Tarot Mage (5e Class)
This class is not recommended for beginners, as it is fairly complicated.
Tarot Mage
Tarot Mages channel their magic through Tarot cards, using them to give themselves supernatural and magical abilities. They wield their souls and cards to cause magical outcomes. Tarot Mages are not to be confused with Tarot Readers, who use Tarot cards to foretell future events, among other things.
You will need a dice-rolling app such as Dice Bag (free app) that allows for creation of custom-sided dice for this class, as you need to roll a d78 to determine the card you draw with Body, Mind, Spirit. Or you could draw from a real Tarot deck.
Body, Mind, Spirit
Tarot Mages have connected to the power of Tarot cards to enhance themselves and debilitate enemies. They improve their bodies by conjuring weapons and transmuting themselves. They improve their mind by giving themselves knowledge of martial techniques to be used in conjunction with thier weapons. They master their Spirit by using it in tandem with their cards to cast powerful spells. Since they rely on their cards to give them power, they have time to train their non-combat skills often.
Creating a Tarot Mage
- Quick Build
You can make a Tarot Mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence if you plan to take the Mind soul path. Constitution is the least important score for a Tarot Mage. Second, choose the Hermit background.
Class Features
As a Tarot Mage you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Tarot Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tarot Mage level after 1st
- Proficiencies
Armor: None.
Weapons: Daggers, Clubs
Tools: Tarot Cards (Deck of 78).
Saving Throws: Charisma and Wisdom
Skills: Two from Insight, Medicine, Investigation, Persuasion, Perception, Arcana, History, Religion, and Sleight of Hand.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A deck of 78 Tarot Cards.
- (a) A club. or (b) A dagger.
Level | Proficiency Bonus | Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Soul Path,Spellcasting, Body, Mind, Spirit | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Faithful Defense, Expertise | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Body, Mind, Spirit feature, Third Eye | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Body, Mind, Spirit feature | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Soul Path feature, Ability Score Improvement | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Body, Mind, Spirit feature, Expertise | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Arcana Reversal | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Soul Binding | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Body, Mind, Spirit feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Thousand Tounges | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Tarot Break, Soul Path feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Body, Mind, Spirit feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Arcana of the Self | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Body, Mind, Spirit feature | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Arcane Ascension | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
As a channeler of magical energy focusing around your own spirit, you can cast sorcerer spells.
- Cantrips
At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn additonal cantrips as you level up, as shown in the Tarot Mage table.
- Preparing and Casting spells
The Tarot Mage table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of sorcerer spells that are available for you to cast, choosing from the sorcerer spell lists. When you do so, choose a number of sorcerer spells equal to your charisma modifier + your Tarot Mage level (minimum of 0 spells). The spells must be of a level for which you have spell slots.
You can change your lost of prepared spells when you finish a long rest. Preparing a new list of spells takes time spent meditating: At least 1 minuite per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting abilty for your sorcerer spells. The power of your spells comes from your ability to connect your spirit with your cards. You use Charisma whenever a sorcerer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell Save DC: 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier: your proficiency bonus + your charisma modifier
- Spellcasting Focus
You can use your deck of tarot cards as a spellcasting focus for your sorcerer spells.
Soul Path
At 1st level, you gain access to a Soul Path: Body, Mind or Spirit.
Body gives you superior resilience.
Mind gives you superior skill.
Spirit gives you further connection to magic, allowing you to cast new spells easily.
Body, Mind, Spirit
At 1st level, you draw three cards from your Tarot Deck each time you finish a long rest. Roll a d78 or draw from a real Tarot deck to determine which You gain special properties from each one that last until the end of your next long rest is completed, at which time you draw three new cards. Compare the first to the Body table to see your bonuses. Compare the second to the Mind table. Compare the third to the Spirit table. You gain features from drawn cards at level 1, 3, 5, 7, 11, 15 and 18, except with Spirit cards, which work differently.
Faithful Defense
From 2nd level onwards, your AC is equal to 6 + your proficiency bonus + your dexterity modifier + your charisma modifier when you are not wearing armour or wielding a shield. Items gained from your Body cards never count as armour or shields for the purposes of this feature.
Expertise
At 2nd level, you can choose two of your skill proficiencies. You double your proficiency bonus when applying it to these checks. At 7th level, you can choose two more skill proficiencies to double.
