERS order with a board, on the DM Screen, forget to include a player in the deck.
If a player is able to get to +10 on their or on paper behind the screen, This will become evident by the end of
normal initiative bonus, then they having players roll and report their the deck, so you can have that player
may add an additional character card initiative can be tiresome. You have to go last while you find their card and
to the initiative deck. (But never to remember (or write down) what every get it into the deck for the next round.
exceed two cards total in the deck.) player in the party rolled, as well as all
the different enemy groups you are HAV E FUN!
QUICKER START-UP rolling behind the screen.
If you prefer your combats to be as We’ve really tested the heck out of
quick as possible, just stick with one Additionally, to represent the chaos this system, and we feel like we’re onto
deck setup: all of your players’ classes, of combat, it would probably make something. We think using tarot in
plus one adversary. All enemies will go the most sense to reroll initiative place of dice for initiative adds some
on the Adversary card. at the start of each combat round. magic to the game. We hope you
However, practically no one does agree, but most importantly we hope
FFF this, as it would slow down you have fun. If you have any direct
combat even further. feedback on the rules or the cards, you
can reach us at [email protected]
We believe, using our card-based
WHY USE system, we’ve both addressed the Thank you for
ALT ERN ATIVE clunkiness of setting up combat supporting us, and
rounds, and added back in some of here’s to many more
I N I T I AT I V E ? the scariness and excitement of not Adventurer’s Tarots
knowing what’s going to happen
Fifth Edition has found a happy a next in combat. in the future!
balance between the speed of D&D/
AD&D, and the simplicity of the core We’ve found our system increases
mechanics of modern games like 3rd general player awareness at the table
and 4th Editions. However, one area because players don’t know when
we feel 5th is still clunky is its they might go next; they may need
initiative system. to react to an unexpected
Fifth Edition borrows its initiative enemy activation.
system directly from 3rd Edition D&D.
While this system is probably the most THE PRICE
popular, and has been reimplemented
in countless d20 spinoffs (including There is a price to our alternative:
some of our favorite game systems),
we find it to be a tedious way to kick First, Dexterity characters lose a
off something that should be exciting, feature on their primary stat. We
like a combat encounter. justify this with the fact that Dexterity
already gives bonuses to Armor Class,
05 damage, attack bonus, and a very
common saving throw! This amounts
to more ability features than any
other stat in the game.
Second, there are some core rules
that the system can come into conflict
with. We feel we’ve addressed these
in our rules listed above, but some,
like our take on how to handle Lairs
may be imperfect.
06
DIVINATION TAROT
FORMULAS COMPENDIUM
THREE CARD SPREADS O — THE BARD — 09 XIX — THE BEAST — 14
past F present F future I — THE RANGER — 09 XX — THE DRAGON — 14
II — THE MONK — 10 XXI — THE UNDEAD — 14
problem F cause F solution III — THE FIGHTER — 10 XXII — THE OOZE — 15
mind F body F spirit IV — THE CLERIC — 10 XXIII — THE ABERRATION — 15
V — THE ROGUE — 10 XXIV — THE PLANT — 15
strengths F weaknesses F advice VI — THE BARBARIAN — 11 XXV — THE ELEMENTAL — 15
you F other person F relationship VII — THE DRUID — 11 XXVI — THE CONSTRUCT — 16
VIII — THE WIZARD — 11 XXVII — THE FEY — 16
head F heart F path IX — THE PALADIN — 11 XXVIII — THE CELESTIAL — 16
you F lover F dynamic X — THE WARLOCK — 12 XXIX — THE HUMANOID — 16
quest F challenge F reward XI — THE SORCERER — 12 XXX — THE FIEND — 17
XII — THE ADVERSARY — 12 XXXI — THE GIANT — 17
SINGLE CARD READINGS XIII — THE MYSTIC — 12 XXXII — THE MONSTROSITY — 17
F Ask the deck a question of your choice, XIV — THE BLOOD HUNTER — 13 XXXIII — THE WILD ORACLE — 17
XV — THE ARTIFICER — 13 BH — THE DESIGNER — 18
and draw a card for your answer. XVI — THE ALLY — 13 TD — THE DEVELOPER — 18
F Draw a card each day as a part XVII — THE COMPANION — 13 SP — THE DUNGEON MISTRESS — 18
XVIII — THE FAMILIAR — 14
of your morning ritual. What does
the card tell you? 08
07
CARD II IV
GUIDE THE MONK THE CLERIC
O I BALANCE WISDOM
THE BARD THE RANGER
The duality of the Monk brings The pious Cleric has plenty of
NEW EXPERIENCES SELF-RELIANCE forces into balance. If you meditate knowledge to absorb and divulge.
Seeking unity and a common goal,
The carefree Bard The independent Ranger shines on the inner truth, you can you are a pillar of support for your
symbolizes the beginning of a new a light into the darkness. Although bring your mind and body into group or community. What else can
adventure. Perhaps you are learning you walk alone, you are not afraid. focus. Whatever challenge you you do to help those around you?
something new, meeting new You have a trusted companion face is intuitively achievable. CONFORMITY
people, or looking at a challenge who supports you on your journey,
WITHDRAWAL Be careful not to fall into an
with a newfound perspective. whether you know it or not. echo chamber of reverberating
When your world is out of thoughts and dogma. Challenge
RECKLESSNESS ISOLATION balance, withdraw into your inner what you have been taught, for
it is the only way to gain new
Now is the time to start something Solitude has become sanctum in order to clear your insight and find your own voice.
new, even if you are unsure of the desolation. Take the time and mind and quiet the storm. You
outcome. Trust in your performance, effort to reconnect with someone will be ready to face the tempest
who has been a positive part
but also take time to make sure with renewed calm energy.
that you are well prepared. of your journey.
III V
THE FIGHTER THE ROGUE
COMMANDER DECEPTION
The Fighter is a natural leader Born from turmoil, the Rogue
and protector. You are unafraid of adapts quickly to any challenge.
conflict, and your life experience Although you appear aloof, you
grows because of it. You seek carry a painful past that you
fairness and peace, although there would rather avoid than confront,
is often turmoil in your path. and you employ a whole host
of subversive skills to do so.
WARMAKER
LIBERATION
Beware an ascent into tyranny.
Are you restricting the freedoms Break the shackles that bind
of another for your own benefit? you by facing the challenge
you have been evading. Once
Or perhaps there is a different you do, you will feel lighter and
figure of authority in your life more powerful than before.
that you must fight to dethrone.
10
09
VI VIII X XII
THE BARBARIAN THE WIZARD THE WARLOCK THE ADVERSARY
STRENGTH MANIFESTATION CONNECTION GROWTH
The Barbarian’s unparalleled The ingenious Wizard uses the The domineering Warlock is Facing the Adversary will give
stamina and power are great tools at their disposal to create bound to a patron from whom you new experiences and insight.
forces; with them, you are fearless magic. Be resourceful and your Engage obstacles you face without
and confident. Protect others, magic will be greater than the they draw their power. Bind fear, especially if you have your
and they will repay you with sum of its parts. Concentrate on yourself to a mentor or a loved one
your goals and you will succeed. allies there to support you.
friendship and loyalty. who empowers you. Strengthen
ANALYSIS PARALYSIS your bond through mutual DEATH
EXHAUSTION trust and communication.
Presented with too many You face the end of something
Your animal instincts and rage options or paths, you may find CONTROL important in your life. It may be
may be detrimental to you and yourself paralyzed with uncertainty. a difficult and harrowing ordeal,
your goals. Be careful not to push Concentrate on your main goal and A successful Warlock must but it will not last forever or be
yourself too hard; you may end don’t be afraid to step outside balance their relationships well; without purpose. Learn from the
up exhausting your energy and in imbalance will break bonds. If the experience of pain and loss so
deeper water than you thought. of your comfort zone to bond is no longer beneficial for
take a risk. both parties, it is time to part ways that you may ascend to
greater heights.
and seek a new path forward.
