Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Tarokka Ritualism
- Starting at level 3, You learn the spells of your people. You learn find familiar and hunter's mark and may cast it as a ritual. At level 5, you learn augury and may cast it as a ritual. At level 9, you learn find steed and may cast it as a ritual. At 13th level, you learn Divination and may cast it as a ritual. At 17th level, you learn Contact other Plane and may cast it as a ritual. If you learn or are able to cast other spells from your class with the ritual tag, you may also cast them as a ritual.
- Additionally, you may substitute all spellcasting components when casting as a ritual with a Tarokka deck that is not consumed upon completion.
- Whims of Fate
- At level 3, as a bonus action draw a card from the Tarokka deck. The result is one of the following effects listed.
- When you draw a Swords(Spades) card, you gain a pool of Swords Points until the start of your next turn. You may spend any number of swords points to increase or decrease an attack made by a creature you can see or yourself. Deduct any points used from your Swords points. If you draw the Master of Swords, you gain an additional attack when you make the attack action instead.
- When you draw a Glyphs(Hearts) card, you gain that many temporary HP. If you draw the Master of Glyphs, you can impose disadvantage on a creature you can see when it would roll a d20, or may get advantage on a roll of your choice until the end of your next turn.
- When you draw a Coins(Diamonds) card, you hurl a mystic dagger of psychic harm at a creature within 60 feet as a ranged attack. The attack deals the card's number in psychic damage. When you draw the master of coins, you instead unleash a fan of mystic knives that seek out your foes in a 30 foot cone. All creatures of your choice must make an intelligence save or take 1d4 + your dexterity modifier in psychic damage. On a success, the creature takes half damage.
- When you draw a Stars(Clubs) card, you gain a pool of Stars points until the start of your next turn. You may spend Stars points to increase or decrease a creature's save against an effect. When you draw the Master of Stars, you may teleport up to 30 feet without using any movement.
- Nothing Left to Chance
- At level 7, when you roll initiative, you may roll 2 initiative checks. Select one for yourself, then give another creature the second initiative result instead of what it got.
- Mulhorandi Cartomancy
- At level 11, you may draw a card from the high deck at the end of each long rest. You gain the effect of that card until your next long rest.
- High Arcana:
- (Joker1)Artifact: a weapon or piece of armor of your choice is upgraded by +1 if it is magical, otherwise it becomes a +1 weapon or piece of armor.
- (Jack of Diamonds)Beast: When you reduce a creature to 0 hitpoints or score a critical hit, you gain an additional attack or reaction. This can only occur once per turn.
- (King of Diamonds)Broken One: You may force a creature you can see to roll its next check at disadvantage. Can only use this once per short rest. Must do so as a reaction.
- (King of Spades)Dark Lord: When you deal damage to a creature, it must succeed on a charisma save or be terrified of you. Terrified creatures have disadvantage on attacks while they can see the subject of their fear and must move away from the creature they are terrified of if possible. They may attempt the save again at the end of their turn. Creatures which successfully save against this effect will instead have the fear condition applied.
- (King of Clubs)Donjon: As an action, you may force a creature to make a dexterity save. On a failure, the terrain impedes and traps the creature, immobilizing and restraining the creature. It may attempt another save at the end of its turn. On a success, its movement is reduced to 10 feet until it succeeds again. You may use this once per short rest.
- (King of Hearts)Ghost: When you fail a save, you may force a creature you can see to suffer the effects of the failed save instead. You may only do this twice per long rest.
- (Jack of Spades)Executioner: Creatures under the effect of your Hunter's Mark have vulnerability to damage you deal.
- (Joker2)Horseman: When you deal damage to a creature, make a slight of hand check. If the slight of hand check would beat your target's armor class, you break their armor, shield, or weapon, or if neither are possible, you reduce the creature's movement speed by half for a month and by five feet permenantly.
- (Queen of Hearts)Innocent: When you see an ally drop to 0 hitpoints, you may force them to roll any number of hit die as a reaction. You may only do this once per long rest.
- (Jack of Hearts)Marionette: You summon a supplemental familiar that lasts until your next long rest. This familiar is etherial and can make you etherial for ten minutes. If it does so, it vanishes.
- (Queen of Spades)Mists: When you roll a natural one, you may save it and reroll it. You may impose that natural one on another creature as a reaction whenever it makes a check. If a creature you can see rolls a natural 20, you make save it and force them to reroll. You may have any creature you can see take the 20 as a reaction.
- (Queen of Clubs)Raven: Your passive perception is increased by 10, and when you roll initiative you may take a free turn before the first round.
- (Jack of Clubs)Seer: When you roll initiative, you may announce that you have seen this event. If you do so, declare a suite of the common arcana. You may choose to have the card you draw be of your declared suite. If so, you cannot use this ability again until your next long rest.
- (Queen of Diamonds)Tempter: As an action, you entice a creature to turn against its allies. Make a Wisdom check with proficiency against the target's wisdom save. On a success, the creature temporarily turns on its allies and throws its lot in with you. You cannot use this feature more than once per initiative encounter.
- Trionfi Sul Destino
- At level 15, if you would go below 1 hp, you may make a wisdom save against the attack dealing the damage. On a success, the attacker takes all of the damage you would have taken instead. You may not use this ability again until you finish a long rest.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement