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Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following option is available to a sorcerer, in addition to those offered in the Player's Handbook: Major Arcana.

Major Arcana

In the popular mind, tarot is indelibly associated with divination, fortune telling, or cartomancy, and your innate magic comes from the connection you have with the 22 cards of a tarot deck, which represents the Major Arcana. Each of the trumps comes with the essence of that magic connection, allowing you to use them for combat rather than just fortune telling and card reading.

Major Arcana Origin Spells
Sorcerer Level Spell
1st Identify
3rd Locate object
5th Nondetection
9th Scrying
11th Find the path

The Major Arcana Origin Spells are for use with SwordMeow's Tweaked Sorcerer. If you plan to play the Player's Handbook sorcerer, ignore the Major Arcana Origin Spells.

Gambler

At 1st level, you gain proficiency with a gaming set (playing card sets). Additionally, whenever you make an Intelligence (History), Wisdom (Insight), or Dexterity (Sleight of Hand) related to or while using a playing card set, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

 

Cartomancy

Also 1st level, you are able to use the magic that comes in a tarot deck. Each card have one or more options you can use. If the option is a spell, you must expend a slot of the spell's level or higher to cast it. After you use one of the options, the card fades from existence until you finish a long rest.

When you finish a long rest, shuffle all cards back into the deck, including those you have drawn, used and discarded. Then, draw a number of cards equal to your maximum hand size.

If you lose your tarot deck, you can buy a new one (same cost as a playing card set) and then spend a short rest for imbuing your innate magic to it. You can only imbue one deck with your sorcerous magic, and when you do so, the previous deck becomes a nonmagical playing card set.

Hand Size

At 1st level, as an action you can draw cards from your deck to keep them in your hand, which are the cards you can use. At this level, you can keep a maximum of 3 cards in your hand.

As a bonus action, you can discard any number of cards from your hand. You can spend 1 sorcery point for each card to shuffle it into your deck instead.

Your hand size increases to 4 at 6th level, to 5 at 14th level, and to 6 at 18th level.

Quick Draw

Beginning at 6th level, when you roll for initiative and have no cards in your hand, you can draw 3 cards.

Fortune Telling

Starting at 14th level, you gain the ability to briefly read the fate of someone with your cards. While you have your tarot deck, you can cast the augury, divination, and commune spells without expending material components. You can only cast them as a ritual.

MAJOR ARCANA

Card Master

Starting at 18th level, you can focus your energy into a particular card from your deck. You can spend 5 sorcery points to play a card directly from your deck. After you use the card, shuffle your deck. You can use this feature only once per turn.

Card List

In the following section you can find all the options of each tarot card.

I: The Magician

This card represents power and concentration.

When you cast a spell, you can use this card to use the Empowered Spell metamagic option without expending sorcery points.

II: The High Priestess

This card represents intuition and knowledge.

As an action when you use this card, you have advantage on all Intelligence ability checks you are proficient for the next minute or until you lose your concentration (as if you were casting a concentration spell).

III: The Empress

This card represents femininity and beauty.

As an action when you use this card, you have advantage on all Charisma skill checks you are proficient for the next minute or until you lose your concentration (as if you were casting a concentration spell).

IV: The Emperor

This card represents authority and structure.

As an action you can cast either the command or geas spell.

V: The Hierophant

This card represents religion and tradition.

As an action when you use this card, you have advantage on all Wisdom skill checks you are proficient for the next minute or until you lose your concentration (as if you were casting a concentration spell).

VI: The Lovers

This card represents love and union.

As an action when you use this card, for the next minute or until you lose your concentration (as if you were casting a concentration spell) you and one creature within 10 feet you choose have advantage on attack rolls and spell attacks if both attack the same target on each round.

VII: The Chariot

This card represents will power and determination.

When you make a Constitution saving throw to maintain concentration, you can use your reaction and spend this card to gain advantage on that roll.

VIII: Justice

This card represents justice and law.

As an action you can cast either the detect evil and good or dispel evil and good spell.

IX: The Hermit

This card represents introspection and inner guidance.

As an action you can cast either the identify or legend lore spell.

X: The Wheel of Fortune

This card represents good luck and karma.

When you make an attack roll, an ability check or a saving throw, you can use this card and roll a d8 and add it to the result. You choose to use this card after you roll the die, but before the outcome is determined.

XI: Strength

This card represents inner strength and courage.

As an action when you use this card, for the next minute or until you lose your concentration (as if you were casting a concentration spell) you cannot be frightened or charmed. If you are charmed or frightened when you use this card, the effect is suspended until the card effect ends.

XII: The Hanged Man

This card represents sacrifice and letting go.

When you use this card, you have disadvantage on attack rolls and a creature you can see within 60 feet of you gains advantage on attack rolls until the start of your next turn.

XIII: Death

This card represents the end and change.

As an action when you use this card, pick one or more cards from your hand and discard them. Then, draw the same number of cards you have discarded from your deck. Finally, shuffle the cards you discarded by this card back into your deck.

XIV: Temperance

This card represents balance and purpose.

As an action when you use this card, for the next minute or until you lose your concentration (as if you were casting a concentration spell), you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already includes your proficiency bonus.

XV: Devil

This card represents fire and wrath.

When you deal damage with an attack or a spell, you can use this card and change the damage type of the spell to fire.

XVI: The Tower

This card represents upheaval and destruction.

When you deal damage with an attack or a spell, you can use this card and change the damage type of the spell to necrotic.

XVII: The Star

This card represents hope and renewal.

As an action you can cast either the bless or remove curse spell.

XVIII: The Moon

This card represents illusion and confusion.

When a creature within 60 feet you can see makes an saving throw, you can use your reaction and use this card to give disadvantage to that roll.

MAJOR ARCANA

XIX: The Sun

This card represents warmth and vitality.

As an action you can cast either the cure wounds or heal spell.

XX: Judgement

This card represents judgement and rebirth.

As an action you can cast either the bane or zone of truth spell.

XXI: The World

This card represents completion and travel.

As an action when you use this card, you can spend up to 5 sorcery points to recover cards you previously have discarded. For each sorcery point you spend you can shuffle one card back to your deck.

The Fool

This card represents free-spirit and spontaneity.

When you use this card, roll a d100. If the result is 50 or lower, you can choose and cast any 1st-level spell. If the result is 51 or higher, the DM chooses the spell you cast.

Credits

Created by /u/AeronDrake

Changelog
  • 1.1: Updated to being useable with the /u/SwordMeow tweaked sorcerer. Changed some of the tarot card options to remove some spells and add other abilities.
  • 1.0: First draft
Art credits
  • Heroes of Newerth - tarot by izaskun
  • Let's Play by Servia-D
 

Using Normal Cards

If you don't have a tarot deck, you can create your own by taking the following cards from a suit of playing cards.

Tarot Card Normal Card
The Magician Ace of Hearts
The High Priestess Ace of Diamonds
The Empress Ace of Clubs
The Emperor Ace of Spades
The Hierophant King of Hearts
The Lovers King of Diamonds
The Chariot King of Clubs
Justice King of Spades
The Hermit Queen of Hearts
The Wheel of Fortune Queen of Diamonds
Strength Queen of Clubs
The Hanged Man Queen of Spades
Death Jack of Hearts
Temperance Jack of Diamonds
Devil Jack of Clubs
The Tower Jack of Spades
The Star 10 of Hearts
The Moon 10 of Diamonds
The Sun 10 of Clubs
Judgement 10 of Spades
The World Joker (Without Trademark)
The Fool Joker (With Trademark)

MAJOR ARCANA