VII IX XI XIII
THE DRUID THE PALADIN THE SORCERER THE MYSTIC
FAIRNESS GUIDANCE INTUITION INTUITION
The Druid seeks harmony and The righteous Paladin is often Magic comes naturally to the The Mystic turns her mind’s
justice. However, not everything is guided by a higher power, but gifted Sorcerer. Leverage your eye toward others in order to
clearly good or evil. Delve into the also trusts in her own wisdom innate talent and creative energy find the answers she seeks. Trust
murky waters of your situation to and judgement. Seek guidance in your endeavors. Put your plans your insight and the instincts of
uncover the truths. Don’t be afraid from others, but do what you into action and watch the flame of others to achieve your goals.
to ask for guidance from others.
think is right for yourself. your soul burn bright. INDIFFERENCE
NEGLIGENCE
VIGILANCE DEVASTATION Feeling too intuitive and right
It is easier to remain neutral can cause you to become cynical, if
instead of taking a stance for At times you may be lost in the If you lack a clear plan or goal, you believe you can predict others’
one side or another. But inaction darkness of your own self-doubts, your untrained power may manifest thoughts and behaviors. Don’t jump
can lead to imbalance. Seek out
your voice and stand with those regrets, or guilt. The harshest haphazardly, causing destruction to conclusions based purely on
judgement comes from within, around you. Focus on your original instinct. If you give others room
who need your assistance. vision and center yourself so that
so you must learn to forgive to prove themselves, they
11 yourself, just as you would forgive your magic will find its mark. can surprise you.
others for their mistakes. 12
XIV XVI XVIII XX
THE BLOOD THE ALLY THE FAMILIAR THE DRAGON
HUNTER SUPPORT ASSISTANCE ABUNDANCE
SACRIFICE Companionship can make There is someone important The Dragon symbolizes fertility
even a difficult journey enjoyable. in your life who is with you every and abundance. Take stock of the
The misunderstood Blood Hunter
sacrifices everything in order to Find someone who is on the step of the way. It could be a bounty that surrounds you and
pursue her own form of justice. same quest as you, and use your person, a pet, or even yourself. be grateful for what you have, for
Is your goal worth the pain and
suffering you create for yourself? alliance to your advantage. Appreciating this individual genuine appreciation will bring
is essential in your journey. more good things into your life.
REDEMPTION BURDEN
ALTER EGO STARVATION
If you have sacrificed any of your On your journey you may find
values to achieve your goals, seek yourself saddled with an inept Your magical Familiar is your The Dragon compulsively hoards
atonement for your transgressions. companion who proves to be trusted assistant, and it also treasures, although she has no real
more of a burden than a helping takes the shape of what you see
Repair any of the boundaries hand. Your could jettison them yourself as or who you secretly use for her collection. If you are
that you have broken, especially and continue alone, or work to want to be. How can you use your unwilling to share what you have,
find a hidden strength you both alter ego to achieve your goals? be it love, attention, or wealth, it
if you have broken your own. will ultimately lead to unhappiness
may have overlooked.
XV or even devastating loss.
THE ARTIFICER XVII
THE COMPANION XIX XXI
PRODUCTION THE BEAST THE UNDEAD
PROTECTION
The Artificer uses her innate SOLIDARITY REBIRTH
ingenuity to create magic from You have a stalwart Companion
mundane things in order to help who fights alongside you on The pack is strongest when it is Death is inevitable. Embrace the
others. Can you see a new use for your journey. Recognize who united. Whatever your fight is, change you are afraid of, and take
something in your life that you seek harmony with yourself or the chance to start anew. You never
may have overlooked before? they are, and let them know that others and use teamwork in order
you appreciate their support. know what new opportunities
DESTRUCTION to prevail against all odds. and adventures await you.
INSECURITY
Progress should not come at the SOLITARY PURGE
expense of morality. Be careful Without proper nurturing
and care, even the most special A lone wolf may be stronger and Start over by releasing the control
you do not use your intellect bonds can be broken. Do not take more intelligent, but without the that your past has over you. You
to harm others. You may feel your relationship with your loyal help of a pack she will never be able may be hesitant to let go of your
powerful with your arsenal of Companion for granted, lest they to take down a serious adversary. past traumas because you believe
weapons, but at the cost of retreat back to the wilderness to You can retain your independence, they define you, but you are not
peace with those around you. but remember that you can turn your trauma and you are not
better care for themselves. your ego. Find out who you truly
13 to others for help, especially if are in this present moment.
the alliance is beneficial for all.
14
XXII XXIV XXVI XXVIII
THE OOZE THE PLANT THE CONSTRUCT THE CELESTIAL
NURTURE PRODUCTIVITY DOMINATION RADIANCE
Like water, the Ooze changes shape The Plant epitomizes slow and Use your inner power and The Celestial represents success
to fit any situation. Embrace your steady growth. Hard work and courage to assert yourself. Define and power, which radiate from
intuition and empathy, and let responsibility yield a beautiful your boundaries, needs, and goals you and draw others to your warm
your emotions guide you. Don’t bounty if you put in the time and presence. Be steadfast in who you
be afraid to feel and express your commitment. Trust in yourself in order to achieve what you are and what you stand for, and
feelings, because they are valid. that you are on the right path. deserve. Have faith in yourself your allies will rally behind you.
ENGULFMENT SNARE and all that you stand for. SUPER EGO
If you are too empathetic and If you are feeling entangled SUBMISSION You feel guilt, shame, or like a
accommodating, you may feel in your routine or too crowded failure due to rigid rules or values
overwhelmed. Remember that you If you are gripping the controls others have created for you. Spread
should not take on everyone else’s to grow properly, feel free too tightly, your rigidity will cost your wings and break free from the
problems, and that you need to to break away and embrace shadowy clutches of your former
care for yourself first and foremost. spontaneity. Send your shoots you your freedom. Learn to let
out in search of new sources go, and let the automaton run its captors; you don’t have to be
course. Appreciate your journey the person they told you to be.
of light and fertile soils.
and the company of your
fellow travelers.
XXIII XXV XXVII XXIX
THE ABERRATION THE ELEMENTAL THE FEY THE HUMANOID
RESISTANCE COMPLETION TRANSFORMATION PERCEPTION
Something stands in the way The four Elements come together The seasons change, and so The Humanoid seeks knowledge,
of your evolution. Be mindful of to celebrate the completion of will you. You are embarking on a and the truth, cutting through any
what is holding you back; are you a major goal in your life. Reflect journey of personal growth, so shed nonsense to get to the heart of the
positively upon what you have any negative beliefs or fears that
clinging to old beliefs that no hold you back; allow yourself the matter. An unbiased and logical
longer ring true? Are you waiting achieved, and be open to whatever freedom to chase your dreams. approach garners respect. Others
exciting adventure comes next.
on someone else to change or REFLECTION may come to you for advice.
make a decision? CLOSURE
The Fey gazes at her starry EGOISM
SURRENDER You are struggling to let go of the reflection in the pond. Take the
past and move on. Channel the time to reconnect yourself and your Realize that anything you
You might resist metamorphosis, power of the Elements for help: goals. If you feel stagnant, renew experience is only seen through
but change is inevitable. Embrace Fire: Courage, Passion, Exercise. your energy with a purification the lens of your own past. It is not
your transformation and use this Water: Empathy, Peace, Self-Care. possible to truly see things from
ritual; take a bath, go skinny another’s perspective. Just have
newfound perspective to your Air: Connection, Imagination, Meditation. dipping, or swim in a lake. compassion and hold space for
advantage in your endeavors. Earth: Strength, Logic, Sustenance. others without passing judgement.
friendship with those around you.
16
15
XXX XXXII BH SP
THE FIEND THE MONSTROSITY THE DESIGNER THE
DUNGEON
DARKNESS TRANSFORMATION COMPLIMENT MISTRESS
If you think you have lost control The Monstrosity signifies upheaval Give genuine compliments CREATION
to addictions or negative thoughts, and chaos, an event that threatens generously; they boost your own
self-confidence and reinforce the The Dungeon Mistress is the
acknowledge your dire situation to destroy your life as you know self-esteem of your peers. Accept Creator of infinite worlds. Tap into
and shine your light on the Fiend. it, unless you view her through compliments gracefully and charm
She will loosen her grip on you. It a different lens and accept the your creative powers and create
takes willpower and time to regain others with your positivity. the ideal outcome to your story.
change as an experience to
your freedom, but it is possible. overcome and grow from. CRITICISM JUDGEMENT
ID PETRIFICATION We criticize others harshly for When you are in control of your
the things we most loathe about dominion, be careful not to be too
The delicious fruit of instant You are currently undergoing a harsh to those who inhabit it. Use
gratification is extremely appealing, personal transformation; however ourselves. If you find yourself compassion and understanding in
something is holding you back, old becoming aggravated by someone your judgement, for all humanoids
but at times it is prudent to keep else’s mistakes or actions, stop and
your priorities in check and refuse beliefs, fears, or opinions. Shed consider if you are projecting your are prone to making mistakes.
whatever is not working for you so own shortcomings on your victim.
temptations that might cause
you to stray from your path. that you can grow and evolve.
XXXI XXXIII TD
THE GIANT THE WILD THE DEVELOPER
CONSTITUTION ORACLE ANALYSIS
Resilience is one of your greatest DESTINY All the facts are right in
strengths. However, that is not front of you, waiting for an ocular
to say that you are not sensitive Acknowledge that your destiny is
as well. Don’t neglect your own in the hands of the Universe, and inspection from your eyestalks.
wellbeing while you attempt as much as you may try to control Use the problem to build a castle
to uphold your goals or values. your life, there is no way to change
it. Learn to be flexible and accept in your mind and use its halls
Remember that you, too, can fall. to find the best path to
what Fate has to offer you. solve the problem.
