Tarot Domain
Those who follow Fate itself believe that faith should be tested to grow. Every unexpected outcome is a chance to reflect, and every card the perfect answer from the Gods waiting to be deciphered.
Cleric Domain
Tarot Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Comprehend Languages, Identify |
| 3rd | Augury, Mind Spike |
| 5th | Bestow Curse, Clairvoyance |
| 7th | Arcane Eye, Divination |
| 9th | Contact Other Plane, Scrying |
| 17th | Time Stop |
Tarot Reading
When you choose this domain at 1st level, you are granted a Tarot Deck of 22 cards by your deity or the higher powers that be. This Tarot Deck cannot be destroyed, and functions as a normal deck of tarot cards outside of this class feature.
At the end of each long rest, you conduct a Tarot Reading and draw one card at random from your Tarot Deck. Each card in your Tarot Deck represents a card from the Major Arcana, and the powers they grant you are listed in the Major Arcana table below.
You shuffle all drawn cards back into your Tarot Deck at the start of your next long rest. Any limited uses or effects of the cards are refreshed and undone when they are shuffled back into your Tarot Deck.
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Channel Divinity: Clarify Reading
Starting at 2nd level, you can use your Channel Divinity to seek clarification on your Tarot reading. As a bonus action, you can draw another random card from your Tarot Deck. You must then choose one of your cards to shuffle back into your Tarot Deck.
Divine the Future
Starting at 6th level, you have learned to use your powers of divination to predict the futures of other creatures. If you spend at least 1 minute interacting with another creature outside of combat, you can glean a vision of that creature's future. You describe the vision that you see to the DM, concluding with one attack roll, ability check, or saving throw that you predict the creature making. If the circumstances of that d20 roll happen in the next 24 hours, you impose your choice of advantage or disadvantage on the roll.
You can only have one prediction at a time. If you use this feature to make a second prediction, the first prediction is nullified.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Signature Arcana
When you reach 17th level, you have a powerful understanding of your Tarot Deck and an affinity for one card in particular. Choose one card from your Tarot Deck. At the end of each long rest, you draw this card alongside the card drawn from your Tarot Reading feature.
At 20th level, you can use your Divine Intervention after a long rest, instead of having to wait for 7 days, when you use it to call for the apocalypse.
Major Arcana Table
| Major Arcana Card | Effect |
|---|---|
| 0 - The Fool | You have advantage on initiative rolls. After everyone has rolled for initiative, you may swap initiative rolls with a willing ally |
| I - The Magician | Choose a number of spells equal to your Wisdom modifier from the Wizard spell list. The Wizard spells you choose must all be of a level you can cast no higher than 5th level. You know those spells, they are Cleric spells for you, and you can cast them using your spell slots. |
| II - The High Priestess | As an action, you may cast one of your prepared Divination spells without expending a spell slot. You can use this action a number of times equal to your proficiency bonus. |
| III - The Empress | As a bonus action, you may choose one of your allies within 60 feet that can see and hear you. That ally can use their reaction to move up to their speed without provoking attacks of opportunity. You can use this bonus action a number of times equal to your proficiency bonus. |
| IV - The Emperor | As a bonus action, you may choose one of your allies within 60 feet that can see and hear you. That ally can use their reaction to make one weapon attack. You can use this bonus action a number of times equal to your proficiency bonus. |
| V - The Hierophant | Friendly creatures within 5 feet of you make Wisdom saving throws with advantage. This increases to 15 feet at level 8 and 25 feet at level 14. |
| VI - The Lovers | Once, as an action, you may choose an ally within 30 feet of you. Whenever either you or that ally regain hit points while within 30 feet of each other, maximize any dice rolled to determine the hit points you each regain. |
| VII - The Chariot | As a bonus action, you may increase the walking speed of yourself or an allied creature within 30 feet by 5 feet times your proficiency bonus for 10 minutes. You can use this bonus action a number of times equal to your proficiency bonus, and you can use it multiple times on the same target. |
| VIII - Justice | When an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use a reaction to force the attacker to make a Wisdom saving throw. On a failed saving throw, the attacker takes force damage equal to the damage it just dealt. You can use this reaction a number of times equal to your proficiency bonus. |
| IX - The Hermit | You have advantage on Wisdom checks and saving throws. You cannot benefit from the Help action. |
| X - Wheel of Fortune | At the start of combat, but before rolling for initiative, replace this card with another random card from your Tarot Deck. The new card's effects apply immediately. |
| XI - Strength | Your Strength score is equal to your Wisdom score. |
| XII - The Hanged Man | As a bonus action, you may give yourself or an ally you can see within 30 feet a flying speed equal to their walking speed until the end of their next turn. You can use this bonus action a number of times equal to your proficiency bonus. |
| XIII - Death | When a creature within 60 feet of you dies, you regain one spell slot. The level of the spell slot is equal to the creature's CR or level, up to 5th level (minimum 1). |
| XIV - Temperance | As a reaction when a creature you can see within 60 feet of you makes an attack roll, ability check, or saving throw, you can force the creature to reroll. You make this decision after you see the roll but before you know whether the roll succeeds or fails, and the target must use the result of the second roll. You can use this reaction a number of times equal to your proficiency bonus. |
| XV - The Devil | When you roll damage for a spell or attack, you may choose one target and roll a d6. On an even roll, the spell or attack deals double damage to that target. On an odd roll, the spell or attack deals half damage to that target. |
| XVI - The Tower | As an action you can reduce your hit point maximum by an amount equal to your Cleric level, then touch a creature and increase their hit point maximum and current hit points by the same amount. You can use this action a number of times equal to your proficiency bonus. If the reduction to your hit point maximum is removed, the increased hit point maximum of the other creature is also removed. |
Major Arcana Table (continued)
| Major Arcana Card | Effect |
|---|---|
| XVII - The Stars | You gain a pool of d6s equal to your Cleric level. As a bonus action, you can heal a creature you can see within 60 feet of you, spending dice from the pool. Roll a number of dice up to your proficiency bonus from the pool and add them together. The target regains a number of hit points equal to the total. |
| XVIII - The Moon | As a reaction when another creature you can see within 30 feet of you takes damage, you may reduce that damage by a number of d6 equal to your proficiency bonus. You can use this reaction a number of times equal to your Wisdom modifier (minimum of 1). |
| XIX - The Sun | Once, as an action, you and up to six allies within 30 feet of you gain a number of temporary hit points equal to your Cleric level plus your Wisdom modifier. |
| XX - Judgement | As a bonus action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this bonus action a number of times equal to your proficiency bonus. |
| XXI - The World | Draw two more cards from your Tarot Deck. |