FOR
D&D
5E™
The Prognosticator
Unlock the hidden mysteries of fate with the Prognosticator, a captivating new class for ADVANCED 5E DUNGEONS & DRAGONS! Master the ancient art of Tarot and shape the destiny of your party as you wield the power of the Arcana.
With this spellbinding tome, you'll delve into a world of strategy and enchantment as you customize your Tarot deck, forge magical connections with the elemental suits, and harness the raw power of the Major Arcana. Experience a new level of gameplay as you manipulate your hand of cards to unleash potent spells, divine the future, and sway the fortunes of your foes.
Can you command fate itself? Embrace your destiny and become the ultimate Prognosticator with this must-have addition to your ADVANCED 5E DUNGEONS & DRAGONS library!
Contents
-
3Prognosticator
- 3Prognosticator Class Table
- 3Creating a Prognosticator
- 3Quick Build
- 3Class Features
- 4Cartomancy
- 5Major Arcana Spells
- 6Minor Arcana Effects
- 11Rejection
- 11Predestination
- 16Prognosticator Spell List
-
7Providences
- 7The Pages
- 7The Knights
- 7The Queens
- 7The Kings
- 8The Fool
- 8Wheel of Fortune
- 8The Magician
- 8The Hierophant
- 8The Hermit
- 8Death
- 8Strength
- 8Temperance
- 8Judgement
- 9The Gathering of Pages
- 9The Alliance of Knights
- 9The Union of Queens
- 9The Contrivance of Kings
- 9Greed
- 9Risk
- 10Sway
- 10Prophecy
- 10Ordaining
-
11Mystical Pursuit
-
11Mystical Pursuit, Astrologer
- 11Astrology, Additional Spells
- 12Astrology, Star Signs
- 12Astrology, Cosmic Sextant
- 12Astrology, Sundial
- 12Astrology, Cosmic Alignment
-
13Mystical Pursuit, Oracle
- 13Oracle, Additional Spells
- 13Oracle, Divine Insight
- 13Oracle, Blessing of the Oracle
- 13Oracle, Sacred Resilience
- 13Oracle, Fate's Intervention
-
14Mystical Pursuit, Harbinger
- 14Harbinger, Additional Spells
- 14Harbinger, Dark Omen
- 14Harbinger, Horseman
- 14Harbinger, Rapturing
- 14Harbinger, Doomcaller
-
15Mystical Pursuit, Numerologist
- 15Numerology, Additional Spells
- 15Numerology, Divine Numbers
- 15Numerology, Mirrors
- 15Numerology, Prisms
- 15Numerology, Tessellations
-
16Mystical Pursuit, Rhabdomancer
- 16Rhabdomancy, Additional Spells
- 16Rhabdomancy, Knowledge of Rods
- 16Rhabdomancy, Rod Knowledge
- 16Rhabdomancy, Rod Knowledge
- 16Rhabdomancy, Rod Mastery
Prognosticator
Level | Proficiency Bonus |
Features | Hand Size |
Major Arcana |
Cantrips | 1st | 2nd | 3rd | 4th | 5th | Providences Known |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Cartomancy, Major Arcana, Spellcasting | 3 | 3 | 2 | — | — | — | — | — | - |
2nd | +2 | Providences, Mystical Pursuit | 3 | 4 | 2 | 2 | — | — | — | — | 2 |
3rd | +2 | Rejection | 3 | 5 | 2 | 3 | — | — | — | — | 2 |
4th | +2 | Ability Score Improvement | 3 | 6 | 2 | 3 | — | — | — | — | 2 |
5th | +3 | Hand size +1 | 4 | 7 | 2 | 4 | 2 | — | — | — | 3 |
6th | +3 | Mystical Pursuit feature | 4 | 8 | 2 | 4 | 2 | — | — | — | 3 |
7th | +3 | - | 4 | 9 | 2 | 4 | 3 | — | — | — | 4 |
8th | +3 | Ability Score Improvement | 4 | 10 | 2 | 4 | 3 | — | — | — | 4 |
9th | +4 | Hand size +1 | 5 | 11 | 2 | 4 | 3 | 2 | — | — | 5 |
10th | +4 | Mystical Pursuit feature | 5 | 12 | 3 | 4 | 3 | 2 | — | — | 5 |
11th | +4 | - | 5 | 13 | 3 | 4 | 3 | 3 | — | — | 5 |
12th | +4 | Ability Score Improvement | 5 | 14 | 3 | 4 | 3 | 3 | — | — | 6 |
13th | +5 | Hand size +1 | 6 | 15 | 3 | 4 | 3 | 3 | 1 | — | 6 |
14th | +5 | Mystical Pursuit feature | 6 | 16 | 4 | 4 | 3 | 3 | 1 | — | 6 |
15th | +5 | - | 6 | 17 | 4 | 4 | 3 | 3 | 2 | — | 7 |
16th | +5 | Ability Score Improvement | 6 | 18 | 4 | 4 | 3 | 3 | 2 | — | 7 |
17th | +6 | - | 6 | 19 | 4 | 4 | 3 | 3 | 3 | 1 | 7 |
18th | +6 | Hand size +1 | 7 | 20 | 4 | 4 | 3 | 3 | 3 | 1 | 8 |
19th | +6 | Ability Score Improvement | 7 | 21 | 4 | 4 | 3 | 3 | 3 | 2 | 8 |
20th | +6 | Predestination | 7 | 22 | 4 | 4 | 3 | 3 | 3 | 2 | 8 |
Creating a Prognosticator
Crafting a prognosticator character calls for a backstory enriched by at least one momentous experience. How did your character first encounter the world of divination and foresight? Was it a chance encounter with a mystical artifact or a wise oracle that revealed your innate gift for predicting the future? Or did you immerse yourself in ancient texts and long hours of meditation to develop your prophetic abilities?