LETHARGY
LUCK ESCAPISM
It’s good to take your time and
mull over decisions if you have that Belief in good luck provides It’s easy to lose track of the
optimism and a better outlook outside world when you’re enjoying
luxury, but be careful not to take on life. Believing you are unlucky
too long to make up your mind, lest leads to anxiety and hesitance to personal time in your private lair.
take advantage of opportunity. Don’t forget to venture outside
smaller and faster creatures take Why believe you have bad luck? once in a while and reconnect
advantage of your sluggishness.
with the rest of your party!
17
18
ADVENTURER’S TAROT when caught in severe weather, as it THE BARD
WEIRD WEATHER could be detrimental to their health.
Dungeon Masters should arbitrate how HARMONIOUS GALE
A BRIEF INTRODUCTION DECK SETUP difficult such shelter is to find based
The Adventurer’s Tarot deck has a on the type of effect of the weather. In Duration: 1 Hour
multitude of uses in fantasy role- For our weird weather generator, you general, a DC 10 – 25 difficulty Survival Passive Effect:
playing games, and here at Weird should create a deck that includes check can be made to find shelter
Works, we’re doing our best to one of each of the unique cards. depending on the severity and location A fast-moving and
continually extend those uses. We Including the Developer, Designer, and of the weather, and the creature’s enchanted wind flows around
received a suggestion from backer Dungeon Mistress cards is optional— knowledge of the area.
Stormquiss during our Empress those cards create effects that could the adventurers, enhancing
Deck campaign to provide a random twist the trajectory of a campaign O — THE BARD — 20 movements, and offering
weather generator, and this content quite significantly. I — THE RANGER — 20
unlocked as a $65,000 stretch goal. II — THE MONK — 21 inspiration to thoughts. You
Dungeon Masters should not use this III — THE FIGHTER — 21 swear you can hear an alien
After thinking about this chart for deck at the start of every combat, as IV — THE CLERIC — 21 voice dancing on it as it rushes
quite a bit, we have decided to make this weather is truly wacky, and may V — THE ROGUE — 21 around you. Give each creature
this a “wacky weather” generator make your adventuring world feel VI — THE BARBARIAN — 22 a d8 inspiration die to add to
that can be used by Dungeon Masters overly strange. VII — THE DRUID — 22 any attack roll, ability check,
to generate some odd weather VIII — THE WIZARD — 22 or saving throw they make
conditions, making an outdoor If you’d like to use these effects to IX — THE PALADIN — 22 while exposed to the gale.
combat scenario a bit more exciting. enhance travel, at the beginning of X — THE WARLOCK — 23
each day of travel, roll a d10 and XI — THE SORCERER — 23 THE RANGER
This chart includes rules for 5th on a 10, draw from the deck. That XII — THE ADVERSARY — 23
Edition D&D, which should be easily effect will occur at some point during XIII — THE MYSTIC — 23 BRAMBLES OF DESPAIR
modifiable to your favorite game the day (at the Dungeon Master’s XIV — THE BLOOD HUNTER — 24
system. If you have questions or discretion). XV — THE ARTIFICER — 24 Duration: 1 Month
require rules clarifications, please XVI — THE ALLY — 24 Passive Effect:
message me using the email address WEATHER EFFECTS XVII — THE COMPANION — 24
provided below. XVIII — THE FAMILIAR — 25 The night this card is drawn, the land
There are two types of weather XIX — THE BEAST — 25 is blighted with the rapid magical
Thom Denick effects: passive and active. Passive XX — THE DRAGON — 25 growth of huge bramble vines that
[email protected] effects are ongoing and affect every XXI — THE UNDEAD — 26 slowly emerge from the ground,
creature exposed to the weather. XXII — THE OOZE — 26 uprooting landmarks, pushing
19 Active effects are more immediate, XXIII — THE ABERRATION — 26
and generally affect creatures in a XXIV — THE PLANT — 27 boulders into roads, and destroying
similar manner to spell effects. XXV — THE ELEMENTAL — 27 trails. The brambles are 3 feet in
XXVI — THE CONSTRUCT — 28
In combat, active effects activate at XXVII — THE FEY — 28 diameter, and have oversized, vicious
the beginning of each new combat XXVIII — THE CELESTIAL — 28 thorns. Any creature pushed into
round. Out of combat, the active XXIX — THE HUMANOID — 29 a thorn suffers 2d12+3 damage.
effect activates every 10 minutes. XXX — THE FIEND — 29
XXXI — THE GIANT — 29 Normal pathfinding and any
TAKING SHELTER XXXII — THE MONSTROSITY — 30 survival checks for navigating
XXXIII — THE WILD ORACLE — 30 a wilderness affected by this
Some of these weather effects are BH — THE DESIGNER — 31
quite unfavorable to a party exposed TD — THE DEVELOPER — 32 blight have disadvantage.
to the effect. Smart adventuring SP — THE DUNGEON MISTRESS — 30
groups will immediately find shelter If the adventurers are underground
when this card is drawn, there is
a 25% chance a bramble will bore
through a room they are occupying.
Any structures within one quarter
mile of a forest the Brambles
of Despair occurs in has 10% of
being destroyed by a bramble.
20
THE MONK THE CLERIC THE BARBARIAN THE WIZARD
CALMING HAZE COOLING WINDS HURRICANE TORNADO
Duration: 5 Minutes
Duration: 1 Hour Duration: 4 Hours Duration: 5 Minutes
Passive Effect:
Passive Effect: Passive Effect: Active Effect
Creatures who stay in the
A blue fog moves into the area, cooling winds for the entire A raging storm of wind A monstrous whirlwind
and a supernatural calm affects duration feel rejuvenated, lose one and rain moves into the land manifests in the air and begins
level of exhaustion, and regain two surrounding the players. For each ripping structures, stones, and
everything there. No creature hour a creature is outside of shelter, trees off the ground and hurling
within the effect may naturally hit dice + constitution they must make a DC 15 check them through the air. Creatures
modifier hit points. to avoid bludgeoning damage caught in the tornado’s path (as
take a hostile action toward from a falling rock formation or determined by the DM) must make
another creature. However, any uprooted tree. A creature that fails a DC 10 Strength saving throw or
creature suffering damage may this check suffers 1d10 damage be flung up to 30 feet away, taking
make a DC 15 Wisdom saving from the object. Creatures who 3d8+3 bludgeoning damage. All
throw to ignore this effect. Any are exposed for the entirety creatures within 500 feet of the
creature succeeding on a saving of the storm gain one level of tornado every one minute must
throw is immune to the effects exhaustion at its completion. make a DC 10 Dexterity saving
of Calming Haze for 24 hours. throw or be hit by flying debris,
taking 1d8+2 bludgeoning damage.
THE FIGHTER THE ROGUE THE DRUID THE PALADIN
ERUPTING GEYSERS LONG SHADOWS ICE STORM HEAVEN’S SKY
Duration: 4 Hours Duration: 1 Hour Duration: 4 Hours
Duration: 1 Hour Passive Effect:
(500-meter radius) (only occurs during the day) Active Effect:
Huge, golden beams of sunlight
Active Effect: Passive Effect: Gray clouds collide overhead, and burst from perfect pure white clouds
chunks of ice begin falling out of
One new geyser erupts from a The atmosphere shifts the sun’s the skies above. The ice chunks above toward the ground. These
five-foot hole randomly placed in light in a weird, supernatural golden beams warm the soul and
the area (DM’s discretion), scalding vary in size from three to six inspire those who worship good-
anyone within 10 feet of the hole fashion. The shadows around you inches in diameter. These chunks aligned gods. Any creature who can
with boiling-hot water. Creatures become significantly longer and randomly hit 1d4 creatures each see these beams gains advantage
caught in the blast must make a DC darker. Any creature has advantage round, inflicting 1d6 bludgeoning on attack rolls and saving throws
10 Dexterity saving throw. A target damage plus 1d4 cold damage.
suffers 2d6 fire damage, or half on Stealth ability checks. while the weather is active.
that on a successful saving throw. Passive Effect:
22
Structures caught in an ice
storm take 4d12 bludgeoning
damage over the hour duration.
