Tarokka Deck Fortunes
The future is a fickle thing that no one can know for certain. Some prepare for every eventuality, while others make educated guesses to predict the most likely outcome. However, some elements of the future might always have a fixed outcome. Fortune tellers are individuals capable of divining these fixed elements and using them to their own advantage. One of the most common ways fortune tellers might get a glimpse into the future is through the art of reading cards. In the hands of the right person, a deck of tarokka cards can be a powerful tool to foresee upcoming events.
Telling the Future
When you complete a long rest, you may choose to attempt divining your near future using a Tarroka deck. You must possess a direct connection with an extraplanar entity (such as a celestial or fiend), or possess the ability to use magic that is able to foretell future events (such as the Augury spell or the Divination Wizard's portent feature). Additionally, you must have a deck of Tarroka cards or similar fortune telling tool to perform the drawing.
You may draw up to a number of cards equal to half your proficiency bonus (rounded up) and gain the "Weal" effect of each card. However, good fortune is balanced by bad luck, and you must also draw the same number of cards again, gaining the "Woe" effect of each card in the second drawing. The effects of each card are listed in the "Fortune Telling Effects" section below.
If duplicate cards are drawn, you may potentially benefit or suffer from their effects multiple times, as listed within their effect description. If the same card is drawn for both a "Weal" and "Woe" result, they instead cancel one instance of the opposing part of the drawing.
Effects that specify other creatures only apply to creatures whose CR is 1/8 or greater.
All effects of each drawing last until you complete another long rest, after which they revert as your future stabilizes to an uncertain outcome once again. While you are under the effects of a drawing, you cannot benefit from another.
Starting at 10th level, you may also divine the future of other willing humanoids. When you finish a long rest, you can draw two cards on their behalf. The creature you performed the drawing for gains the "Weal" effect of the first and the "Woe" effect of the second. These effects are otherwise subject to the same guidelines listed above.
Fortune Telling Effects
Presented in this section are a list of effects that may occur when telling a creature's fortune. Each effect has two potential results, representing good luck with "Weal" and bad luck with "Woe."
To simulate drawing cards, each card in a normal deck of playing cards can be assigned to one of these effects. Each effect is drawn with replacement, meaning that once an effect occurs it still has an equal chance to occur again.
Some of these effects can stack with each other and provide a greater or extended benefit/penalty. Alterations to their effects in such cases (if any) are provided in the event you draw the same effect more than once.
Accuracy
This card represents a keen eye and unwavering focus.
Weal. The first attack roll you hit with is an automatic critical hit. Further instances of this effect give you this bonus for an additional attack.
Woe. The first attack roll from a hostile creature to hit you that deals damage instead deals twice as much damage. Further instances of this effect cause you to suffer this penalty for an additional attack.
Alacrity
This card embodies quickness of mind and body, urging you to act with swift determination.
Weal. You gain a bonus to your initiative rolls equal to half your proficiency bonus (rounded down). Further instances of this effect increase the bonus by an additional +1.
Woe. Your movement speed is reduced by 5 feet. Further instances of this effect reduce your movement speed by an additional 5 feet each.
Blood
This card symbolizes the potential for conflict and harm in our lives.
Weal. Your damage rolls are increased by an amount equal to half your proficiency bonus (rounded down). Further instances of this effect increase this bonus by an additional +1.
Woe. All damage you take is increased by 3 (applied before resistance). Further instances of this effect increase the damage you take by an additional +1.
Energy
This card embodies the unstoppable force of energy and enthusiasm.
Weal. You gain resistance to a random damage type from the following: acid, cold, fire, lightning or thunder damage.
Woe. You gain vulnerability to a random damage type from the following: acid, cold, fire, lightning or thunder damage.
Evasion
This card signifies the art of avoiding conflict and obstacles with grace and finesse.
Weal. The next saving throw you make is an automatic success. Further instances of this effect grant you this benefit for an additional saving throw.
Woe. The next saving throw you make is made with disadvantage. Further instances of this effect cause you to suffer this penalty for an additional saving throw.
Fortress
This card symbolizes safety and security.
Weal. Your AC is increased by 1. Further instances of this effect increase your AC by 1 again.
Woe. Anything that would increase your AC is only have as effective (rounded down). For armor, any bonus to AC it provides over 10 is halved (e.g. Plate Armor only provides 14 AC as opposed to 18). Further instances of this effect instead decrease your AC by 1.
Guile
This card embodies cunning and cleverness.
Weal. Whenever you make an ability check, you can roll 1d4 and add it to the result. Further instances of this effect improve the bonus die by one step, from a d4 to a d6 for example, up to a maximum of 1d10.
Woe. Ability checks made using a random skill you are proficient with have disadvantage. Further instances of this effect cause you to roll more skills with disadvantage. If you are not proficient with any skills beyond the ones that are already affected, you roll all ability checks with disadvantage.
Librarian
This card represents the wisdom and guidance found within books and ancient texts.
Weal. You gain the effects of the Comprehend Languages spell. If you draw this effect 3 times or more in the same drawing, you instead gain the effects of the Tongues spell.
Woe. You lose the ability to speak and understand one random language from those that you know. Further instances of this effect cause you to forget one additional language. If you run out of languages to speak and draw this effect again, you must redraw until you get a different effect.
Potency
This card embodies the transformative power of change and personal growth.
Weal. The target of the next spell or ability you use requiring a saving throw has disadvantage on the saving throw. If there are multiple targets, you choose one to suffer this effect. If there are multiple saving throws, this effect only applies to the first. Further instances of this effect allow grants one additional creature disadvantage on their saving throw. If there are no more creatures that would be affected, this effect carries over to the next time you would force a creature to make a saving throw.
Woe. All targets of the next spell or ability you use requiring a saving throw have advantage on the saving throw. If there are multiple saving throws, this effect only applies to the first. Further instances of this effect cause you to suffer this penalty an additional time.
Power
This card represents authority, influence, and the ability to shape destinies.
Weal. Spells you cast have a 25% chance of being cast as though you used a spell slot that is one level higher. Further instances of this effect increases the level of spells that benefit from it by 1.
Woe. Spells you cast have a 25% chance of triggering a Wild Magic surge.
Spirit
This card symbolizes the eternal and unbreakable essence within each of us.
Weal. The next ability or class feature you activate that has limited uses does not expend any uses for that instance of it. Further instances of this effect give you this bonus an additional time.
Woe. There is a 15% chance when you activate an ability or class feature that it has no effect.
Vitality
This card represents boundless energy and health.
Weal. Your hit points and hit point maximum are increased by 5. Further instances of this effect grant you an additional +5 to this bonus.
Woe. The next hostile creature you fight has the maximum possible HP for its hit dice. If there are multiple creatures, the DM decides which one this applies to. Further instances of this effect cause an additional creature to gain this benefit. If there are no additional creatures that have not already gained this benefit, then this effect carries over to following encounters.
Wildcard
This card embodies unpredictability and the element of surprise.
Weal. You may draw two additional cards and gain their "Weal" effect. Any further drawings of this effect must be redrawn.
Woe. All subsequent "Woe" effects in this drawing are hidden from you. You also must draw one additional card and gain its "Woe" effects. Any further drawings of this effect must be redrawn.