Third Eye
From 3rd level onwards, you can take an action to give yourself 120ft. Truesight until the end of your next turn. You can do this a number of times equal to your Charisma modifier + 1 (minimum 1). You regain expended uses equal to half your proficiency bonus when you finish a short rest, and you regain all uses when you finish a long rest.
Ability Score Increase
When you reach 4th level, and again at 6th, 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.
Arcana Reversal
From 9th level onwards, you can Reverse one of your currently drawn cards as an action. This usually confers a negative effect of some kind to enemies, but you still gain the benefits of the card. The effect varies based on the card you Reversed. You may only have one card Reversed at a time. You may turn a Reversed card Upright as an action. A Minor Arcana card's reversed effects only vary from suit to suit.
Soul Binding
Starting at 10th level, all weapons count as having the Soulbound property for you, meaning you can use your Charisma score instead of your Strength or Dexterity to calculate to-hit rolls and damage.
Thousand Tounges
Starting at 13th level, due to your connection to your spirit and the spirits of others, you gain the ability to speak all languages. Any creature with the ability to understand a language can understand you. Also, you become proficient in one Charisma check of your choice.
Tarot Break
Starting at 14th level, you can use a Tarot Break. Using this, you deactivate one of your three drawn Cards as an action, giving you a benefit based on your Soul Path. You can draw a card during a short rest to replace a Broken one.
Arcana of the Self
From 17th level onward, you gain the ability to assume a form based upon a Major Arcana card of your choice, often called a Persona. This form reveals one of your many selves using the power of the cards. You can enter this form as an action, it lasts for one minute, and you must finish a long rest before using it again. The effects vary depending on the card you chose. You must recite the following incantation to enter this form, in addition to a sentence relating to your Arcana. Even this, however, tends to vary from user to user.
“ | The moment man devoured the fruit of knowledge, he sealed his fate... Entrusting his future to the cards, man clings to a dim hope. Yet, the Arcana is the means by which all is revealed... | ” |
Arcane Ascension
At 20th level, the secrets of your soul are unlocked to you. Your Charisma and Wisdom scores increase by 4, to a maximum of 24.
Body, Mind Spirit: Body Table
- Cards drawn on the Body table will usually give tangible benefits, usually manifesting as equipment. They can also give physical bonuses. As an action, you can teleport any items from currently active Body cards into your hand.
I: The Fool
If you are rolling a d78, this card becomes active on a roll of 1.
Fool's Mask
Starting at 1st level, you gain a magical mask while this card is active. It grants you a +1 bonus to your AC while you wear it.
A New Day, A New Adventure!
From 3rd level onward, you gain temporary hit points equal to (twice your Tarot Mage level) + your Charisma modifier when you draw this card.
Mask of Courage
From 5th level onward, your Fool's Mask also bestows a +1 bonus to attack rolls, damage rolls and saving throws.
New Experiences
From 7th level onward, while this card is active, you can choose to become proficient in a skill, tool or saving throw you use when you do it. These proficiencies remain until this card deactivates for any reason. You may only become proficient in two skills, saving throws or tools using this feature.
Mask of Wisdom
From 11th level onwards, your Fool's mask confers the following benefits while you wear it:
- You gain a +2 bonus to AC.
- You gain a +2 bonus to attack and damage rolls.
- You gain a +2 bonus to saving throws.
Fool's Luck
From 15th level onwards, you are proficient in all saving throws while this card is active.
Strength of Heart
Starting at 18th level, at the start of each of your turns, you regain 5 + your Charisma modifier hit points at the start of each of your turns unless you are on 0 HP or have more than half of your maximum hit points remaining.
II: The Magician
If you are rolling a d78, this card becomes active on a roll of 2.
Arcane Rod
Starting at 1st level, you gain an Arcane Rod while The Magician card is active. It deals 1d6 Bludgeoning damage, counts as an Arcane Focus, and you are proficient with it.
Complex Arcana
Starting at 3rd level, your spell save DC increases by 1 while you hold your Arcane Rod.
Infused Rod
Starting at 5th level, your Arcane Rod deals 1d8 Force damage.
Arcana Rising
Starting at 7th level, when you hit an enemy with your Arcane Rod, you can use a bonus action to cast a spell or cantrip from your Spirit card's list.