21
THE WARLOCK THE ADVERSARY THE BLOOD HUNTER THE ALLY
WEIRD ECLIPSE SANDSTORM RED MIST INSPIRING AURORA
Duration: 10 Minutes Duration: 1 Hour Duration: 10 Minutes Duration: 6 Hours
Passive Effect:
Active Effect Active Effect (only occurs at night)
A huge sandcloud appears on Passive Effect:
The sun is completely blocked the horizon and rapidly moves A bloody mist tasting
by a burning red moon. For the toward the adventuring party’s of iron materializes and moves In the evening, an aurora
next 10 minutes, the unsettling through the area. The mist is 500 appears on the horizon. If sleeping
current position. Creatures feet in diameter. Any creature that
light causes creatures with caught in the sandstorm ends its turn in the mist must make under the stars that night, the
arcane abilities (including a DC 10 Constitution saving throw, adventurers have pleasant dreams
wizards, warlocks, sorcerers, have their visibility reduced or suffer 1d4 damage as their blood
and bards) to automatically slip to 10 feet. (Darkvision does seeps out through their skin and of adventure, companions, and
into the ethereal plane. These not help, but other senses comradery (elves and other non-
creatures are unable to interact diffuses into the cloud. sleepers also experience euphoria
with those on the material plane such as Blindsight can.) in their rest states). All adventurers
beyond casting spells (which THE ARTIFICER
manifest in the material plane). THE MYSTIC awake with inspiration
Creatures may be pulled back MAD METEOR SHOWER in the morning.
from the ethereal plane by use of DISTRACTING MIRAGE Duration: 5 Minutes
another spell such as dimension Duration: 24 Hours THE COMPANION
door. For more information on Passive Effect: Active Effect:
the ethereal plane, refer to the GUIDING STARS
Dungeon Master’s Guide. Some ancient echoes of a On the night this card is a drawn, Duration: 12 Hours
civilization long gone produce a a beautiful cascade of shooting
THE SORCERER magical mirage on the horizon. stars streak through the skies. Each (only occurs at night)
This mirage depicts a city that creature rolls a d100; on rolling Passive Effect:
AFTERGLOW ARCANA a “00” the creature must make a
Duration: 1 Hour looks completely convincing DC 25 Dexterity saving throw or The stars seem aligned
from a mile or more away, but suffer 10d10+30 piercing damage in a unique fashion this evening,
Passive Effect: gets hazier and less clear once from a meteor. Meteorites can be leading you in a clear and obvious
approached. Players with good recovered by searching the terrain. direction. Creatures traveling under
Arcane orbs of light of all knowledge of the lands they On a DC 20 Survival check, 1d4
colors drift and float through are in may make a Survival or meteorites can be recovered for Guiding Stars cannot get lost,
the air around you like dust. All History check to determine the every one hour of searching. These and experience no hostile
creatures within this effect are city should not be where it is. meteorites glow with power, and random encounters.
infused with magical energy: can be used by a master craftsman
or with the Crafting a Magic Item 24
F Creatures may not take the Hide rules in Downtime Activities in
action, and invisibility spells fail.
the Dungeon Master’s Guide.
F Creatures gain advantage Multiple meteorite chunks are
on all Arcana checks. required to make different tiers
of armor. Heavy armor requires
F Every object that is magical four meteorite chunks; medium
glows an orange hue as with two chunks; and light one chunk.
the spell detect magic.
23
THE FAMILIAR THE DRAGON THE UNDEAD THE ABERRATION
MIST OF SILENCE DRAGON CLOUDS CREEPING COLD ABERRANT RAINS
Duration: 1 Hour Duration: 12 Hours
Passive Effect Duration: 1 Hour Duration: 10 Minutes
Passive Effect:
A gray mist fills the area, Passive Effect: Active Effect
and all sound is completely The temperature drops
The wind carries particles from a precipitously and suddenly, It begins to rain, but it quickly
muted. All creatures are recent battle between dragons. and frost and ice begin to form becomes apparent something
immune to thunder damage, Each 10 minutes, roll on the table regardless of the normal season. very strange is falling alongside
below to determine the effect. Any non-Undead creature who
they are deafened, and dies during the Creeping Cold the raindrops. Roll 1d4:
casting a spell with a verbal Roll 1d6 immediately comes back as
a zombie. After one hour, the 1 F Frogs
component is impossible. 1 F Ash cold seeps into the ground, 4d100 Frogs begin landing
freshly dead (within a month) around the adventurers. The frogs
THE BEAST The adventurers are covered in ashy soot corpses come back as zombies, meet various fates: 10% are killed by
that floats in the air. It becomes difficult and older corpses emerge from the fall; 20% are stunned by the fall
HUNTER’S MOON to breathe; any creature caught in the ash and remain on the ground twitching
Duration: 8 Hours must find something to filter it, or make a the ground as skeletons. for one minute; the rest are cushioned
Passive Effect: DC 8 Constitution saving throw, suffering a by nearby leaves, moss, and soft
THE OOZE terrain, landing and immediately
The evening brings a level of exhaustion on a failed save.
sanguine supermoon, hanging ACID RAIN hopping away.
with a blood-chilling beauty in 2 F Static Duration: 1d4 Hours
the night sky. All carnivorous 2 F Quippers
(but not omnivorous) creatures Anything the adventurers touch with their Passive Effect: Toothy fish fall from the sky.
are empowered with a +2 to their hands emits a bright blue static charge. They bite and latch on to any land
attack rolls while hunting under A seemingly normal rainstorm creatures they happen to fall on or
the moon. Additionally, the spell This does not cause any damage, but could begins to wet the adventurers. near. While their bites are painful and
hunter’s mark gives 2d6 damage be a nuisance. Any character attempting However, after a few minutes terrifying, they are relatively harmless
instead of 1d6 on a hit, and allies to suppress a yelp when they are shocked of being exposed to the rain, it outside of water. If this weather event
of the caster also gain advantage must make a DC 8 Constitution saving becomes clear that the rain is occurs on or near a body of water,
on melee attack rolls against the throw to avoid yelling out. caustic, damaging exposed metal. 2d12 angry Swarms of Quippers
target while the spell is active. For each hour metal is exposed appear in the nearby water.
3 F Acid to this rain, there is a 50% change
25 it will become damaged. This 3 F Eyeballs
Acid seeps through the air, eating into the makes metal machinery parts Small, white gelatinous globes
adventurers’ equipment. Uncovered metal (such as the metal used in wagon varying in diameter from one to
non-magical weapons or armor has a 10% wheels or other mundane devices) six inches. Upon inspection, these
chance of receiving permanent damage. unusable. Non-magical weapons “globes” are actually eyes with pupils
Weapons receive a -1 penalty to damage and armor are also affected. Metal and irises of varying sizes, colors,
weapons receive a cumulative -1 and shapes. It’s unclear who or
roles. Armor receives a -1 penalty to AC. penalty to damage, and metal what created these eyeballs, but no
armor receives a cumulative -1 signs of violence are evident upon
4 F Sleet penalty to armor each time the inspecting them. Beyond the horror
item is affected by the acidic rain. of the revelation, this weather causes
Visibility in the area decreases to half.
no further effect.
5 F Malaise
4 F Snakes!
Something on the wind is making you and Writhing multicolored snakes
your companions feel unwell. Creatures in fall from the sky and land near the
the malaise cloud suffer disadvantage on all players. During this effect’s duration,
Constitution and Strength ability checks and 1d4 Swarms of Poisonous Snakes
saving throws for as long as they remain form and aggressively attack
within it. nearby creatures.
6 F Lethargy 26
Birds fall from the trees, deer fall to the
ground mid-run, fish float to the top of
nearby bodies of water. All creatures in the
cloud must make a DC 8 Constitution saving
throw or immediately fall asleep for one
hour. Creatures can be shaken awake, or
wake automatically if they take damage.
THE PLANT THE ELEMENTAL THE CONSTRUCT THE CELESTIAL
MIRACLE GROW CHAOS CLOUD LIVE LIGHTNING BLAZING SUN
Duration: 4 Hours Duration: 1 Hour Duration: 12 Hours
Passive Effect: Duration: 1 Hour
Active Effect: Passive Effect:
A magical rain cloud created Passive Effect: If this is drawn at night, the effect
via arcane experiments crosses Lightning strikes a random happens the next day. A celestial
A weird storm of red, purple, creature on the battlefield, inflicting event has caused the planet’s star to
the land, causing plants that green, and brown clouds appears. flare, creating several phenomena:
drink its waters to instantly Each 15 minutes a new effect occurs. 2d8 lightning damage. Note: This
double in size. Plant creatures (Roll a 1d4, rerolling events that have effect could very quickly kill a low- F Any creature with Sunlight
exposed to this effect deal level party fighting a small number Sensitivity (such as Drow) is blinded
an additional 1d6 damage already happened.) of enemies. If this is a concern, use
with their normal attacks. a less lethal variant where creatures for the duration of this effect.