What compelled you to leave your sanctuary of contemplation? Did your initial brush with the enigmatic realm of foresight ignite an insatiable thirst for deeper understanding? Have you heard whispers of a clandestine source of prophetic wisdom, untouched by any other seer? Or perhaps you're driven by a desire to test your newfound powers of foresight in the face of uncertainty and peril.
Quick Build
You can create a prognosticator swiftly by using these recommendations. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Then, opt for the hermit background.
Class Features
As a Prognosticator, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Prognosticator level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Prognosticator level after 1st
Proficiencies
- Armor: light armor
- Weapons: all simple weapons
- Tools: Calligrapher's Supplies
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from the following: Arcana, History, Insight, Investigation, Medicine, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a set of bones or (b) an tin of tea leaves
- (a) an entertainer's pack or (b) a priest's pack
- Leather armor, any simple weapon, and a tarot deck
Cartomancy
You to harness the power of the Tarot and use its cards to manipulate fate. As a Prognosticator, you have a deep connection to your Tarot deck, and with each level, your mastery over the cards grows stronger. At 1st level, you have a "hand" containing three cards from which you can play from. These cards come from your deck which includes all your Major Arcana and all the Minor Arcana. Unless stated otherwise, a Minor Arcanas effect lasts up to one minute and can only target creatures you can see. Your deck can be used as a spell focus.
Whenever you play a card (as an action with a free hand), draw a new card from your deck and discard the played into one of two discard piles, one for minor arcana and one for major arcana. When you run out of cards to draw from, shuffle your minor arcana discard pile and use it as your new deck. Whenever you take a long rest your discard piles, deck, and hand are recombined and shuffled. Your hands size increases as you level, 4 at 5th level, 5 at 9th level, 6 at 13th level, and 7 at 18th level.
Unless othewise stated, your hand should always be full.
Major Arcana
At 1st level, you start with three "Major Arcana" cards in your deck, these are cards of remarkable power; capable of casting spells upon their use. Their spells change depending on the prognosticator level of the caster. A Major Arcana can use its lower level spell even when used by a higher level prognosticator, however, spells cast using Major Arcana are cast at their lowest level.
When used to cast their spell, Major Arcana do not require any material components and only take an action to cast regardless of the normal casting time of the spell. Major Arcana do not require spell slots to use.
Spellcasting
The prognosticator table shows how many spell slots you have to cast your prognosticator spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Prognosticator spells that are available for you to cast, choosing from the prognosticator spell list. When you do so, choose a number of prognosticator spells equal to your Wisdom modifier + half your Prognosticator level (rounded down, minimum of 1). The spells must be of a level for which you have spell slots. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of prognosticator spells requires time spent in studying your tarot deck: at least 1 minute per spell level for each spell on your list.