Inscrutable Arcana
Starting at 11th level, your spell save DC increases by 2 when you hold your Arcane Rod, and you become proficient in Deception. If you are already proficient in it, you gain Expertise in it (you double your proficiency bonus when applying it to that skill)
Ultimate Arcana
Starting at 15th level, your spell save DC increases by 3 while you hold your Arcane Rod.
Final Rod
Starting at 18th level, your Arcane Rod deals 1d10 force damage and ignores resistance and immunity.
III: The High Priestess
If you are using a d78, this card becomes active on a roll of 3.
Mantle of the Priestess
Starting at 1st level, you gain a magical mantle while this card is active. While wearing it, you gain a +1 bonus to your AC.
Mantle of the High Priestess
Starting at 3rd level, creatures of your choice within 10 feet of you gain the same advantages you do from your Mantle.
Mantle of the Oracle
Starting at 5th level, your mantle confers a +1 bonus to attack rolls and saving throws.
Robe of the Wise One
Starting at 7th level, you gain a magical robe. You have Expertise in Charisma and Wisdom saving throws while you wear it.
Mantle of the Saviour
Starting at 11th level, creatures within range of your Mantle become immune to all damage when they drop to 0 HP until the start of thier next turn.
Robe of Ascension
Starting at 15th level, your hit point maximum increases by an amount equal to your Tarot Mage level plus five.
Mantle of the Prophet
Starting at 18th level, your Mantle's range increases to 30 feet.
IV: The Empress
If you are using a d78, this card becomes active on a roll of 4.
Ankh of the Empress
Starting at 1st level, you gain a magical Ankh while this card is active. A creature who holds it gains a +1 bonus to saving throws if that creature is friendly towards you.
Bounty of the Empress
Starting at 3rd level, you gain a second Ankh that confers the same benefits as the first while this card is active. They do not stack.
Protection of the Empress
Starting at 5th level, the Ankhs also confer a +1 bonus to AC to creatures who hold them as long as they are friendly towards you.
Beneficence of the Emperess
Starting at 7th level, you gain a third Ankh that confers the same benefits as the first and second while this card is active.
Lifegiving Ankh
Starting at 11th level, you can cast Resurrection as a 10-minute ritual using your Ankhs as material components. This consumes your Ankhs, but Ruler's Requiem still functions. You need not expend a spell slot to do this.
Ankh of Purity
Starting at 15th level, creatures who use your Ankhs with your consent are considered proficient in all saving throws.
Ruler's Requiem
Starting at 18th level, when you are reduced to 0 hit points allies within 15 feet of you can take an action to Listen. While Listening, allies cannot take any kind of actions or move actively (but they can fall or be pushed), but they are immune to all damage except psychic, which they have resistance to. If you become stable, this ability ceases to function. If you die, this ability continues to function for 24 hours.
V: The Emperor
If you are using a d78, this card becomes active on a roll of 5.
Emperor's Sceptre
Starting at 1st level, you gain a sceptre that deals 1d10 Bludgeoning damage and has the Two-Handed and Heavy properties while this card is active.
Sceptre Staff
Starting at 3rd level, your sceptre gains the Reach property, and it's damage increases to 1d12.
Sceptre of Life
Starting at 5th level, you only need 2 successful death saves to stabilise yourself. Also, you regain 1 hit point on a roll of 19 or 20.
Sceptre of Emperor's Superiority
Starting at 7th level, you gain Expertise in two skills of your choice while you hold your sceptre.
Sceptre of Truth
Starting at 11th level, you have 80 feet truesight while you hold the sceptre, in addition, you have Expertise in Insight.
Sceptre of Immortality
Starting at 15th level, you regain 5 hit points on a death saving throw roll of 18-20 while you hold the sceptre.
Sceptre of Regeneration
Starting at 18th level, you regain 5 + your charisma modifier hit points at the start of each of your turns, provided you have more than 0 hit points and no more than half your hit point maximum.
VI: The Hierophant
If you are using a d78, this card becomes active on a roll of 6.
Hierophant's Amulet
From 1st level onward, you gain a magical amulet while this card is active. While you wear this amulet, you can prepare 1 more spell than usual. More importantly, this spell can be from any spell list. You may prepare this spell when you draw this card.