1 F Flash Flood may make a Dexterity saving throw F Any creature with Sunlight
27 A torrential downpour cracks (DC 10) before taking the damage.
open in the clouds above, completely Hypersensitivity (such as
flooding the area, requiring any THE FEY Vampires) take double damage
creature caught in the flood to swim
DOUBLE RAINBOWS if exposed to the sun.
for the next 10 minutes. Duration: 2 Hours F Unless a creature has immunity to
Passive Effect fire, they find wearing heavy armor
2 F Spontaneous Combustion in the heat to be unbearable. Every
Flames crackle in the clouds above, Two rainbows appear on the horizon, hour the creature continues to wear
and vegetation in the area begins creating a spellbinding effect
spontaneously lighting on fire. If there the armor in the heat, they must
is dry vegetation, the fire spreads, so uncanny, it appears magical. make a DC 12 Constitution check
grows, and becomes more menacing Adventurers may attempt to find or suffer one level of exhaustion.
the bottom of the rainbow. With
to creatures caught in the storm. a successful DC 10 Survival check, F All creatures exposed to the
they find that one of the rainbows sun require double the normal
3 F Dust Devil amount of water to stay hydrated
A geyser of dust 60 feet in diameter is indeed magical, emanating (four gallons). See rules in the
bursts into the sky, whirling randomly from a gleaming pot of gold
containing 10,000 gold pieces. Player’s Handbook for more
around the area, tossing anything details on water consumption.
caught in its path. Creatures that The gold is guarded by a Night Hag
enter the space of the dust devil are in the ethereal plane. She cares 28
thrown 4d10 feet into the air. nothing for the gold, and regardless
of whether the adventurers take
4 F Earth Tremors the treasure or not, she will follow
Green lightning strikes down from the the adventurers until they rest
clouds, causing the earth to shake all and use her Nightmare Haunting
around. Fissures open in a 500-foot feature on them each night for up
radius, each 1d10x10 feet deep and to a week until each party member
2d4 feet wide. Creatures standing on is afflicted, at which point she will
a fissure must make a DC 12 Dexterity ambush them while they are resting.
saving throw or fall in. A creature
that successfully saves moves to the
fissure’s edge as it opens.
Structures caught in the Chaos
Cloud rarely survive. If you need
to calculate damage, assume
that each structure takes
50 damage each 15 minutes
exposed to the storm.
THE HUMANOID THE GIANT THE THE WILD ORACLE
MONSTROSITY
GREASED DEW THUNDER HILLS PLAYER’S CHOICE
Duration: 4 Hours VOLCANO
Duration: 2 Hours Duration: Varies
Passive Effect: Duration: 6 Months Control of Fate
Passive Effect:
On the next morning, the Passive Effect:: When you draw this card, immediately
adventurers find that everything Ashen thunderclouds roil on nearby discard it and draw 5 new cards from
hills. They crack and groan, but A long-dormant volcano erupts the deck. The adventuring party can
has been coated in a slippery, without lightning. Adventurers from a nearby mountain. Over the examine the cards and discuss which
greasy substance instead of who make their way toward the next few hours, the volcano erupts card they wish to go into effect. After
normal wet dew. Until this hills soon see two groups of Hill the party has agreed on the card, they
violently, obscuring the sun and convey this to the DM who immediately
substance dries, any two- Giants hurling rocks at each other. sky with black smoke. Suffocating activates the associated weather effect
legged creature must move The rocks smash into the sides ash falls and blankets the ground as if the card had been drawn naturally.
at half-speed to avoid falling of the mountains, creating the for miles, disrupting transportation, The DM may answer questions the players
on the greased ground. If a thunder that can be heard from have at his or her discretion. But we suggest
creature decided to move at full miles away. Each group contains farming and ranching, and fresh you offer cryptic clues or impromptu
speed, they must make a DC 12 2d4 Hill Giants, many wounded water supplies. Everyone exposed
to the ash for more than four hours riddles to what each card holds.
Dexterity saving throw from the rock volleys. If the party
or fall prone. watches the battle to the end, gains one level of exhaustion. Note: This card effect assumes
one side eventually wins and The peak of the volcano ushers players do not have access to this weather
THE FIEND pillages their defeated enemies’ forth rivers of lava, which spread chart. However, even if they do have access, it
quickly and hungrily down the may be fun for the players to see “behind the
COLD DAY IN HELL corpses. Adventurers can swoop steep mountain slopes. However, screen” in how the DM implements the rules
Duration: 8 Hours in and ambush the Hill Giants. once at the base of the mountain,
Adventurers that approach the the lava advances very slowly. on the card they choose.
Passive Effect: The lava spreads, and will take
battlefield will find a nearby cave several months to cool and stop. THE DUNGEON
Regardless of the geographic containing a Treasure Hoard: Anything in the path of the lava MISTRESS
location or climate, an arcane- Challenge 5-10 as described in flows is immediately destroyed.
the Dungeon Master’s Guide. The adventurers could be put TIME STORM
spawned freak snowstorm on a side quest to rescue nearby
descends on the land. Creatures villages. Perhaps some creature or Duration: 15 Minutes
exposed to the storm without the evil force set the volcano’s eruption Active Effect:
appropriate cold-weather gear in action, finding the source of the
must make a DC 10 Constitution disturbance may also be used as a A storm of purple lightning rapidly
saving throw. On a failed save, they quest or as a hook for the classic descends on the adventurers. But
adventure White Plume Mountain, as each lightning strike connects
suffer one level of exhaustion. available in The Yawning Portal. to the ground, it leaves a 10-foot-
wide portal. Peering through the
29 portal reveals different times and
places of the Dungeon Master’s
choosing. These portals can lead to
any dimension, timeline, or world.
Players choosing to jump through
a portal will have a difficult time
returning to the place they came
from. Returning may require a Wish
spell or equally powerful magic.
*Optional 30
THE DESIGNER THE DEVELOPER
REIGN OF BLOOD SUPERCELL STORM
Duration: Indeterminate Duration: 8 Hours
Passive Effect: Active Effect
The sky fills with heavy, ominous For the next eight hours, a massive multitiered storm
clouds the colors of bruised human flesh. They block manifests that seems to be chasing the adventuring party as they
out the sun, creating a cycle of dusk and darkness. move in the wilderness. Once per hour, the storm sends out 1d4
Several times a day the clouds discharge a rain of Lightning Elementals that manifest in magnificent flashes and
blood, ranging from a light mist to a heavy downpour. deafening thunder. These Lightning Elementals fight to the death.
Only descending to the Underdark or a deep dungeon will allow
At first, local flora will flourish incredibly (and escape from this cursed storm (and perhaps cause the adventurers
grotesquely) from the abundant fertilizer, but to stumble into a new adventure, such as Rage of Demons!).
after a few weeks without sunlight and too Lightning Elemental Lightning Form.
much fertilizer, they begin to rot and die. The elemental cannot be blocked and
Large elemental, chaotic neutral can freely move through enemy spaces.
Swarms of vermin thrive upon Armor Class 18
the putrid landscape. Creatures are now extremely Hit Points 135 (15d10+60) Movement by Lightning Elementals
prone to contracting serious infections and disease. Speed 140 ft. fly 240 ft. does not provoke opportunity attacks.
Groundwater is tinted pink, and becomes unsafe to
drink without sanitization. This magical weather follows STR 10 (+0) Vulnerable to Grounding.
the adventurers and spreads wherever they go. Undead DEX 29 (+9) A Lightning Elemental takes double
creatures are empowered within this new environment, CON 18 (+4) damage from any grounded source of
and they flock to it from far and wide, as if called. INT 6 (-2) damage (such as an Earth Elemental).
WIS 10 (+0)
A Vampire Queen dwells in a floating castle in CHA 6 (-2) Shock Back.
the clouds, the faint silhouette of which can be Whenever a Lightning Elemental is
detected during the day. Defeating the Vampire Damage Resistances: struck by a weapon made of metal,
Queen is one of two ways to dispel this devastating Bludgeoning, Piercing, and Slashing the creature holding the weapon
from Non-magical Attacks automatically takes 1d8 damage unless
climate; the other is the use of a wish spell. some effort has been made to reduce
Damage Immunities:
The Vampire Queen has the statistics of a Lightning, Thunder, Poison the conductivity of the weapon.
vampire, and speaks Common and Abyssal. She
Condition Immunities Actions
was a demonic tiefling in life, so she can turn Exhaustion, Grappled, Paralyzed,
into a maw demon (Volo’s Guide to Monsters) Petrified, Poisoned, Prone, Multiattack.
instead of a bat with her shape-change ability. Restrained, Unconscious The Lightning Elemental
Additionally she summons swarms of cranium makes two shock attacks.
Senses Darkvision 120ft.,
rats with her children of the night feature. Passive Perception Shock.
Ranged Weapon Attack:
*Optional Languages Auran +8 to hit, range 30 ft., one target.
31 Hit: 2d10 lightning damage, and the
Challenge 7 lightning jumps to one creature of the
Elemental’s choice. The second creature
must succeed on a DC 12 Dexterity
saving throw or take 2d8 damage.