Major Arcana Spells
Major Arcana | Levels 1-4 | Levels 5-9 | Levels 10-16 | Levels 17-20 |
---|---|---|---|---|
The Magician | Blur | Fabricate | Awaken | Control Weather |
The High Priestess | Aid | Clairvoyance | Heal | Divine Word |
The Empress | Calm Emotions | Compulsion | Dominate Person | Dominate Monster |
The Emperor | Enthrall | Dominate Beast | Geas | Power Word Stun |
The Hierophant | Augury | Divination | Scrying | Foresight |
The Lovers | Hold Person | Aura of Vitality | Greater Restoration | Regenerate |
The Chariot | Find Steed | Faithful Hound | Find the Path | Teleport |
Strength | Enhance Ability | Stoneskin | Globe of Invulnerability | Holy Aura |
The Hermit | Rope Trick | Nondetection | Mislead | Sequester |
Wheel of Fortune | Magic Weapon | Create Food and Water | Creation | Wish |
Justice | Blindness/Deafness | Call Lightning | Dispel Evil and Good | Forcecage |
The Hanged Man | Web | Evard's Black Tentacles | Wall of Force | Reverse Gravity |
Death | Shatter | Death Ward | Circle of Death | Power Word Kill |
Temperance | Silence | Slow | Flesh to Stone | Maze |
The Devil | Crown of Madness | Blight | Planar Ally (fiend) | Weird |
The Tower | Arcane Lock | Tiny Hut | Wall of Stone | Demiplane |
The Star | Invisibility | Greater Invisibility | Eyebite | Etherealness |
The Moon | See Invisibility | Locate Creature | Dream | Conjure Celestial |
The Sun | Heat Metal | Fireball | Sunbeam | Sunburst |
Judgement | Zone of Truth | Banishment | Hallow | Feeblemind |
The World | Misty Step | Dimension Door | Teleportation Circle | Gate |
The Fool | Suggestion | Freedom of Movement | Mass Suggestion | Time Stop |
Minor Arcana (Wands)
Card | Effect |
---|---|
1-3 | Add +1/2/3 to your next attack or damage roll |
4-6 | Deal an additional 1d4/d6/d8 fire damage on your next attack if successful |
7 | Your next spell that deals damage has its range doubled |
8 | Your next spell that deals damage has its area of effect increased by 50% |
9 | Your next spell that deals damage gains +2 to its spell save DC or spell attack bonus |
10 | Your next spell that deals damage has its damage type changed to fire, and it ignores fire resistance (but not immunity) |
Page | Your next single-target spell can now target an additional creature within range |
Knight | The next leveled spell you cast using a spell slot has its spell slot increased by 1d4, to a maximum of 9th, only consuming its lowest level spell slot |
Queen | Your next spell that deals fire damage also heals you for half the damage dealt in temporary hit points (rounded down) |
King | Your next spell that deals fire damage has its damage dice maximized |
Minor Arcana (Swords)
Card | Effect |
---|---|
1-3 | Impose a -1/2/3 respectively penalty on an enemy's next attack roll within 30 feet |
4-6 | Reduce an enemy's next saving throw by 1d4/d6/d8 respectively within 30 feet |
7 | Choose one enemy within 30 feet; their next successful attack or spell deals half damage |
8 | Remove an enemy's damage resistance within 30 feet until the start of your next turn |
9 | Silence one enemy within 30 feet until the start of your next turn; the target cannot cast spells with verbal components |
10 | Choose one enemy within 30 feet; they cannot take reactions until the start of your next turn |
Page | Force an enemy caster within 30 feet to make a concentration check with disadvantage |
Knight | Allow an ally within 30 feet to ignore an enemy's damage resistance until the start of your next turn |
Queen | Grant an ally within 30 feet advantage on their next saving throw against a spell |
King | Stun an enemy within 30 feet for until the start of your next turn |
Minor Arcana (Cups)
Card | Effect |
---|---|
1-3 | Heal an ally within 60 feet for 1/2/3 respectively hit points |
4-6 | Heal an ally within 30 feet for 1d4/d6/d8 respectively + your spellcasting modifier hit points |
7 | Remove one condition (Blinded, Deafened, Frightened, or Poisoned) from an ally within 30 feet |
8 | Grant an ally within 30 feet advantage on their next saving throw |
9 | Grant an ally within 30 feet advantage on their next ability check |
10 | Grant an ally within 30 feet a +1 bonus to AC |
Page | Remove one condition (Stunned, Paralyzed, or Restrained) from an ally within 30 feet |
Knight | Grant an ally within 30 feet temporary hit points equal to your prognosticator level |
Queen | Transfer your hit points to an ally within 30 feet, up to a maximum of half your current hit points (rounded down) |
King | Grant all allies within 30 feet 1d8 + your spellcasting modifier in hit points (rounded down) |
Minor Arcana (Pentacles)
Card | Effect |
---|---|
1-3 | Gain +1/2/3 respectively to AC for 1 round |
4-6 | The next time you or an ally within 30 feet takes damage, reduce the damage by 1/2/3d6 respectively |
7 | Gain resistance to the next type of damage you take for 1 round |
8 | Gain advantage on your next saving throw |
9 | Gain advantage on your next ability check |
10 | Regain one expended spell slot of up to 3rd level |
Page | Grant an ally within 30 feet resistance to one damage type of your choice until the start of your next turn |
Knight | Gain immunity to one condition (Blinded, Deafened, Frightened, or Poisoned) until the start of your next turn |
Queen | Grant an ally within 30 feet a +5 bonus to AC against the next attack to hit them |
King | Create a 10-foot-radius sphere of magical force centered on yourself, blocking all spell effects of 5th level or lower until the start of your next turn |
Providences
At 2nd level, the prognosticator unlocks the power of Providence, allowing them to customize and enhance their tarot deck to suit their personal playstyle and strategy.
By focusing on the mystical energies within their cards, prognosticator can empower specific suits or modify the effects of individual cards, creating a truly unique deck tailored to their needs and the challenges they face.
Whenever you gain a level in this class, you can change out one Providence for another, only if you meet the prerequisites for that Providence. You gain more Providences as you level in this class, as seen on the prognosticator table.
Below are a list of Providence you can choose from.
Page of Wands
Providence
Prerequisites: None
When you play any "Wands" suit from your hand, you can play that card as a bonus action instead of as an action.
Page of Cups
Providence
Prerequisites: None
When you play any "Cups" suit from your hand, you can play that card as a bonus action instead of as an action.
Page of Swords
Providence
Prerequisites: None
When you play any "Swords" suit from your hand, you can play that card as a bonus action instead of as an action.
Page of Pentacles
Providence
Prerequisites: None
When you play any "Pentacles" suit from your hand, you can play that card as a bonus action instead of as an action.
Knight of Wands
Providence
Prerequisites: Page of Wands
When you play any "Wands" suit from your hand, you can also cast the "Fire Bolt" cantrip with the same bonus action.
Knight of Cups
Providence
Prerequisites: Page of Cups
When you play any "Cups" suit from your hand, The range the card can affect is extended by 30 feet.
Knight of Swords
Providence
Prerequisites: Page of Swords
When you play any "Swords" suit from your hand, The range the card can affect is extended by 30 feet.
Knight of Pentacles
Providence
Prerequisites: Page of Pentacles
When you play any "Pentacles" suit from your hand, treat cards 1 and 2 as a 3, and cards 4 and 5 as a 6
Queen of Wands
Providence
Prerequisites: Knight of Wands, 7th level
When you play any "Wands" suit from your hand, you can cast any spell with a casting time of an action or less with the same bonus action instead of "Fire Bolt".
Queen of Cups
Providence
Prerequisites:Knight of Cups, 7th level
When you play any "Cups" suit from your hand, if the effect heals an ally, it also heals you for the same amount.
Queen of Swords
Providence
Prerequisites: Knight of Swords, 7th level
When you play any "Swords" suit from your hand, you don't trigger attacks of opportunity until the start of your next turn
Queen of Pentacles
Providence
Prerequisites: Knight of Pentacles, 7th level
When you play any "Pentacles" suit from your hand, if the effect would normally only target you, you can target an ally within 30 feet instead.
King of Wands
Providence
Prerequisites: Queen of Wands, 15th level
You can now play any "Wands" suit from your hand as a reaction at any time instead of as a bonus action.
King of Cups
Providence
Prerequisites: Queen of Cups, 15th level
You can now play any "Cups" suit from your hand as a reaction at any time instead of as a bonus action.
King of Swords
Providence
Prerequisites: Queen of Swords, 15th level
You can now play any "Swords" suit from your hand as a reaction at any time instead of as a bonus action.
King of Pentacles
Providence
Prerequisites: Queen of Pentacles, 15th level
You can now play any "Pentacles" suit from your hand as a reaction at any time instead of as a bonus action.
The Fool
Providence
Prerequisites: Have "The Fool" as a Major Arcana
Your hands maximum size increases by 2, however, if you draw "The Fool" you must discard your entire hand.
Wheel of Fortune
Providence
Prerequisites: Have "Wheel of Fortune" as a Major Arcana
The size of your hands increases by 1, and furthermore, "Wheel of Fortune" now functions as a wild card, able to mimic the function of any other card in your deck, except for itself.
The Magician
Providence
Prerequisites: Have "The Magician" as a Major Arcana
Instead of its normal function, "The Magician" now casts any wizard spell of a level equal to half your prognosticator level rounded down, to a maximum of 8.
The Hierophant
Providence
Prerequisites: Have "The Hierophant" as a Major Arcana
Instead of its normal function, "The Hierophant" now casts any cleric spell of a level equal to half your prognosticator level rounded down, to a maximum of 8.
The Hermit
Providence
Prerequisites: Have "The Hermit" as a Major Arcana
Instead of its normal function, "The Hermit" now casts any druid spell of a level equal to half your prognosticator level rounded down, to a maximum of 8.
The Devil
Providence
Prerequisites: Have "The Devil" as a Major Arcana
Instead of its normal function, "The Devil" now casts any warlock spell of a level equal to half your prognosticator level rounded down, to a maximum of 8.
Death
Providence
Prerequisites: Have "Death" as a Major Arcana
While in your hand, "Death" acts as a "Periapt of Wound Closure" (DMG p184), not requiring attunement.
Strength
Providence
Prerequisites: Have "Strength" as a Major Arcana
While in your hand, "Strength" grants you advantage on all attack rolls, ability checks and saving throws you make. The card is discarded upon failing any attack roll, ability check or saving throw.
Temperance
Providence
Prerequisites: Have "Temperance" as a Major Arcana
While in your hand, "Temperance" grants you immunity to the charmed, frightened, stunned, and incapacitated conditions.
Judgement
Providence
Prerequisites: Have "Judgement" as a Major Arcana
While in your hand, "Judgement" prevents creature from hiding from your reach, you can target a creature with a spell even if you can't see the creature and/or it has total cover against the spell, so long as it is within the spells range.
