Many believe in Fate and those who do often curse Fate for their lot in life or passively let the cards fall where they may. Being indifferent to the destiny set before them. Some however, revel in it. Some look upon Fate with a smile thanking it for the hardships, for the boons, for the adventure. They love Fate in all its fickle and teasing facets and in return are loved by Fate. These rare individuals are known as Tarot Seekers. They are known by their magical Deck of Fate made up of ornate cards which, one way or another, have drifted into their possession.
-Requirements-
Level 4, Narrative or mechanical dedication/love for Fate and its aspects, Wisdom of at least 14
-Class Features-
Tarot Seekers (Prestige Class), gain the following class features.
-Hit Points-
Hit Dice: 1d8 per Tarot Seeker level
-Proficiencies-
Weapons: All simple weapons and one martial weapon of their choice
Armor: Light and medium armor
Saving Throws: Wisdom or Dexterity
Skills: Gain proficiency in History, Survival, or Sleight of Hand. If you already have proficiency in all of these gain Expertise in one of them instead.
1st: Draw, Hands of the Card Shark, Lucky Card, Shuffle
2nd: Fate’s Gamble, Stack the Deck
3rd: Double Draw, Sense Fate, ASI
4th: Fate’s Fickle Nature, Palm the Card
5th: Ace Up the Sleeve, By Fate’s Decree, Destiny Draw
-Cards-
Card Ability: Spell Saving Throw DC = 8+your proficiency bonus+your Wisdom Modifier
-Draw-
Starting at 1st level, you may, as a standard action Draw a card from your deck. Roll a DX where X is the number of cards still in your deck. Then roll a 1d2 or flip a coin. On a 1 or heads the card appears Upright. On a 2 or tails it appears Reversed. When a card is drawn and used by the Draw effect the card can’t be drawn by the Draw effect until the deck is Shuffled during a long rest or short rest.
(If the first Draw rolls a 12 remove The Balance from the deck and reduce the number of all cards that come after it by 1. On the next Draw you roll a D24 rather than a D25 because one card has already been drawn. If you roll a 12 again you would Draw the number 13 The Mortal because The Balance was already drawn.)
-Hands of the Card Shark-
Starting at 1st level, you are able to hold onto these, and other, cards with a strength and dexterity that is far and above what you can manage with most other things.
Increase your Strength Modifier when making Strength Checks, Strength Saving Throws, or Athletics Checks to hold onto cards by 1 for each level in Tarot Warrior.
Increase your Dexterity Modifier when making Dexterity Checks, Dexterity Saving Throws, or Sleight of Hand Checks to preform tricks with cards by 1 for each level in Tarot Warrior.
-Lucky Card-
Starting at 1st level, every Tarot Warrior has a Lucky Card. This card is most commonly the first one given to them by Fate as a signal of its admiration and flirtation with the Tarot Warrior. Choose yours and gain its Luck Ability and when you draw it you can choose if it is drawn Up Right or Reversed. Once this choice is chosen it can’t be changed. Unless otherwise stated you may use the Lucky Card ability as a Bonus Action or Reaction.
(If a player wants to roleplay collecting the different cards before reaching the appropriate level they can change their mind as to which card is their favorite, but as soon as the level is taken their choice is locked in. A player may also already have their favorite card from the start of the campaign, but it has no mechanical powers until a level in this class is taken.)
-Shuffle-
When you long rest or short rest you may Shuffle your Deck and refresh all your cards. They are now ready to be drawn by the Draw effect again.
-Fate’s Gamble-
Starting at 2nd level, when you would make any roll on games of chance, even deadly ones, you may choose to roll with Disadvantage. If you do and still succeed, the roll is considered to have been a Natural 20. If on your Disadvantage roll you roll two 20s you may pocket one of those 20s to use on any other roll involving a D20 for the next 24 hours.
You can use this ability once per long rest.
-Stack The Deck-
Starting at 2nd level, when you Shuffle your Deck of Fate during a long rest you may choose which card is drawn first. Increase the number of cards you can stack, and the order they will be drawn in, by 1 for each additional level in Tarot Seeker.
-Double Draw-
Starting at 3rd level, once per long rest you can draw two cards from the deck with a single Draw action. Increase the number of times you can Double Draw per long rest by 1 at 5th level.
-Sense Fate-
Starting at 3rd level, you understand Fate well enough to get a hint at its mood. When making a gamble or interacting with any sort of game of chance you may learn the DC needed to win at the gamble/game. You may use this ability a number of times per long rest equal to your levels in Tarot Seeker+your Wisdom Modifier. If the gamble/game is shielded magically make an Insight roll to overcome it with the DC determined by the GM.