*Optional
32
ADVENTURER’S TAROT
MAGIC ITEM
INTRODUCTION O — THE BARD — 35 THE ADVENTURER’S
The Adventurer’s Tarot is a magic I — THE RANGER — 36 TAROT
item for 5th Edition D&D that makes II — THE MONK — 36
use of the real-world Adventurer’s III — THE FIGHTER — 36 Wondrous Item, legendary
Tarot deck that you have purchased. IV — THE CLERIC — 35
We’ve designed this to be a less V — THE ROGUE — 37 The Adventurer’s Tarot is a deck of 103 cards, which
world/game-destructive version of VI — THE BARBARIAN — 35 is most commonly found wrapped in black papyrus,
the infamous Deck of Many Things VII — THE DRUID — 35
that is included in the Dungeon VIII — THE WIZARD — 37 covered with arcane and demonic symbols. The
Master’s Guide. That said, this is still IX — THE PALADIN — 36 decks were created by Archduke Glaxus, former
a very powerful item that can have X — THE WARLOCK — 38
dramatic effects on your campaign. XI — THE SORCERER — 12 ruler of the sixth layer of Hell, Malbolge, as a
We recommend you hand this to your XII — THE ADVERSARY — 39-40 means to toy with mortals. Each card’s depicted
players only after achieving something XIII — THE MYSTIC — 37
significant in their campaign. XIV — THE BLOOD HUNTER — 37 arcana is gilded with a gold-like substance
XV — THE ARTIFICER — 13 crafted by Glaxus’ infamous Kyton workshop.
This item uses all 103 cards from the XVI — THE ALLY — 13
full Empress Deck. However, if you do XVII — THE COMPANION — 38 No one knows just how many of the tarot
not like any of the effects, you can XVIII — THE FAMILIAR — 38 decks exist, but the decks are known to have
remove them as having been used XIX — THE BEAST — 41
by a previous owner. Additionally, XX — THE DRAGON — 42 helped adventuring parties perform heroic
the three optional cards—Designer, XXI — THE UNDEAD — 47 achievements, but also doomed those who made
Developer, Dungeon Mistress—are XXII — THE OOZE — 46
designed to be significantly more XXIII — THE ABERRATION — 40 unfortunate draws at inopportune times.
powerful than the others and can be XXIV — THE PLANT — 44
removed from the deck for balance. XXV — THE ELEMENTAL — 43 As an action, a creature may draw one card from
XXVI — THE CONSTRUCT — 42 the deck. Once the card is drawn, the deck’s
This item was written by Thom Denick with XXVII — THE FEY — 43
contributions from Nick Fedewa, Brenda Ho, XXVIII — THE CELESTIAL — 41 wrapper seals shut, preventing additional draws
XXIX — THE HUMANOID — 45 by that creature or anyone else until the next
Jon Van Shaik, and Neil Craig. XXX — THE FIEND — 44 dawn. Attempting to open the deck before it
XXXI — THE GIANT — 45 is ready will most likely destroy the deck.
33 XXXII — THE MONSTROSITY — 46
XXXIII — THE WILD ORACLE — 38 After a card is revealed from the deck, the arcana
BH — THE DESIGNER — 47 depicted is traced by a glowing light and the
TD — THE DEVELOPER — 47
SP — THE DUNGEON MISTRESS — 48 card turns to ash in the wielder’s hands. This card
can no longer be drawn from the deck. Once the
arcana has been fully traced, the linked effect
as described below manifests itself. Attempting
to look at the cards in the deck without taking
this action is impossible, as the deck becomes
frictionless, making the user attempting to
force the deck drop it on the ground.
34
THE BARBARIAN THE CLERIC THE FIGHTER THE PALADIN
2 Cards 2 Cards 2 Cards 2 Cards
Three female barbarians A chorus of chanting builds around You are possessed with The ground below you begins to
materialize in front of you. They you, and a blue aura irradiates martial ingenuity— shake, and driving thunder echoes in
claim to be adamant followers of from your head. the air. Shortly, a team of six shining
you, and have come to protect specifically, the ability to white horses arrives at your location.
you in a time of need. Their names For the next one hour, this easily spot weak points on If you are in an unreachable area such
are Hilka (who wields a Greataxe), blue light emits from you. This your enemies’ defenses. For as an underground room, the horses
Frøya (who wields a Greatsword), light operates as sunlight and the next 24 hours, all melee get as close as they can to you before
and Valaria (who wields two Battle attacks you perform score
Axes). They will join you and your sheds bright light in a 30- stopping and prancing in place.
party in combat against any foe. foot radius and dim light for a critical hit on 18-20.
an additional 30 feet. It is not These are warhorses, and each
Use the Berserker stat block, but possible to perform the Hide THE MONK is assigned to one of your party
with the appropriate weapons action while under this effect. members. They understand Common,
replacing the default Greataxe. 2 Cards and will follow each party member’s
THE BARD orders to the best of their ability.
When you complete your next Drawing this card fills you with
long rest, you will find the 2 Cards the inner power of a monk, If a horse is given a name, it
allowing you to extend your will stay summoned for 30 days
barbarians have left without The lights around you dim, the from the date of the draw. If not
a trace, except that they have babbling of dozens of mumbling physical stamina, reflexes, and given a name, it will last for 24
consumed all your food and drink. conversations rumbles around you, strength beyond their natural
and the smell of stale beer fills your limits. Your movement increases hours before disappearing.
THE DRUID nostrils. The sound of a five-piece
band begins to play, and the lilting, 10 feet, you may use your THE SORCERER
2 Cards melodic voice of an elvish songstress reaction to reduce any falling
damage you take to 0, and you 2 Cards
Branches and brambles burst swirls around you, weaving an may take the Dodge action as
from the ground in a random inspiring song of your exploits: past a bonus action. These abilities As this card is drawn, the robes
space the DM chooses within 10 and flames depicted on the card
feet of where you are standing. and future. leave you after 24 hours. animate and shimmer. The card begins
The branches form a spheroid, circling in the air, seeking out a nearby
The effect lasts for one minute THE RANGER
and inside a glowing green before fading. The effects of practitioner of the arcane.
globe pulses. Any creature that the tavern can be felt in a 90- 2 Cards
uses an action to stick a body foot radius from the card’s This card seeks out the closest arcane
part through the branches and activation point. As a creature When you draw this card, caster within 60 feet. It first seeks
steps out of the radius, the knowledge of the lands around
into the globe will be cured aura’s magic quickly fades. Sorcerers, then Bards, then Wizards. If
1d6 hit points. This action you, the wilderness beyond, none of are present, it dissipates with
You and your allies gain +2 on and even otherworldly planes no effect. Upon finding a spellcaster,
can be taken repeatedly. This ability checks, saving throws, fills your head. It is impossible
effect lasts for 10 minutes. and attack rolls made while for you to get lost for the next it imbues them with the power to
seven days, even by magical modify any spells cast: Careful,
35 within range of this effect. means such as the maze spell. Distant, Empowered, Extended,
Heightened, Quickened, Subtle, or
Twinned metamagic as described
in the Sorcerer entry of The Player’s
Handbook. They can enhance their
spells any number of times, but the
effect disappears after 24 hours.
36
THE ROGUE THE MYSTIC THE WILD ORACLE THE FAMILIAR
2 Cards 2 Cards 2 Cards 2 Cards
The rogue arcana grants you Drawing the Mystic emboldens The Wild Oracle card allows you As you draw this card, a creature
uncanny swiftness, reflexes, your brain with the power to return one card that has been materializes from its illustration. This
to manipulate objects from previously drawn into the deck. creature is bound to you in the same
and guile. For the next 24 You may not return Wild Oracle, way a familiar is with the find familiar
hours, you take half damage afar. You gain telekinesis for spell. You can also control it in combat
from any attack or spell that 24 hours. As an action, you Warlock, or Companion Cards, and see through its eyes as with the
requires a Dexterity saving may manipulate an object as Elemental Cards, or cards that
throw. If you pass the saving though you were standing the DM has chosen to remove. spell. If you already have a familiar
throw, you take no damage. next to it. Your Intelligence bound to you, nothing happens.