Amulet of Arcana
From 3rd level onwards, your spell save DC increases by 1 while you wear your Amulet.
Amulet of Warding
From 5th level onwards, you have resistance to damage from spells while you wear your amulet.
Amulet of Guidance
From 7th level onwards, you gain a +2 bonus to attack rolls while you wear your amulet.
Amulet of Truth
From 11th level onwards, you gain expertise in insight and 80 feet truesight while you wear your amulet.
Amulet of Wisdom
From 15th level onwards, you can prepare a number of extra spells equal to your wisdom modifier plus one (minumum 2) while you have your amulet. They may still be from any spell list, and you may still prepare all of them when you draw this card.
Wise Arcana
From 18th level onwards, you may add your Wisdom modifier to your spell attack modifier and spell save DC.
VII: The Lovers
If you are using a d78, this card activates on a roll of 7.
Amulet of Vitality
From 1st level onwards, you gain a magical amulet while this card is active, that increases your hit point maximum by an amount equal to your character level.
Amulet of Friendship
From 3rd level onwards, you gain a second amulet that confers the same benefits as the first. Only a creature friendly towards you may wear it. The benefits do not stack. As long as you and a friendly creature are both wearing an amulet, neither amulet can be removed by a creature other than you and the other wearer.
Energy Aura
From 5th level onwards, the amulets confer resistance to damage from spells.
Amulet of Heart
At 7th level, the amulets confer proficiency in constitution and charisma saving throws, or expertise if a creature already has proficiency in one or both of these saving throws. They also confer proficiency in a Charisma skill of the wearer's choice.
Illuminating Light
From 11th level onwards, the amulets confer 80 feet truesight and expertise in Insight.
Harmonic Strike
From 15th level onwards, when the other wearer of an Amulet makes an attack roll against an enemy, you can take a reaction to cast a cantrip at them.
Reciprocal Healing
From 18th level onwards, both you and the other amulet-wearer regain 5 + your charisma modifier hit points at the start of each of your turns. This feature does not function for a wearer if they have 0 hit points, or if they have more than half their hit points remaining. A creature wearing this amulet may use a bonus action to forgo thier healing, but the healing the other creature recieves is doubled.
VIII: The Chariot
If you are using a d78, this card becomes active on a roll of 8.
Haste
Starting at 1st level, your movement speed is increased by 10 feet while this card is active.
Precise Strike
Starting at 3rd level, while this card is active, you land a critical hit with your weapon and spell attack rolls on a roll of 19-20.
Disciplined Strike
Starting at 5th level, when you take the Attack action on your turn, you can make a second attack as part of that action while this card is active.
Opportunistic Strike
Starting at 7th level, while this card is active, when you cast a cantrip, you can make a weapon attack as part of that action.
Flowing Strike
Starting at 11th level, while this card is active, you can make three weapon attacks when you take the attack action on your turn.
Arcane Strike
Starting at 15th level, while this card is active, you can make a weapon attack as a bonus action when you cast a spell of 1st to 5th level.
Guided Strike
Starting at 18th level, while this card is active, you land a critical hit on a roll of 18, 19 or 20 when you make a weapon or spell attack roll.
IX: Justice
If you are using a d78, this card becomes active on a roll of 9.
Retributive Armour
From 1st level onwards, while this card is active, you gain a spectral suit of armour. While you wear it, enemies who attack you must make a charisma save against your spell save DC when they do or take 1 point of Psychic damage on a miss, or 1d4 Psychic damage on a hit.
Bursting Armour
From 3rd level onwards, the damage an enemy takes on a failed Retributive Armour save and hit becomes 1d6, or 2 on a miss. Also, if they fail the save they are pushed 5 feet away from you, but you have disadvantage on an opportunity attack if you attempt one then.
Protective Armour
From 5th level onwards, your armour actually protects you, granting you a +1 bonus to AC. Also, the damage increases to 1d8 on a failed save and hit, or 3 on failed save and miss.
Empowered Armour
From 7th level onwards, your armour deals 1d12 Psychic damage on a failed save and hit, or 4 on a failed save and miss.
Assisting Armour
From 11th level onwards, whenever you miss an attack roll against an enemy while this card is active, they take 1d4 Psychic damage.