-Fate’s Fickle Nature-
Starting at 4th level, you are able to hedge your bets against Fate’s fickle nature by taking a loss now for Fate to be on your side later. When you roll a success on any roll with stakes involving a D20 you may, before you know the results of the roll, choose to fail it instead. If you do, you may give yourself or your ally Advantage on any one roll they make involving a D20 or give an enemy Disadvantage on any one roll involving a D20 for the next 10 minutes.
You may use this ability once per long rest.
(A roll with stakes means a roll where you have something to lose. Money lost in a gamble, an attack missed in combat, a crafting roll where resources would be expended, etc.)
-Palm the Card-
Starting at 4th level, once per long rest when you draw a card from the deck you may palm the card and saving it for later. You may use the cards effect at anytime after it is palmed as a bonus action. While the card is palmed it is considered drawn and not in your deck. When you Shuffle your Deck you may palm a new card if the card palmed has not been used yet.
-Ace Up the Sleeve-
Starting at 5th level, Fate loves you so much that it will bend reality to always, in some small way, be there with you. Choose a number of cards equal to your Wisdom Modifier that are not your Favorite card. You always have your favorite card and those cards on you somehow some way. You could be strip searched, held naked in a cell, and your deck taken from you, but those cards will always be within reach. You may spend a Draw action to bring forth those cards from your deck and onto your person even if you are not on the same plane of existence. You can Draw, shuffle, and use your Deck as normally, but only with those cards until you recover your deck from wherever it was taken to. This is a supernatural reality warping effect and is not stopped by magical barriers.
-By Fate’s Decree-
Starting at 5th level, Fate is closer to you than most, even among other Tarot Seekers, and has marked you as one of its favorites. This mark is a sigil that appears anywhere on your body. Fate will not stand by and let anyone other than itself tease or bully your chances. Prevent all magical effects, below Artifact or Divine level beings, that would give you Disadvantage on a roll a number of times per long rest equal to 1+your Wisdom Modifier. Effects from Fate itself or abilities from the Tarot Warrior class are not affected by this ability.
-Destiny Draw-
Starting at 5th level, you may Draw one card of your choice and choose if it is in the Up Right or Reserved position from your deck even if it has already been drawn by the Draw effect. You can use this ability only once per long rest.
-Deck Of Fate-
A Tarot Seeker’s deck of cards varies in style from Seeker to Seeker, but it is always made up of 25 cards. Each card is 5 inches (12.7cm) tall, 3 inches (7.62 cm) wide and 0.25mm thick. On the back of each card is a symbol chosen by the Seeker which can’t be changed after choosing. On the front are ornate images chosen by Fate.
#1-The Fool
Upon this card is a young man or woman dressed in commoner’s clothing walking along a trail.
Lucky Card Bonus: You may, once per long rest, add your levels in Tarot Warrior to a roll involving a skill check or Saving Throw you are not proficient in, and continue to reroll it if you roll 1s.
Up Right: You or an ally within 30ft of you gain Advantage on their next roll.
Reversed: An enemy within 30ft of you must make a Wisdom Saving Throw. On a failed Saving Throw they gain Disadvantage on their next roll.
#2-The Craftsman
Upon this card is a dwarf and a gnome both working on a project.
Lucky Card Bonus: You may, once per long rest, add your levels in Tarot Seeker to a tool-based crafting roll.
Up Right: You or an ally within 30ft of you gain Proficiency in their next tool roll. If they already had Proficiency they gain Expertise. If they already had Expertise they gain Advantage.
Reversed: An enemy within 30ft of you loses Proficiency in their next tool roll. If they do not already have Proficiency they gain Disadvantage. If they had Expertise they lose it and gain Proficiency.
#3-The Wanderer
Upon this card is an elf with an expression of wanderlust on its face walking through a thick forest.
Lucky Card Bonus: You may, once per long rest, increase your base movement speed by 10ft and ignore non-magical difficult terrain for 1 hour.
Up Right: You or an ally within 30ft of you ignore difficult terrain for 1 minute.
Reversed: An enemy within 30ft of you must make a Constitution Saving Throw or gain one level of Exhaustion for one round.
#4-The Dancer
Upon this card is a regal nobleman or lady dancing at a ball.
Lucky Card Bonus: You may, once per long rest, add your levels in Tarot Seeker to any dancing roll and reroll all 1s on dancing rolls for 1 hour.
Up Right: You or an ally within 30ft of you double their base movement speed for 1 minute.
