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# Tarokka Inspiration ### The Common Deck **Whenever a player would gain inspiration, they instead draw from the Tarokka Common Deck.** A player can draw one card at first level, 2 cards at 5th level, and 3 cards at 15th level. After silently analyzing any drawn cards, the player may keep one card and return the others to be shuffled back into the Common Deck. If a player already has a card and would gain the chance to draw again, they may keep a number of cards in total equal to the number of cards they can draw (1 at first level, 2 at 5th level, and 3 at 15th level). Any cards that would be earned beyond this number are lost and not drawn. Players may use the cards from the common deck whenever they wish to bolster their character, as described on the cards. ## Suit of Coins This suit epitomizes the desire for personal wealth and material gain as well as simple avarice. As a force for good, it symbolizes an accumulation of wealth for charity or a just cause. On the other hand, as a representation of evil, the suit can denote a cheating miser or thief in the night. #### 1 Swashbuckler When a creature within 5 feet of you makes an attack with advantage, you can play this card to grant disadvantage to the attack roll instead. If the attack misses, you can make a melee weapon attack against the creature as a reaction. #### 2 Philanthropist When you or a creature you can see makes a skill check or an ability check, you can play this card as a reaction. You can treat a d20 roll of 9 or lower as a 10. #### 3 Trader Immediately after you make an initiative check, you can play this card to exchange places in the initiative order with one willing creature. #### 4 Merchant Play this card at the start of your turn. During this turn, your speed increases by 10 feet and you can take the Dash action as a bonus action. #### 5 Guild Member When you play this card, you can benefit as if you possessed the Guild Membership background feature for a number of days equal to your Charisma modifier (a minimum of 1 day). [PHB pg. 133] \columnbreak #### 6 Beggar At the start of your turn, you can play this card as a bonus action to have one willing creature you see spend 1 Hit Die. Roll the Hit Die and add your Constitution modifier to the result. You regain hit points equal to the total. #### 7 Thief You can play this card when one creature you can see makes an initiative check. That creature has a disadvantage to the initiative check and you to gain an advantage to your initiative check. #### 8 Tax Collector When you make an attack roll and miss, you can play this card as a reaction. Reroll the attack with advantage and take damage equal to twice your level. This damage ignores resistance and immunity. #### 9 Miser If you did not make an attack or cast a spell and are conscious, you can play this card at the end of your turn. You gain temporary hits points equal to 1d4 + your level. #### Rogue You can play this card as an action. You can concentrate (as if concentrating on a spell) for up to one hour to gain advantage on Dexterity checks. You also do not take damage from falling 20 feet or less as long as you are not incapacitated. ## Suit of Glyphs This suit represents inner strength as well as faith and devotion. The good aspect exemplifies willpower and dedication toward a commitment, while the evil manner exhibits self-doubt and betrayal. #### 1 Monk When you take the Dodge action, you can play this card as a bonus action to regain hit points as if you expended 1 Hit Die. #### 2 Missionary When you play this card, you can benefit as if you possessed the Shelter of the Faithful background feature. The hospitality lasts a number of days equal to your Charisma modifier (a minimum of 1 day). [PHB pg. 127] #### 3 Healer When you take the Help action, you can play this card as a bonus action for the creature you aid to regain hit points as if it expended 1 Hit Die. #### 4 Shepherd Play this card at the start of your turn. Until the end of your next turn, you can cast the *guidance* or *resistance* cantrip as a bonus action. \pagebreak #### 5 Druid When a you make an attack of opportunity against a creature, you can play this card as part of the reaction. If the attack hits, the speed of that creature drops to 0 until the end of your next turn or if the creature takes damage, whichever comes first. #### 6 Anarchist You can play this card as a bonus action to either roll a 1d10 or 1d20. You gain temporary hit points equal to the result if it is even. If it is odd, you instead lose hit points equal to the result. #### 7 Charlatan When you play this card, you can benefit as if you possessed the False Identity background feature. The false identity lasts for a number of days equal to your Charisma modifier (a minimum of 1 day). [PHB pg. 168] #### 8 Bishop When you or a creature you can see fails a saving throw, you can play this card as a reaction. The target rerolls the saving throw. If you reroll the saving throw, you also regain 1d6 hit points. #### 9 Traitor When you have advantage and hit a creature with an attack, you can play this card to deal an extra 1d10 damage. On a roll of a 10, you also take damage equal to half the damage dealt. Damage dealt to you ignores resistance and immunity. #### Priest You can play this card as an action. You can concentrate (as if concentrating on a spell) for up to one hour to have advantage on Charisma or Wisdom checks (you choose when you play the card). ## Suit of Stars The suit of stars expresses the desire for personal power and control over the mortal realm. The good aspect represents knowledge to ease suffering, while its evil aspect indicates a cruel or abusive pursuit toward power. #### 1 Transmuter When a creature attacks you while you have **half cover** against the attack, you can play this card as a reaction. You instead have **three-quarters cover** against the attack. If the attack misses, you can make one attack or cast one cantrip against the creature as part of the reaction. #### 2 Diviner You can play this card and roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see within 30 feet with this foretelling roll. You must choose to do so before the roll is made. \columnbreak #### 3 Enchanter When you make a Charisma check, you can play this card as a reaction. You can treat a d20 roll of 9 or lower as a 10. #### 4 Abjurer When you take damage from a spell effect, you can play this card as a reaction to take half the damage. #### 5 Elementalist When you take cold, fire, lightning, or thunder damage, you can play this card as a reaction to reduce the damage by half. #### 6 Evoker When you