Justice
Providence
Prerequisites: Have "Justice" as a Major Arcana
When "Justice" is drawn, choose any cantrip from any spell list. While "Justice" is in your hand, you can cast the chosen cantrip at will as if it were a prognosticator cantrip.
The Gathering of Pages
Providence
Prerequisites: 7th level
If you have two or more "Page of X" cards in your hand, you can expend all of them as an action to perform a unique effect. The effects depend on the first Page expended:
- Wands: Deal 2d8 fire damage per Page to a target within 60 feet as a ranged spell attack.
- Cups: Heal 2d6 hit points per Page to a target within 60 feet. You can split the healing among multiple targets within range.
- Swords: Inflict a -1 penalty to attack rolls, ability checks, and saving throws per Page to a target within 60 feet. The target must make a Wisdom saving throw for each Page. The target can make another save at the end of each of its turns to end the effect.
- Pentacles: Grant a +1 bonus to attack rolls, ability checks, and saving throws per Page to a target within 60 feet. The effect lasts for 1 minute.
The Alliance of Knights
Providence
Prerequisites: 7th level
If you have two or more "Knight of X" cards in your hand, you can expend all of them as an action to summon a powerful ally.
The number of Knights dictates the Challenge Rating of the summoned creature (2 Knights = CR 2, 3 Knights = CR 4, and 4 Knights = CR 8). While the first Knight expended determines the creature's type, Wands for Construct, Cups for Celestial, Swords for Elemental, and Pentacles for Undead
The summoned creature is friendly to you and your allies, obeys your commands, and remains for 1 minute or until it is reduced to 0 hit points.
The Union of Queens
Providence
Prerequisites: 7th level
If you have two or more "Queen of X" cards in your hand, you can expend all of them as an action to create a 10-foot radius barrier centered on you lasting for one minute. Its effects depend on on the first Queen expended:
- Wands: The barrier deals 1d8 fire damage per Queen to enemies that start or end their turn within it or enter it for the first time during their turn.
- Cups: The barrier heals 1d4 hit points per Queen to allies that start their turn or enter it for the first time on their turn.
- Swords: The barrier grants a +1 bonus per Queen to all saving throws to allies within it.
- Pentacles: The barrier provides +1 AC per Queen per queen to allies within it.
The Contrivance of Kings
Providence
Prerequisites: 7th level
If you have two or more "King of X" cards in your hand, you can expend all of them as an action to cast a spell from another class.
The number of kings dictates the level of the spell (2nd to 4th), the first King expended dictates the class (Wands for Wizard, Cups for Cleric, Swords for Warlock and Pentacles for Druid).
Greed
Providence
Prerequisites: 5th level
By embracing your inner greed, your hand size is permanently reduced by 1 while you have this Providence. However, whenever you draw a card after playing a card from your hand, you instead draw 2 cards, picking one to place in your hand and discarding the other.
This Providence can be taken multiple times. Each time you take it, your hand size is reduced by 1, and you can draw an additional card when drawing.
For example, if you take Greed twice, your hand size is reduced by 2, and you draw 3 cards each time you draw a card, choosing one to keep and returning the other two to their discard piles.
Risk
Providence
Prerequisites: 3rd level
You can rely on the whims of fate to play your cards, taking a risk to potentially conserve your resources or risk losing them entirely. Before you play any card, you can choose to activate Risk.
Roll a d20; on a result of 8-20, the card is played as normal, but remains in your hand. On a result of 1-7, the card is discarded, and its effect and your action are wasted.
Each time you use Risk, a cumulative -2 penalty is applied to the d20 roll for subsequent uses of Risk. This penalty is reset after you finish a long rest. For example, if you have used Risk three times before taking a long rest, you would apply a -6 penalty to the next roll.
Sway
Providence
Prerequisites: None
When you pick this Providence, choose either a suit of cards, e.g. "Wands", or the "Noble" cards (Page, Knight, Queen, and King).
Whenever card of that type enters your hand, you may choose to discard it immediately and draw a new card from your deck. You can only use this feature once per turn.
This Providence can be taken up to three times, choosing a different type of card each time.
Prophecy
Providence
Prerequisites: None
You gain the ability to reserve a single card from your hand as either an action or bonus action, setting it aside in a safe place.
This reserved card can be played as if it were in your hand, but in not discarded or reshuffled into your deck during a long rest or affected by other effect, such as "The Fool" Providence. You can only have one reserved card at a time.
If you wish to reserve a different card, you must first play or discard the currently reserved card as an action. The reserved card does not count toward your maximum hand size.
This Providence can be taken multiple times. Each time you take it, the number of cards you can have in reserve increases by one.
Ordaining
Providence
Prerequisites: None
You have learned to share the power of your tarot deck with your allies, allowing them to wield its potent effects. As an action, you can give an ally within 30 feet a card from your hand.
The chosen ally can play the card as if they were a prognosticator of your level, using your Providence's and spellcasting ability modifier for any effects that require it.
The card remains with the ally until it is used, while it is in their possession your maximum hand size is reduced by 1.