Reversed: An enemy within 30ft of you must make a Dexterity Saving Throw. On a failed Saving Throw reduce their base movement speed by half for 1 minute.
#5-The Slaver
Upon this card is an elf binding a unknown creature in chains.
Lucky Card Bonus: You may, once per long rest, give a creature Disadvantage on rolls involving this card.
Up Right: An enemy within 30ft of you must make a Wisdom Saving Throw. On a failed Saving Throw they lose one of their Attack Actions on their next turn.
Reversed: An enemy within 30ft of you must make a Wisdom Saving Throw. On a failed Saving Throw they lose their Movement Action on their next turn.
#6-The Elder
Upon this card is an aged and bearded orc sitting atop a mountain under the sun and moon.
Lucky Card Bonus: You may, once per long rest, add your levels in Tarot Seeker to any Intelligence based skill check or Saving Throw that you are proficient in.
Up Right: You or an ally within 30ft of you gain Advantage on Persuasion and Insight checks for 10 minutes.
Reversed: An enemy within 30ft of you makes an Intelligence check. On a failed Saving Throw they gain Disadvantage on Persuasion and Insight checks for 10 minutes.
#7-The Warrior
Upon this card is a man or woman standing in a battlefield clad in the greatest of plate armor wielding a sword in one hand and a shield in the other.
Lucky Card Bonus: You may, once per long rest, become proficient in any martial or exotic weapon for 1 hour.
Up Right: You or an ally within 30ft of you gain +2 on To Hit rolls for 1 minute.
Reversed: You or an ally within 30ft of you gain +2 AC for 1 minute.
#8-The Savage
Upon this card is a monstrous demon with powerful arms breaking through the walls of a castle.
Lucky Card Bonus: You may, once per long rest, add your levels in Tarot Seeker to any Strength based skill check or Saving Throw.
Up Right: You or an ally within 30ft of you gain double their Strength Modifier for 1 minute.
Reversed: You or an ally within 30ft of you gain the Barbarian Rage condition until the end of their next turn.
#9-The Ruler
Upon this card is a regal and imposing king or queen sitting on a grand throne.
Lucky Card Bonus: You may, once per long rest, gain the air of nobility for 1 hour. During this time, you have Advantage on all skill checks to pass as a noble. If you are a noble increase the number of levels required to be immune to the below card effect by 2.
Up Right: You declare a single order of no more than three words. Target a number of creatures up to twice your level in Tarot Seeker that are within ear shot. The targeted creatures must make an Intelligence Saving Throw. On a failed Saving Throw they do as is ordered. If the creatures would reasonably be able to work out that the order given would result in their immediate death or that it would go against a strong code, such as a Paladin oath, those creatures automatically succeed this roll. Beings whose total level are three or more above your own are immune to this effect. They do not need to speak the same language but do need to be able to hear you.
Reversed: All enemies within 30ft of you make a Wisdom Saving Throw. On a failed Saving Throw they are considered Provoked by you until the end of your next turn.
(A Provoked creature must move towards you and attack you if able.)
#10-The Harlot
Upon this card is a scantily clad woman with a body of desire dressed in all manner of provocative and colorful adornments.
Lucky Card Bonus: You may, once per long rest, gain Advantage on all seduction and “intimate” rolls for 1 hour.
Up Right: You or an ally within 30ft of you gain double your Charisma Modifier and Advantage on all Persuasion and Performance checks for 10 minutes.
Reversed: An enemy within 30ft of you makes a Charisma Saving Throw. On a failed Saving Throw they are Charmed for 1 minute.
#11-The Reaper
Upon this card is a hooded figure wielding a scythe.
Lucky Card Bonus: When you are reduced to 0 Hit Points you may, once per long rest, be reduced to 1 hit point instead. Additionally, once per long rest, you automatically succeed on your first Death Saving Throw.
Up Right: An enemy within 30ft of you makes a Wisdom Saving Throw. On a failed Saving Throw they become Frightened for 1 minute.
Reversed: An enemy within 30ft of you makes a Wisdom Saving Throw. On a failed Saving Throw they take 1d8+your Wisdom Modifier in magical Slashing damage. This increases by 1d8 at 3rd and 5th level.
#12-The Dragon
Upon this card is a drawing of a dragon breathing fire across a city.
Lucky Card Bonus: You may, once per long rest, gain dragon scales along your body increasing your AC by 1 and gaining Resistance to one type of elemental damage for 1 hour.