Psionic Break
From 15th level onwards, when you use Tarot Break on this card, enemies within 50 feet of you take psychic damage equal to your level.
Overcharged Armour
From 18th level onwards, your armour confers a +2 bonus to AC and deals 2d8 damage on a failed save and hit, or 6 on a failed save and miss.
X: The Hermit
If you are using a d78, this card becomes active on a roll of 10.
Cloak of the Hermit
Starting at 1st level, while this card is active you gain a cloak that gives you proficiency in Constitution saving throws.
Cloak of the Elder
Starting at 3rd level, your cloak lets you add half your Proficiency bonus to any ability check you make that doesn't already utilise your proficiency bonus.
Cloak of the Awakened One
Starting at 5th level, you can add half of your proficiency bonus to any attack roll, damage roll or saving throw you make while this card is active that you did not already add your proficiency bonus to.
Arcane Aura
Starting at 7th level, you gain a +1 bonus to saving throws, your AC, and your spell save DC while you wear your cloak.
Hermit's Sight
From 11th level onwards, you gain expertise in insight and 80 feet truesight while you wear your cloak.
Enlightened Aura
From 15th level onwards, you gain a +2 bonus to saving throws, your AC and your spell save DC while you wear your cloak.
Cloak of Eternal Life
From 18th level onwards, you regain 5 + your Charisma modifier Hit Points at the start of each of your turns while this card is active and you have less than half your hit points remaining. This effect does not function if you have 0 hit points.
XI: The Wheel of Fortune
If you are using a d78, this card becomes active on a roll of 11.
Lucky
Starting at 1st level, while this card is active, whenever you roll a 1 on a attack roll, ability check or saving throw, you can reroll the dice, but must accept the new result.
Lucky Critical
Starting at 3rd level, while this card is active, you land a critical hit with your weapon and spell attack rolls on a roll of 19 or 20.
Improved Luck
Starting at 5th level, whenever you reroll a dice roll with Lucky or an improved version thereof while this card is active, you have advantage on that roll.
Superior Luck
Starting at 7th level, whenever you roll a 1 or 2 on a attack roll, ability check, or saving throw while this card is active, you can reroll the dice, but must accept the new result.
Death-Defying Luck
Starting at 11th level, you regain 1d6 hit points on a death saving throw roll of 19 or 20 while this card is active.
Luckier Critical
Starting at 15th level, you land a critical hit with your weapon and spell attack rolls on a roll of 18, 19 or 20.
Ultimate Luck
Starting at 18th level, whenever you roll a 1, 2 or 3 on a attack roll, ability check or saving throw while this card is active, you can reroll the dice, but must accept the new result unless it is also a 1, 2 or 3 in which case you may reroll that dice.
XII: Strength
If you are using a d78, this card activates on a roll of 12.
Bracer of Strength
Starting at 1st level, while this card is active, you gain magical bracers that increase your Strength score by 2, to a maximum of 20. They also cause your unarmed strikes to deal 1d4 Bludgeoning damage.
Bracer of Endurance
Starting at 3rd level, while you wear your bracers, you gain a bonus to your hit point maximum equal to your tarot mage level.
Bracers of Undeath
Starting at 5th level, you can cast False Life at will while you wear your bracers.
Bracers of Defense
Starting at 7th level, you gain a +1 bonus to AC while you wear your bracers.
Bracers of Superior Undeath
Starting at 11th level, you can cast False Life as a 2nd-level spell at will while you wear your bracers.
Bracers of Ultimate Undeath
Starting at 15th level, you can cast False Life as a 3rd-level spell at will while you wear your bracers.
Bracers of Regeneration
Starting at 18th level, while you wear your bracers, you regain 5 + your Charisma modifier hit points at the start of each of your turns unless you have 0 hit points, or more than half your hit point maximum.
XIII: The Hanged Man
If you are using a d78, this card becomes active on a roll of 13.
Force Rope
Starting at 1st level, you gain a magical rope while this card is active that damages creatures other than you that it touches. It deals 1d6 Force damage, and has the Light, Finesse and Reach properties.