You can give out as many cards as your hand size using this Providence, as an action you can return all the given cards back to your hand, irrespective of distance.
Rejection
Starting at 3rd level, you gain the ability to reject the fate presented to you by your tarot deck. As an action, you can choose to discard your entire hand, allowing you to draw a new hand.
To use the Rejection feature, discard all the cards in your hand. Then, draw a new hand from your tarot deck containing the same number of cards as you previously held.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Predestination
At 20th level, your mastery over the tarot has reached its pinnacle, allowing you to shape your own destiny with unwavering precision. This precision enables you to discard your current hand and choose your new hand with absolute precision.
When you use the Predestination feature, discard your entire hand as an action. Then, search your tarot deck and/or your discard piles and select the same number of cards as your previous hand size. This hand now becomes your new hand.
You can use the Predestination feature once per long rest.
Mystical Pursuits
When you reach 2nd level, you choose a "Mystical Pursuit" from the list below, shaping your use of tarot. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
The mystical pursuit available in this supplement are:
- Astrology
- Theomancy
- Harbinger
- Numerology
- Rhabdomancy
Mystical Pursuit, Astrologer
Astrologers are prognosticator who have honed their skills by studying the celestial bodies, delving into the secrets of the stars and planets, and aligning their tarot practices with the greater cosmos.
They understand that the movements of celestial objects hold great power and influence over the fates of all beings. Through their attunement to cosmic forces, Astrologers learn to harness the power of constellations and heavenly bodies, channeling this energy to amplify their abilities and manipulate the very fabric of fate.
As an Astrologer, you gain access to unique spells and abilities related to the astral plane, celestial beings, and cosmic forces. Your tarot cards become infused with the power of the cosmos, allowing you to wield potent gravitational and spatial effects against your foes or in support of your allies.
With the vast knowledge of the stars at your command, you become a guiding force, shaping destinies and revealing hidden truths as you navigate the tapestry of fate.
Astrology, Additional Spells
You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a prognosticators spell for you.
These spells can be cast using your spell slots even if they are not prepared.
2nd level (1st level spells):
- Guiding Bolt
- Faerie Fire
5th level (2nd level spells):
- Locate Object
- Levitate
9th level (3rd level spells):
- Clairvoyance
- Slow
13th level (4th level spells):
- Divination
- Mordenkainen's Private Sanctum
17th level (5th level spells):
- Telekinesis
- Contact Other Plane
Astrology, Star Signs
Starting at 2nd level, your knowledge of the celestial bodies grants you the ability to read the stars and gain insight into the day ahead. When a new day starts, Roll a 1d8 and consult the table below to determine the star sign that influences you for the day.
If you are unable to see the sky when a new day begins, this roll is made in secret by the DM. You gain the associated benefit until a new day begins.
Roll | Star Sign | Benefit |
---|---|---|
1 | The Dragon | You gain resistance to fire damage, and your fire spells deal an additional 1d6 fire damage. |
2 | The Griffin | You gain a +2 bonus to AC. |
3 | The Serpent | You gain advantage on Dexterity (Stealth) checks, and your weapon attacks deal an additional 1d6 poison damage. |
4 | The Phoenix | When you are reduced to 0 hit points but not killed outright, you can choose to drop to half your maximum hit points instead. You can use this ability once per day. |
5 | The Unicorn | You gain immunity to poison damage and the poisoned condition. |
6 | The Owl | You gain darkvision up to 120 feet. If you already have darkvision, its range extends by 120 feet. |
7 | The Chimera | You gain immunity to the frightened condition and advantage on saving throws against being charmed. |
8 | The Centaur | Your movement speed increases by 15 feet, and you gain a climbing and swimming speed equal to your walking speed. |
Astrology, Cosmic Sextant
At 6th level, your mastery of astrology allows you to more accurately navigate the celestial patterns and their influence on your life.
When a new day begins, roll twice on and choose which of the two results to use as your star sign for the day. If you are unable to see the sky when a new day begins, this roll is made in secret by the DM, with you telling them your preference.
Astrology, Sundial
At 10th level, your connection to celestial patterns strengthens, allowing you to attune to the passage of time and the shifting influences of the cosmos.
When taking a short rest, you can spend 10 minutes studying the position of the sun, the shadows it casts, and the flow of time, enabling you to roll on the Star Signs table as if a new day had started.
In addition, when you use this feature, you can may discard your hand and recombine/reshuffle your deck, drawing a new hand after.
This feature can not be used if you are unable to see the sun during the short rest.
Astrology, Cosmic Alignment
At 14th level, your profound connection to the cosmos enables you to align with the most powerful celestial energies. When using the Star Signs feature during the turn of a new day, use the table below instead.