Up Right: All enemies in a 30ft cone from you make a Dexterity Saving Throw. On a failed Saving Throw they take 2d6+your wisdom Modifier in magical Fire damage or half on a successful Saving Throw. This increases by 1d6 for each level in Tarot Seeker above the first.
Reversed: All enemies in a 60ft line from you make a Dexterity Saving Throw. On a failed Saving Throw they take 2d6+your Wisdom Modifier in magical Fire damage or half on a successful Saving Throw. This increases by 1d6 for each level in Tarot Seeker above the first.
#13-The Balance
Upon this card is a grand scale with a gear on one plate and an amorphous blob on the other.
Lucky Card Bonus: You may, once per long rest, prevent the first instance of Disadvantage to you or one ally within 30ft of you or the first instance of Advantage to one enemy within 30ft of you.
Up Right: You or an ally within 30ft of you rolls a 10 on their next roll.
Reversed: An enemy with in 30ft of you makes a Wisdom Saving Throw. On a failed roll they roll a 10 on their next roll.
#14-The Mortal
Upon this card is a picture of a baby, child, middle aged man, and old man in sequence.
Lucky Card Bonus: You may as an action, once per long rest, spend a number of Hit Dice up to your Wisdom Modifier and recover Hit Points as per normal rules when spending Hit Dice to recover Hit Points.
Up Right: Restore one Hit Dice to you and all allies within 30ft of you.
Reversed: Heal you or an ally within 30ft of you for their Hit Dice+your Wisdom Modifier.
#15-The Vampire
Upon this card is the image of a male or female vampire drinking blood under the moonlight.
Lucky Card Bonus: You may, once per long rest, become Immune to Necrotic and bleeding damage and Vulnerable to Radiant damage for 1 hour. Additionally, during this hour your natural attacks deal an extra 1d6 bleeding damage.
Up Right: You and all allies within 30ft of you gain " You recover Hit Points equal to half the damage you deal to enemies with natural weapon attacks or Necrotic spell attacks until the end of your next turn."
Reversed: An enemy within 30ft of you makes a Wisdom Saving Throw. On a failed Saving Throw they take 1d8+your Wisdom Modifier in Necrotic damage. This increases by 1d8 at 3rd and 5th level.
#16-The Sea
Upon this card is a picture of the sea. The right side depicts the sea at rest and the left during a harrowing storm.
Lucky Card Bonus: You may, once per long rest, gain the ability to breath underwater, talk to sea life, a swim speed equal to your base movement speed, and gain Advantage on all Athletic swimming checks for 1 hour.
Up Right: You and all allies within 30ft of you gain the ability to walk on water, breath under water, and Darkvision while under water or in a cave/building under water for 1 hour.
Reversed: Target enemy within 30ft of you makes a Strength Saving Throw. On a failed Saving Throw they take 1d8+your wisdom Modifier in cold or magical bashing damage. Whichever would deal the most damage. This increases by 1d8 at 3rd and 5th level.
#17-The Star
Upon this card is the picture of the night sky.
Lucky Card Bonus: You may, once per long rest, become Immune to Radiant damage and can see through non-magical and Magical darkness up to 120ft for 1 hour. Additionally, so long as you can see the stars you always know which way is north and can’t get lost by non-magical means.
Up Right: All enemies within 30ft of you must make a Constitution Saving Throw. On a failed Saving Throw they are Blinded until the end of their next turn.
Reversed: An enemy within 30ft of you must make a Constitution Saving Throw. On a failed Saving Throw they take 1d8+your Wisdom Modifier in Radiant damage. This increases by 1d8 at 3rd and 5th level.
#18-The Gambler
Upon this card is a picture of the Tarot Warrior who owns these cards. The quality, position, and background of the card changes each time the deck is Shuffled to reflect how Fate feels about the Tarot Seeker at the time of shuffling.
Lucky Card Bonus: You may, once per long rest, roll a D20. On a 11-20 you gain Advantage on one roll you make within the next hour. If you roll 1-10 the DM will give you Disadvantage on one roll within the next hour.
Up Right: You or an ally within 30ft of you gains one use of the Lucky feat for 1 minute.
Reversed: An enemy within 30ft of you makes a Wisdom Saving Throw. On a failed Saving Throw you choose one roll for them to reroll until the end of your next turn.
#19-The Fallen
Upon this card is an angel falling from the sky as its wings fade away.
Lucky Card Bonus: You may, once per long rest, target one creature within 120ft of you that you can see. That creature makes a Saving Throw with their highest Saving Throw. On a successful Saving Throw nothing happens. On a failed Saving Throw, they lose one Immunity or Resistance they have for 1 minute.