represents the strength of THE ALLY
THE ARTIFICER this ability. When making a To determine the type of
Strength ability check with this 2 Cards creature, roll 1d8:
2 Cards ability, use your Intelligence 1 F Crab
modifier instead of strength. As you draw this card, a blank-faced 2 F Pseudodragon
As you draw this card and it avatar resembling the one depicted on 3 F Owl
turns to ash, you feel something THE BLOOD the card materializes in front of you. As 4 F Octopus
HUNTER it shimmers translucently before you, 5 F Toad
substantial land in your hand. it speaks: “I am the faceless Ally, and I 6 F Quasit
Roll on Magic Item Table G in 2 Cards can lend my expertise to whatever you 7 F Cat
the Dungeon Master’s Guide. desire. Speak a skill, and I will master it.” 8 F Twig Blight
As the Blood Hunter card is
In the case that you roll a drawn, a weapon you carry After you draw this card, speak THE WARLOCK
generic weapon or armor, (determined by the Dungeon any skill or proficiency. The Ally
you gain an item that you are Master) is traced with blood- Skill Avatar has the statistics of a 2 Cards
proficient with (DM’s choice). red sigils that pulse like a commoner, but has a +10 modifier
beating heart. The sigils instill in the skill or proficiency you speak. Drawing the Warlock card appears
THE WIZARD your weapon with power to It will journey unquestioningly initially to do nothing. However, that
mark your opponents. The with your party until 10 days have
2 Cards weapon stays blooded for the expired, and will lend assistance night as you sleep, a horned devil
next 24 hours. Anytime you hit visits you in your dreams. It tells you
Drawing the sign of the wizard a creature with the weapon, with whatever you ask it. of an NPC it would like you to murder
imbues you with supernatural you may use a bonus action to
knowledge of the magic of the force your target to make a DC THE COMPANION (the target and reasons for the
14 Charisma saving throw or murder are determined by the DM).
world around you. be blood-cursed for one hour. 2 Cards
Creatures that are blood-cursed If the NPC is dead at the end of
Until the end of your next cannot hide from you, and gain The first time you draw this card, you 48 hours, the horned devil again
long rest, you have unlimited -2 to attacks and saving throws. permanently gain proficiency with the secretly returns to you and grants
uses of the spell legend lore. animal handling skill. If you are lucky you +2 to any ability; an ability score
The blood curse can only be cannot exceed 24 via this boon. If
Casting it does not require applied to one creature at a time. enough to draw this card a second this card is drawn a second time by
a material component. time, you gain the ability to cast the you, then the horned devil appears
again, this time immediately, and
37 spell speak with animals at will.
proceeds to attack the party.
38
I OF III OF V OF THE ABERRATION
ADVERSARIES ADVERSARIES ADVERSARIES
4 Cards
THE CURSE OF THE THE CURSE OF WHITE 1 Card
WATER TEMPLE PLUME MOUNTAIN The Aberration cards bestow
1 Card 1 Card The card levitates into the powers of the unnatural world. All
air overhead. Instead of of these effects last for 24 hours.
The skull on the card looks at you A huge, burning geyser
with sour cyan eyes. You see the magically appears in the ground disintegrating, a white moon F The Aberration
magic items you and your party forms above your head. grants the entire party
members are wielding glow with in a random spot 10 feet from Behind you, your shadow infravision for 120 feet.
where you are standing. All
a similar sickly cyan, then the creatures within 15 feet of separates and attacks you. F II of Aberrations grants
color drains to a dull gray as it is this geyser must make a DC If anyone attempts to help the party the antigravity
15 saving throw. Creatures you by attacking the shadow, field feature, bestowing a
absorbed into the skull’s aura. hurt by the blast suffer 4d12 their own shadows break off flying speed of 30 feet.
acid damage (or half that on
For the next 24 hours, all magic and attack them as well. F III of Aberrations grants
items in your party are mundane, a successful save). The geyser only the drawer an
continues flowing for 1d6 rounds, VI OF antimagic field as with the
and have no magical powers. filling a 30-by-30-foot enclosed ADVERSARIES spell antimagic field. This
room with one-half foot of water field cannot be dispelled
II OF 1 Card or dismissed until the end
ADVERSARIES every round. Creatures that of the 24-hour duration.
end their turn standing in this This card’s outline turns from gold
BRAND OF water take 1d4 acid damage. to a sickly yellow. The yellow blasts F IV of Aberrations
VULNERABILITY grants only the drawer
IV OF out in rays to all party members. a new psionic attack:
1 Card ADVERSARIES Mind Blast: You magically emit
Each member of the party a psychic energy blast at one
As you draw this card, a 1 Card is now surrounded with a creature within 60 feet. That
three-inch red skull materializes for disturbing yellow outline that creature must make an opposed
each party member, each shimmering As this evil card materializes, you makes it impossible to take Intelligence check against you
like cooking oil. A moment later the look in horror as your companions’ the Hide action or otherwise or take 4d8+4 psychic damage
skulls fly out, burning into each party go unseen. Additionally, this and be stunned for one minute.
skin melts, revealing sinewy outline can be seen through A creature may pass a DC 15
member’s chest. muscle underneath. Expressions 10 feet of stone or one foot Intelligence saving throw at the
of horror are exhibited on your of lead. This effect lasts for end of each of its turns to end
This brand inflicts a random 72 hours before diminishing. the effect.
vulnerability on each party member, companions’ faces as well.
40
but can be removed by a greater For the next 72 hours, all
restoration spell. To determine creatures you and your party
the type of vulnerability, roll interact with appear skinless.
1d6 for each party member.
This gives disadvantage
1 F Slashing on all socially oriented skill
2 F Bludgeoning checks, including Persuasion,
3 F Piercing
4 F Fire Intimidation, Insight,
5 F Electricity Deception, and Performance.
6 F Cold
39
THE BEAST THE CELESTIAL THE CONSTRUCT THE DRAGON
4 Cards 4 Cards 4 Cards 4 Cards
Upon drawing this card, you gain
When drawing the Beast Celestials provide benefits to The cards of the Construct offer
cards, your skin hardens the party and individuals who a gift of clay servants that will the spirit of a powerful dragon,
and toughens, bestowing are lucky enough to draw one of gifting you with the ability to use
the following benefits: their cards from the deck. The follow your every whim. Excellent a breath weapon in combat. This
powers bestowed are as follows: for opening doors, performing
Resistance to non-magical ability can only be used once.
piercing attacks, and a bonus F The Celestial grants the dangerous tasks, or just offering As an action, you exhale this gift
to Armor Class equivalent to entire party the effects of golem company. You gain one
the number of the Beast you a bless spell for 24 hours. servant for each number of the at your foes. Creatures caught
have drawn. (The Beast confers in the blast must make a DC 15
+1 AC, II of Beasts confers +2 F II of Celestials grants your card. (The Construct provides one Constitution saving throw or take
entire party advantage servant, II of Constructs provides 4d6 damage, and half as much
AC, etc.) Additionally, your on saving throws against two servants, etc.) You may issue damage on a successful save.
face acquires a random bestial magic for 24 hours mental commands to your servants
as a bonus action. Each servant Roll 1d4 to determine
characteristic; roll 1d6: F III of Celestials causes a can be given a different task. The the type of dragon:
deva to appear and bestow servants last until they are killed.
1 F The tusks of a a Divine Lance to you. F The Dragon
hippopotamus. Clay Servant Damage Type: Fire
Divine Lance: Lance, very rare Small construct, unaligned Blast: 15-foot cone
2 F Cat-like eyes. (requires attunement)
This holy lance is covered Armor Class 12 (Natural Armor) F II of Dragons
3 F Oversized incisor teeth. in arcane celestial runes; the Hit Points 68 (7d10+33) Damage Type: Acid
wielder gains +1 bonus to attack Speed 20 ft. Blast: 5-by-30-foot line
4 F The black, wrinkled eyes and damage rolls. This lance STR 16 (+3)
of a rhinoceros has 40 charges. As an action, DEX 8 (-2) F III of Dragons
the lance can be touched on an CON 14 (+2) Damage Type: Cold
5 F The ears of an armadillo. ally, healing up to 1 hit point per INT 2 (-4) Blast: 15-foot cone
charge. At dawn each day, the WIS 10 (+0)
6 F The trunk of an elephant. lance is recharged to CHA 2 (-4) F IV of Dragons
(Your control of the trunk 40 charges. Damage Type: Lightning
is limited due to it being Damage Immunities Blast: 5-by-30-foot line
a new experience.) F IV of Celestials causes Acid, Poison, Psychic; Bludgeoning,
a solar angel to appear Piercing, and Slashing from Non-magical 42
and grant you the answer Attacks that aren’t Adamantine
to any one question. This
question can be about Condition Immunities
anyone or anything in the Charmed, Exhaustion, Frightened,
game world. The angel Paralyzed, Petrified, Poisoned
must answer truthfully.
Senses
Darkvision 60ft.,
Passive Perception: 10
Languages
Understands your first language,
but it cannot speak.
Acid Absorption. Whenever the golem
is subjected to acid damage, it takes no
damage and instead regains a number of
hit points equal to the acid damage dealt.
Slam. Melee Weapon Attack: +6 to
hit, reaches five feet, one target.
Hit: 1d8+3 bludgeoning damage.