Roll | Star Sign | Benefit |
---|---|---|
1 | The Dragon | You gain immunity to fire and cold damage, and your fire spells deal an additional 2d6 fire damage. |
2 | The Griffin | You gain a +4 bonus to AC. |
3 | The Serpent | You gain advantage on Dexterity checks/saves, and your weapon attacks deal an additional 2d6 poison damage. |
4 | The Phoenix | When you are reduced to 0 hit points or killed outright, you can choose to drop to your maximum hit points instead. You can use this ability once per day. |
5 | The Unicorn | You gain immunity to poison and necrotic damage and the poisoned and charmed conditions. |
6 | The Owl | You gain truesight up to 60 feet. If you already have truesight, its range doubles to a minimum of 60 feet. |
7 | The Chimera | You gain immunity to the frightened and charmed conditions, and advantage on all saving throws against spells and magical effects. |
8 | The Centaur | Your movement speed increases by 30 feet, and you gain a climbing and swimming speed equal to your walking speed. |
Mystical Pursuit, Oracle
Oracles are prognosticators who have dedicated themselves to divine guidance, seeking wisdom and inspiration from higher powers to strengthen their tarot practices.
By forging a close connection with deities or other celestial beings, Oracles learn to channel divine energies through their cards, enhancing their abilities with healing, protection, and divination magic. Their deep spiritual insight allows them to perceive the threads of fate and weave them in service of their higher calling.
As an Oracle, you gain access to unique spells and abilities associated with divine power, including additional healing and divination spells from the cleric spell list. Your tarot cards become conduits for divine blessings or curses, shaped by the will of your patron deity or celestial guide.
With the power of divinity at your fingertips, you become a beacon of hope and wisdom, guiding your allies through the uncertainties of life and illuminating the path to enlightenment.
Oracle,
Additional Spells
You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a prognosticators spell for you.
These spells can be cast using your spell slots even if they are not prepared.
2nd level (1st level spells):
- Cure Wounds
- Detect Magic
5th level (2nd level spells):
- Augury
- Lesser Restoration
9th level (3rd level spells):
- Beacon of Hope
- Speak with Dead
13th level (4th level spells):
- Divination
- Death Ward
17th level (5th level spells):
- Greater Restoration
- Scrying
Oracle,
Divine Insight
At 2nd level, the Oracle's connection to the divine grants them a deeper understanding of the tarot cards. Whenever you draw a card from your deck, you can choose to immediately discard the card as a reaction.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Oracle,
Blessing of the Oracle
At 6th level, your divine connection allows you to channel blessings through your tarot cards. When you use a tarot card that restores hit points or removes a condition from an ally, you can choose to grant that ally a bonus to their next ability check, attack roll, or saving throw equal to your Wisdom modifier.
The ally must use this bonus within the next minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Oracle,
Sacred Resilience
At 10th level, your divine bond grants you and your allies a measure of protection against harm. As an action, you can draw and then immediately discard a tarot card, holding it aloft and imbuing you and your allies within 60 feet with a sacred resilience.
You and your affected allies gain temporary hit points equal to your Prognosticator level + your Wisdom modifier. Once you use this feature, you can't use it again until you finish a long rest.
Oracle,
Fate's Intervention
At 14th level, your strong connection to the divine allows you to call upon the gods in times of great need. As an action, you continue to draw then discard cards from you deck until you draw a Major Arcana, at which point the card is played using the same action.
Once you use this feature, you can't use it again until you finish a long rest.
Mystical Pursuit, Harbinger
Harbingers are prognosticators who delve into the darker side of fate and fortune, exploring the shadowy realms where demonic and fiendish influences reside. These enigmatic figures walk the fine line between light and darkness, harnessing the power of forbidden knowledge and otherworldly entities to shape destinies according to their own mysterious purposes.
While their methods may seem foreboding, Harbingers are not inherently evil; they simply understand that the path to true mastery over fate often leads through the darkness.
As a Harbinger, you gain access to unique spells and abilities linked to the underworld, shadows, and infernal powers. Your tarot cards become infused with the essence of darkness and the nether realms, imbuing your abilities with necromantic, shadow, or infernal themes.
Drawing on your connections to fiendish patrons or the shadow plane, you wield the forces of darkness and shadow to your advantage, creating magical darkness, teleporting through shadows, or summoning otherworldly allies.
Harbinger, Additional Spells
You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a prognosticator spell for you.
These spells can be cast using your spell slots even if they are not prepared.
2nd level (1st level spells):
- Inflict Wounds
- Hellish Rebuke
5th level (2nd level spells):
- Darkness
- Shadow Blade
9th level (3rd level spells):
- Animate Dead
- Bestow Curse
13th level (4th level spells):
- Blight
- Evard's Black Tentacles
17th level (5th level spells):
- Planar Binding
- Dispel Evil and Good
Harbinger, Dark Omen
Starting at 2nd level, you can harness the power of foreboding fate to hinder your enemies. When you draw a Major Arcana card, you can choose to apply a dark omen to the card as a reaction.