Up Right: An enemy within 30ft of you must make a Strength Saving Throw or become Restrained until the end of their next turn.
Reversed: An enemy within 30ft of you makes a Wisdom Saving Throw. On a failed Saving Throw they become Cursed for 1 minute.
#20-The Divine
Upon this card is the symbol of the Divine that the Tarot Warrior who owns these cards follows. If the owner does not follow a Divine this card has instead a random picture chosen by Fate each time the deck is shuffled.
Lucky Card Bonus: You may, once per long rest, gain Advantage and add your levels of Tarot Warrior to all rolls to contact a Divine you serve for 1 hour. Additionally, you may, once per long rest, add your levels in Tarot Seeker to any Smite damage done by you for 1 minute or an ally within 30ft of you that follows the same Divine as you.
Up Right: You and all allies within 30ft of you heal 1d6+your Wisdom Modifier. This increases by 1d6 at 3rd and 5th level.
Reversed: You or an ally within 30ft of you heal 1d10+your Wisdom Modifier. This increases by 1d10 at 3rd and 5th level.
#21-The Moon
Upon this card is the picture of the moon in all its phases.
Lucky Card Bonus: You may, once per long rest, gain Resistance to Bashing, Cold, and Psychic damage for 1 hour.
Up Right: An enemy within 30ft of you makes a Wisdom Saving Throw. On a failed Saving Throw they become Confused until the end of their next turn.
Reversed: An enemy within 30ft of you makes a Wisdom Saving Throw. On a failed Saving Throw they take 1d8+your Wisdom Modifier in Psychic damage. This increases by 1d8 at 3rd and 5th level.
#22-The Gentle
Upon this card is the picture of a child.
Lucky Card Bonus: You may, once per long rest, remove a Sickness, Diseases, or Curse that below 3rd level. Additionally, you may, a number of times per long rest equal to your levels in Tarot Warrior, prevent all pain from a willing creature you touch for 1 hour.
Up Right: You or an ally within 30ft of you gains Advantage on one Saving Throw of their choice for 1 minute.
Reversed: Cast Remove Curse at base level on you, an ally, or object within 30ft of you.
#23-The Mage
Upon this card is the picture of a powerful mage adorned in color changing robes casting fire and lightening across the sky.
Lucky Card Bonus: You may, once per long rest, cast any spell from the Wizard spell list so long as that spell is of a level equal to or less than your levels in Tarot Seeker. Intelligence is your casting Modifier for that spell.
Up Right: Cast Magic Missile on a single enemy within 30ft of you. The spell level is equal to your levels in Tarot Warrior.
Reversed: Until the end of your next turn you may cast Counter Spell as a Reaction. The spell level is equal to your levels in Tarot Warrior.
#24-The Mother
Upon this card is a middle-aged woman that resembles the creature the Tarot Seeker who owns these cards sees as their mother.
Lucky Card Bonus: You may, once per long rest, give an ally creature within 60ft of you a number of temporary Hit Points equal to your levels in Tarot Seeker+your Wisdom Modifier+their Constitution Modifier (Min 1).
Up Right: You and an ally within 30ft of you switch places. Both of you move freely between all physical barriers, but magical barriers will prevent this from working. Switching places does not give an Attack of Opportunity.
Reversed: Target one ally within 30ft of you. Until the end of your next turn if they would be damage by an attack, spell, or targeting environmental effect you may take the damage instead.
#25-The Father
Upon this card is a middle-aged man that resembles the creature that the Tarot Seeker who owns these cards sees as their father.
Lucky Card Bonus: You may, once per long rest, deal additional Force damage to one of your attacks equal to your levels in Tarot Seeker and Wisdom Modifier.
Up Right: Until the end of your next turn if an ally that is Adjacent to you is hit by an attack, that only targets them, you may make a Weapon attack on that enemy.
Reversed: An enemy within 30ft of you makes a Strength Saving Throw. On a failed Saving Throw they are knocked Prone. Creatures with 4 or more legs gain Advantage on this roll.
#26-The World
Upon this card is a representation of the world.
Lucky Card Bonus: You may, once per long rest, teleport to any location you can see within 120ft. You pass through all physical barriers and all magical barriers cast by casters below 5th level.
Up Right: Choose another card that has not been drawn by the Draw effect yet. Activate its Up Right and Reverse effect.
Reversed: Return any card that has been drawn by the Draw effect back to the deck.
If The World is drawn by the Draw effect and is the last card in your deck The World activates the Upright or Reversed effect, your choice, of your Lucky Card instead.
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