41
THE ELEMENTAL THE FEY THE FIEND THE PLANT
4 Cards 4 Cards 4 Cards 4 Cards
The cards of the Elemental As this card turns to dust before When a Fiend card is drawn, When drawing the Plant, a
convey knowledge and spirit of you, the dust lands on the ground you take on the appearance of green plant emerges from the
their representative elemental a cambion for 24 hours. While a ground (breaking through stone
and materializes a treasure of cambion, you are unlikely to be if necessary). The plant takes
planes. With each draw you coins and possibly artifacts. The welcome in civilized places, and one round to grow to full size,
gain the ability to speak type of hoard found is determined could be attacked on sight by other and then its large leaves open,
by the card, and rolling on the heroes. Upon drawing this card, revealing its contents. Roll 1d4
the appropriate primordial you can use your huge leathery
language and resistance appropriate table found in the black wings to fly 60 feet and can to determine what is inside:
Dungeon Master’s Guide. make a ranged fiery ray attack
to the damage type. These with your eyes. Additionally, the 1 F One gallon of mayonnaise
bonuses are permanent. F The Fey F Roll on the card you draw bestows a benefit:
Individual Treasure: 2 F One gallon of honey.
F The Elemental F Air Challenge 5-10 Table F The Fiend: Vile Speech
Resistance: Lightning four times. You understand and speak a 3 F One gallon of horrible poison.
Language: Auran demonic language known as Dark This poison can be applied to
F II of Fey F Roll on the Speech. Speaking it inspires fear weapons, ammunition, trap
F II of Elementals F Earth Individual Treasure: in others. As an action, you may components, or other objects
Resistance: Poison Challenge 11-16 Table target a non-fiend creature within that deal piercing damage.
Language: Terran four times. 60 feet and speak directly to them. A creature taking damage
They must pass a DC 14 Wisdom from an object coated in this
F III of Elementals F Fire F III of Fey F Roll on the saving throw or gain the frightened poison must make a DC 14
Resistance: Fire Treasure Hoard: condition for 1d6 rounds. Constitution saving throw or
Language: Ignan Challenge 0-4 Table (Coins) suffer 5d6 poison damage.
one time, and twice on F II of Fiends: Fiendish Charm
F II of Elementals F Water the Gems, Art Objects, As an action, you can attempt 4 F The leaves unravel and
Resistance: Acid and Magic Items Table. to charm one creature you can poisonous gas erupts,
Language: Aquan see. The target must pass a DC identical to a spell of cloudkill
F IV of Fey F Roll on the 14 Wisdom saving throw or be being cast at the center of
Treasure Hoard: charmed for one day. The charmed the plant. Unlike cloudkill,
Challenge 5-10 Table (Coins) target obeys your commands. the poisonous fog does
one time, and twice on Whenever the creature suffers not move and stays around
the Gems, Art Objects, damage or is given a self-harming the plant for 10 minutes.
and Magic Items Table. command, it may repeat the
saving throw. Once successful, the If you are on a plane that does
creature is immune to your charm. not have plants, then nothing
happens when this card is drawn.
F III of Fiends: Imp’s Invisibility
As an action, you may turn 44
invisible. This effect ends if
you take an Attack action,
take damage, or cast a spell
F IV of Fiends: Magic Resistance
You gain advantage on a
saving throw against spells
or other magic effects.
Fiery Ray
Ranged Attack: range 60 feet, one target.
Hit: 3d6 damage.
43
THE GIANT THE HUMANOID THE THE OOZE
MONSTROSITY
4 Cards 4 Cards 4 Cards
4 Cards
The giant values strength The way of the humanoid is often Upon drawing the disturbing
above all else, and each the way of war, and this card was The Monstrosity cards twist Ooze card, you find yourself
iteration of the Giant card designed to convey war abilities in your anatomy in fantastic and suddenly encased in a 7-by-7-
provides greater strength and combat. You gain the feature Ultra foot block of translucent green
greater size. The effects of a Truestrike for 24 hours. On each horrifying ways. You gain a gel. Escaping the gel takes one
Giant card last for 24 hours. turn, as an action, you may grant temporary (one-hour) monstrous action and requires no check. The
a bonus to attack and damage to gel can be consumed as well as
F The Giant causes you to up to 10 creatures within 120 feet feature. The feature bestowed flasked in water skins and potion
grow one size larger and of you until the end of your next depends on the card drawn: bottles for later consumption.
have a strength of 21. turn. The amount of the bonus is Each Ooze card has slightly
determined by the number drawn: F The Monstrosity: different properties, but the gel
F II of Giants causes you to universally tastes extremely bitter,
grow one size larger, have F The Humanoid conveys Medusa’s Curse. and is very difficult to stomach.
a strength of 23, and all a +2 bonus to attack Snakes grow out of your
of your melee attacks do and damage rolls. head. When a creature starts Eating each type of the Ooze card’s
a bonus 1d4 damage. its turn within 30 feet of you flesh requires a DC 12 Constitution
F II of Humanoids conveys (including your allies!) and can
F III of Giants causes you to a +3 bonus to attack see your eyes (you may close saving throw. On a failed save,
grow one size larger and and damage rolls. or cover them), they must make the creature loses hit points from
have a strength of 25, your a DC 10 Constitution saving the nausea induced by ingesting
melee attacks do a bonus F III of Humanoids conveys throw or become petrified. the bitter agent. On a successful
1d4 damage, and you get a +3 bonus to attack and
a bonus +5 feet to reach. damage rolls, and advantage F II of Monstrosities: save, the creature is healed.
on Dexterity, Constitution,
F IV of Giants causes you to and Strength saving throws. Umber Hulk’s Gaze. F The Ooze heals for 2d4
grow two sizes larger and Your eyes transform into monstrous hit points, and damages
have a strength of 27, your F IV of Humanoids conveys bulging insect eyes. When a for 1d4 hit points.
melee attacks do a bonus a +3 bonus to attack and creature starts its turn within 30
1d4 damage, and you get a damage rolls and advantage feet of you, as a free action you F II of Oozes heals for 4d4
bonus +10 feet to reach. on all attack rolls. can stare at it with your bulbous hit points, and damages
eyes. If the creature can see for 2d4 hit points.
your eyes, it must make a DC 14
Charisma saving throw. On a failed F III of Oozes heals for 6d4
saving throw, it acts as though it hit points, and damages
is under the effects of a confusion for 3d4 hit points..
spell It may reroll the saving throw
at the end of each of its turns. A F IV of Oozes heals for 8d4
creature that succeeds a saving hit points, and damages
throw is immune to the effects for 4d4 hit points..
for the duration of this power.
46
F III of Monstrosities:
Reflection of the Displacer Beast.
A second exact copy of yourself
appears next to you, mirroring all
of your movements. While the copy
is up, it imposes disadvantage on
attacks against you. If a creature
attacks the illusion, or it takes any
damage, it dissipates, but returns
at the end of your next turn.
F IV of Monstrosities:
Owlbear Transformation.
You are polymorphed into an
owlbear. You remain an owlbear
until one hour expires or you’re
dropped to 0 hit points.
45
THE UNDEAD THE DESIGNER THE DUNGEON
MISTRESS
4 Cards 1 Card
(Optional) 1 Card
As you draw the Undead card, you (Optional)
feel your body shutting down. Your Upon drawing this card, you
gain a new feature, Designer’s Satine’s Curse
heart slows to a stop, your body Disguise. With the feature, you After drawing this card, it
cools, but it is not uncomfortable. gain the ability to cast disguise fades from existence, its purpose
self at will. This version of the eluding your understanding.
For the next 24 hours you spell has a material component, Hand this card to the Dungeon
are Undead. You are immune and requires you to draw from the Master. After any roll made by a
Adventurer’s Tarot to determine player in the game, the Dungeon
to necrotic and poison what appearance your disguise Master may reveal this card to
damage, and you cannot gain will manifest. Cards drawn in this force the player to reroll. This
manner are shuffled back into ability may be used once per
the poisoned condition. the deck after the spell is cast. game session until a remove curse
spell has been cast on each party
In addition, you gain the THE DEVELOPER member within a 24-hour period.
following properties based
1 Card
on the card drawn: (Optional)
F The Undead: A player lucky enough to draw
Revenant’s Regeneration. this card gains three uses of
You cannot be healed by
magic. If you start a turn the Legendary Resistance feat.
at below half your hit point When you fail a saving throw,
maximum, you regain 1 hit you may instead succeed on
point automatically, provided the saving throw. This feature
you are not unconscious. is permanent, but can only
be used three times total.
F II of Undead:
Necromancer’s Retort.
As an action, you may cast
the spell animate dead as a
Level 5 caster. You do not need
material components beyond
the dead creatures risen. You
may cast this spell once.
F III of Undead:
Incorporeal Movement.
You can move through other
creatures and objects as if they
were difficult terrain. If you
end your turn inside an object,
you take 1d10 force damage.
F II of Undead:
Lich’s Finger.
As an action, you may cast
the spell Power Word: Kill.
You may cast this spell once.
47