The Fortune Teller
As you're taking a casual stroll through the city, a peculiar looking shop catches your eye. It is a large purple tent radiating a mystical aura in an otherwise mundane settlement. Unable to resist the temptation, you push the curtains aside and cautiously enter the tent.
"Welcome," says an ancient looking humanoid woman. "Have a seat, make yourself comfortable." You walk forward and take a seat at the table before you. The old woman reaches below the table and spreads out several odd looking playing cards across it. "Shall we get started?"
Visions of the Future
When you and your party visit a fortune teller, each of you can have your fortunes read your just 5 gold per person. The fortune teller will then draw a card for you that predicts your future. Each card has a different impact that either takes effect immediately or can be activated once at any point in the next 24 hours, after which the effect vanishes. Some cards predict good fortune, while others may inconvenience you. Once you have your fortune read, you must wait one week to do so again.
The Fool
Infinite Possiblity. You can reroll one failed ability check or saving throw and +1 to the new result. You must choose the new result.
The Magician
Creativity and Inspiration. You have advantage on Dexterity and Intelligence checks made to craft objects and replicate texts.
The High Priestess
Seeing the Unseen. As a bonus action, you gain darkvision up to 60 feet or 90 feet if you you already possess darkvision. Additionally, you can see invisible creatures and objects within 60 feet of you. Both effects last for 1 minute.
The Empress
Motherly Guidance. You can take the Help action as a bonus action rather than a normal action.
The Emperor
Powerful and Charismatic. If you are able to cast spells using spell slots, the command and ethrall spells are temporarily added to your list of spells prepared or spells known. Otherwise, you can cast either spell once. The save DC equals 8 + your Charisma modifier + your proficiency bonus.
The Hierophant
Divine Rule. Once in the next 24 hours, you can deal an additional 3d8 radiant damage when you hit a creature with weapon attack.
Tarot Table
d100 | Card |
---|---|
01-04 | The Fool |
05-08 | The Magician |
09-12 | The High Priestess |
13-16 | The Empress |
17-20 | The Emperor |
21-24 | The Hierophant |
25-28 | The Lovers |
29-32 | The Chariot |
33-36 | Strength |
37-40 | The Hermit |
41-44 | The Wheel of Fortune |
45-48 | Justice |
49-52 | The Hanged Man |
53-56 | Death |
57-60 | Temperance |
61-64 | The Devil |
65-68 | The Tower |
69-72 | The Star |
73-76 | The Moon |
77-80 | The Sun |
81-84 | Judgement |
85-88 | The World |
89-92 | The Jester |
93-96 | The Void |
97-00 | Roll twice, choose one result |
The Lovers
Love and Harmony. You can add +10 to one Charisma (Persuasion) or Charisma (Performance) check made to woo or persuade another creature.
The Chariot
Overcoming Adversity. Your speed increses by 15 feet and difficult terrain doesn't affect your movement.
Strength
Willpower and Fortitude. As a bonus action, you gain advantage on strength checks and saving throws for 1 minute. Additionally, you can deal an additional 1d4 damage when you hit a creature with a melee attack.
The Hermit
Retreat and Solitude. As an action, you can become invisible until the start of your next turn and teleport up to 30 feet away. This movement does not trigger attacks of opportunity.
The Wheel of Fortune
Fate and Change. As a bonus action, you can choose to roll once on the Wild Magic Surge table and roll again at the start of each of your turns for the next minute.
Justice
Balance and Consequence. Take the bonus for each of your skills, ignoring any zeroes and negatives, and average them, rounding up. Apply this new bonus to any skill check you make for the next 24 hours.
The Hanged Man
Self Sacrifice. As a bonus action, you can expend a number of your own hit points and channel them into a creature within 10 feet of you. They regain hit points equal to half the hit points you expend. This ability has no effect on undead or constructs.
Death
Resolution and Rebirth. You have advantage on death saving throws and regain 1 hit point on a roll of 19 or 20.
Temperance
Adjustment and Refinement. You can choose to automatically fail or succeed on one ability check or saving throw. However, the next ability check or saving throw you make is guaranteed to fail if you chose to succeed earlier and vice versa.
The Devil
Impulse and Desire. You are compelled to perform actions that are normally out of character for you. For the next 24 hours, the DM can have you roll a d20. On a roll of 5 or lower, you must perform an action that violates your current alignment.
The Tower
Desolation and Ruin. A powerful storm follows you for 2d4 hours. Each hour the storm remains while you are outdoors, you and each creature within a 5 foot radius of you must make a Dexterity saving throw. On a failed save, a creature takes 3d10 lightning damage or half as much on a successful save.
The Star
Comfort and Healing. You gain a pool of 40 hit points. As an action, you can choose a creature within 30 feet of you and restore a number of hit points to it, up to the maximum amount remaining in your pool.
The Moon
Illusions and Fear. You experience visions of your deepest, darkest fears. At any point, the DM can have you make a DC 12 Intelligence saving throw. On a failed save, you fall under the effects of the phantasmal force spell.
The Sun
Radiance and Growth. You gain resistance to fire and radiant damage. Additionally, you deal an extra 1d6 fire damage when you hit a creature with a weapon attack.
Judgement
Resurrection and Renewal. As an action, you can cast either the gentle repose or revivify spell, without requiring any material components.
The World
Prosperity and Completion. You temporarily gain proficiency in a combination any 3 skills or the ability to understand and speak 3 languages of your choice.
The Jester
Chaos and Upheaval. Whenever you would roll a d20, roll percentile dice instead. On a roll of 50 or lower, you succeed. Otherwise, you fail. Whenever you fail, the number required to succeed increases by 1.
The Void
Emptiness. You suffer a -3 to ability checks and saving throws and disadvantage on all attack rolls, regardless of any advantage you be granted.
Learning The Trade
Alternatively, you can choose to spend 200 gold over a course of several weeks to learn how to read your own fortunes. You can spend a number of hours in your downtime in an attempt to learn the art of cartomancy. After enough successful attempts, you can read the fortunes of you and your party members at any point for free. When you do so, the same time restrictions apply.