Lifesteal
Starting at 3rd level, you can activate Lifesteal as a bonus action while this card is active. You lose 10 hit points when you activate Lifesteal. Lifesteal remains active for 1 minute, after which time you regain hit points equal to the damage dealt by your Force Rope during that minute. If you are reduced to 0 hit points during Lifesteal's uptime, Lifesteal ends, and at the start of your next turn you regain the amount of hit points you would have regained if Lifesteal ended normally. You must finish a long rest before you can use this again.
Whirling Rope
Starting at 5th level, you can make two attacks with your rope when you take the attack action using your rope on your turn while this card is active.
Asphyxiating Rope
Starting at 7th level, your Force Rope deals 1d8 Force damage, and while grappling or being grappled, you can take a bonus action to force the other grappler to take 1d6 Force damage if you are holding your rope. This counts towards Lifesteal damage.
Rapid Rope
Starting at 11th level, you can make three attacks when you take the attack action using your Force Rope.
Superior Lifesteal
Starting at 15th level, you can use Lifesteal again after finishing a short rest.
Ultimate Lifesteal
Starting at 18th level, you regain 15 hit points at the start of each of your turns while Lifesteal is active, except if you have 0 hit points.
XIV: Death
If you are using a d78, this card becomes active on a roll of 14.
Grim Scythe
Starting at 1st level, you gain a magical scythe that deals 1d10 Slashing damage and has the two-handed property while this card is active.
Long Scythe
Starting at 3rd level, your scythe deals 1d12 damage and has the Reach property.
Relentless
Starting at 5th level, when you take the Attack action with your scythe, you can make two attacks instead of 1.
Moonless Gown
Starting at 7th level, while this card is active, when you take the Dodge action your AC increases by 10 instead of imposing disadvantage on enemy attack rolls.
Unyielding
Starting at 11th level, when you take the Attack action with your scythe you can make three attacks instead of two.
Shield of Nyx
Starting at 15th level, when you take the Dodge action you gain a +10 bonus to saving throws as well as the +10 bonus to AC.
Undying
Starting at 18th level, when you fail your final death save you can regain all your hit points as a reaction, nullifying any reductions to your hit point maximum or constitution score simultaneously. This card deactivates if you do so.
XV: Temperance
If you are using a d78, this card activates on a roll of 15.
Angelic Amulet
Starting at 1st level, you gain a magical amulet while your card is active that increases your hit point maximum by an amount equal to your level.
Angelic Shield
Starting at 3rd level, you gain a +1 bonus to your AC while you wear your amulet.
Angelic Ward
Starting at 5th level, you gain a +1 bonus to saving throws while you wear your amulet.
Aura of Light
Starting at 7th level, allies within 10 feet of you gain the same benefits you do from your amulet while you wear it.
Lingering Light
Starting at 11th level, an ally who leaves your aura still benefits from it's effects until the start of their next turn.
Angelic Power
Starting at 15th level, your amulet grants a +2 increase to Strength and Constitution. Also, it grants a +2 bonus to saving throws and AC.
Radiant Light
Starting at 18th level, the range of your Aura of Light increases to 30 feet.
Body
- Strength of Soul
Starting at 1st level, you can use your Charisma modifier in place of your Constitution modifier when determining your hit point maximum.
- Body Tarot Mastery
Starting at 6th level, when you draw a card for your Body effect, you can draw another and choose either one.
- Tarot Break
Starting at 14th level, when you use Tarot Break you regain (your Charisma modifier × 10) hit points.
Mind
- Mind Over Matter
Starting at 1st level, you become proficient in Intelligence saving throws. Whenever you make a Strength or Dexterity ability check, you can use your Intelligence modifier instead of your Strength/Dexterity modifier. You can also make an Intelligence save in place of a Constitution save.
- Expanded Mind
At 6th level, you become proficient in any four skills of your choice, or you gain expertise in two new skills of your choice.
- Tarot Break
At 14th level and onwards, when you use Tarot Break you grant an ally you can see a spell slot of a level equal to your Charisma modifier + 1.
Tarot Mage Spell List
You know all of the spells on the basic Sorcerer spell list and additional spells based on your currently active Spirit Card.
Multiclassing
Prerequisites. To qualify for multiclassing into the Tarot Mage class, you must meet these prerequisites:
Charisma 13 or Wisdom 13
Proficiencies. When you multiclass into the Tarot Mage class, you gain the following proficiencies:
Tarot Cards.
One skill from the class list.
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