hit a creature with an attack, you can play this card as a bonus action to deal an extra 1d6 damage. #### 7 Illusionist When a creature makes an attack against you while you are in a lightly obscured area, you can play this card as a reaction. Consider the area heavily obscured for the attack. If the attack misses, you can make one attack or cast a cantrip against the creature as part of the reaction. #### 8 Necromancer When you make a death saving throw, you can play this card to gain an advantage to the save. If you succeed, you regain 1 hit point. #### 9 Conjurer You can play this card at the start of your turn. Until the end of the turn, your movement does not provoke an attack of opportunity. #### Wizard You can play this card as an action. You can concentrate (as if concentrating on a spell) for up to one hour to have advantage on Intelligence or Charisma checks (you choose when you play the card). ## Suit of Swords The suit of swords represents the warrior. The good aspect embodies justice and triumph, while the evil aspect denotes sadism and brutality. #### 1 Avenger When a companion drops to 0 or fewer hit points, you can play this card as a reaction to make a weapon attack. #### 2 Paladin When a creature hits you with an attack, you can play this card as a reaction to take an extra 1d8 damage. The damage from the attack ignores resistance and immunity. Choose one creature you can see within 30 feet, other than yourself. The chosen creature can spend 1 Hit Die to regain hit points. #### 3 Soldier When you are hit by a critical attack, you can play this card as a reaction to treat the critical hit as a normal hit. \pagebreak #### 4 Mercenary When you drop a creature to 0 or fewer hit points, you can play this card to regain hit points as if you expended 1 Hit Die #### 5 Myrmidon When you have advantage and hit a Large -sized creature or smaller with an attack, you can play this card to also knock the creature prone. #### 6 Beserker When you are charmed or frightened, you can play this card at the start of your turn. You are no longer charmed or frightened. #### 7 Hooded One You can play this card as a bonus action. Until the end of turn, you possess **blindsight** with a radius of 30 feet. #### 8 Dictator When you take the Attack action on your turn, you can play this card and forgo one of your attacks and use a bonus action to direct one of your companions who can see or hear you to strike. That creature can immediately use its reaction to make one weapon attack. #### 9 Torturer When you make an attack against a creature while you have advantage but before you roll to hit, you can play this card as a bonus action. If you hit the creature, treat it as a critical hit. #### Warrior You can play this card as an action. You can concentrate (as if concentrating on a spell) for up to one hour to have advantage on Constitution checks. You also gain 2d6 temporary hit points, which are lost when your concentration ends. ### The High Deck The fourteen cards possessing the crown symbol are collectively known as the high deck. Each represent potent forces within the universe and thus, are more powerful than the Tarokka cards found within the common deck. As a bonus action, a character may beseech their allies for aid to tip the scales of fate by discarding up to three **Tarokka Common Deck** cards they've earned. Any character that can hear the beseecher and is not incapacitated may then discard Tarokka cards as well, until three cards have been discarded this way. The beseecher may then draw one card from the **Tarokka High Deck**. The effect on that card is immediate and lasts as described. Once a character has drawn a card from the **Tarokka High Deck**, they cannot do so again until they finish a long rest. If three cards are not discarded from this action, the player that asked for aid instead loses one **Tarokka Common Deck** card and is unable to benefit from Tarroka cards until they complete a long rest. \columnbreak #### Artifact *All objects hold secrets.* You gain a +1 to your AC and +1 to your weapon attack rolls until you finish a long rest. Afterward, discard this card. As an alternative, you can instead discard this card before finishing a long rest to cast the *legend lore* spell without the required material components to cast the spell. #### Beast *The ferocity of the Beast.* Your attacks and spell attacks deal +2 damage until you finish a short or long rest. Afterward, discard this card #### Broken One *What is broken resists breaking more.* You gain resistance to all damage until you finish a short or long rest. Afterwards, discard this card. #### Darklord *Woe!* You cannot use or benefit from any Tarokka cards until you finish a long rest. #### Donjon *Sturdy and unstoppable.* Until you finish a long rest, you have advantage on saving throws on effects that would move you or knock you prone. In addition, your speed is increased by 10 feet for the duration. Afterwards, discard this card. #### Seer *Flashes of the future align.* Instead of rolling, you can choose one d20 roll you would make to result in a 20 before you finish a long rest. Afterward, discard this card. #### Ghost *The chill of the grave is no threat.* You are immune to the charmed and frightened conditions, and gain resistance to necrotic damage until you finish a long rest. Afterwards, discard this card. #### Executioner *Death will not come to collect.* You advantage on death saving throws until you finish a long rest. Afterward, discard this card. #### Horseman *The Horseman will not find you this day.* You can immediately expend and roll any number of hit die you have, and gain hit points equal to the numbers rolled. At the end of a long rest, discard this card. #### Innocent *Break the bindings of the guilty.* You are immune to the restrained condition, and attacks of opportunity have disadvantage against you until you finish a long rest. Afterwards, discard this card. \pagebreak #### Marionette *Fate is yours to control.* When you draw this card, you gain 3 *luck points* which last until you finish a long rest. Afterward, discard this card. [PHB pg. 167] #### Mists *Mysteries and twists of fate wait for those immersed in the mists.* Pick one attribute. You gain advantage on all skill checks and saving throws using that attribute until you finish a long rest. Afterward, discard this card. #### Raven *Nevermore, never again.* You gain proficiency with all saving throws until you finish a short or long rest. Afterwards, discard this card. #### Tempter *Like the Tempter, take advantage.* You gain advantage on initiative checks until you finish a long rest. Afterwards, discard this card