When you play the card with a dark omen applied, the target of the spell has disadvantage on the saving throw of the spell, or, if the spell requires an attack roll you gain advantage on that roll.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Harbinger, Horseman
At 6th level, you gain the ability to leap through shadows, allowing you to teleport short distances. As a bonus action, you can teleport up to 120 feet to an unoccupied space that you can see that is in dim light or darkness.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Harbinger, Rapturing
Beginning at 10th level, your connection to fiendish powers allows you to draw strength from your enemies' fears.
When a creature fails a saving throw or is hit by an attack roll from a spell effected by your Dark Omen feature, you can use your reaction to gain temporary hit points equal to your prognosticator level.
These temporary hit points last for 1 minute.
Harbinger, Doomcaller
At 14th level, you can summon a powerful fiend to aid you in battle. As an action, you can expend a spell slot of 4th level or higher to summon a fiend of your choice whose challenge rating is equal to or less than the level of the expended spell slot.
The summoned fiend appears in an unoccupied space within 60 feet of you and remains for 1 hour, or until it drops to 0 hit points. It is friendly to you and your allies, and it obeys your commands.
If you control multiple fiends through this feature, the duration of the oldest summoned fiend is halved.
Mystical Pursuit, Numerologist
Numerologists are prognosticators who have devoted their studies to the mystical power of numbers, deciphering the patterns that govern the universe, and using their knowledge to influence fate and probability.
They understand that numbers are the building blocks of reality, and by interpreting and manipulating numerical values, Numerologists can alter the course of events or omen.
With the vast knowledge of numerology at your command, you become a master of probability, shaping destinies and bending luck to your will.
Numerology,
Additional Spells
You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a prognosticators spell for you.
These spells can be cast using your spell slots even if they are not prepared.
2nd level (1st level spells):
- Bless
- Bane
5th level (2nd level spells):
- Enhance Ability
- Warding Bond
9th level (3rd level spells):
- Bestow Curse
- Remove Curse
13th level (4th level spells):
- Confusion
- Divination
17th level (5th level spells):
- Synaptic Static
- Modify Memory
Numerology,
Divine Numbers
Starting at 2nd level, you can manipulate probability to activate special abilities when specific numbers are rolled by anyone within 60 feet of you. When you finish a long rest, choose a number between 1 and 20.
Until you take another long rest, whenever that number is rolled on a d20 by anyone within 60 feet of you, you can use your reaction to choose one your Divine Numbers to take effect.
You can use your reaction to activate this ability a number of times equal to your proficiency bonus per long rest.
Divine Number
Name | Effect |
---|---|
Number of Weal | Grants the roller advantage on the triggering roll, if they already had advantage, add a +5 modifier to the roll. |
Number of Woe | Forces the roller disadvantage on the triggering roll, if they already had disadvantage, add a -5 modifier to the roll. |
Number of Banality | The roll is treated as though a 10 was rolled on the d20. |
Number of Negation | The roller has all magical effects dispelled from them, both positive and negative. |
Number of the Seer | The roller is can be targeted by spells even if they are unseen or have cover from you until the end of your next turn. |
Number of Luck | Attacks from the triggering roll will always leave a target with at least 1 hit point. |
Number of the Beast | The roller takes your prognosticator level in necrotic damage |
Number of the Angel | The roller gains your prognosticator level in temporary hit points |
When you gain this feature, choose 3 Divine Number from the list below, whenever you gain a level in this subclass you can change out one Divine Number
Numerology, Mirrors
At 6th level, your understanding of numerology allows you to further influence the rolls of others.
When using your Divine Numbers feature, you can now choose two different numbers between 1 and 20.
Additionally, you know one more Divine Number.
Numerology, Prisms
Starting at 10th level, your mastery of numerology extends to a third significant number.
When using your Divine Numbers feature, choose three different numbers between 1 and 20.
Additionally, you know one more Divine Number.
Numerology, Tessellations
At 14th level, your deep understanding of the numerological forces enables you to harness their power more effectively.
The range you can use rolls from for your Divine Numbers is now 120 feet rather than 60.
Additionally, when using your Divine Numbers feature, you can choose to activate two Divine Number effects when a Divine Number is rolled.
Mystical Pursuit, Rhabdomancer
Rhabdomancers are prognosticators who utilize the innate divinatory power of rigid shafts, such as staffs, wands, and arrows.
By simply holding these portent objects aloft, a Rhabdomancer is able to divine meaning by the near imperceptible pull and sway of these rods, revealing a great many things to a keen Rhabdomancer.
While their methods may seem strange and esoteric, a skilled Rhabdomancer is able to use their knowledge to divine locations unknown to the Rhabdomancer, able to sway the path of an arrow in flight to hit a foe, or miss an ally.
Rhabdomancy,
Additional Spells
You learn additional spells when you reach certain levels in this class, as shown below. Each of these spells counts as a prognosticator spell for you.
These spells can be cast using your spell slots even if they are not prepared.
2nd level (1st level spells):
- Detect Magic
- Hunter's Mark
5th level (2nd level spells):
- Locate Animals or Plants
- Melf's Acid Arrow
9th level (3rd level spells):
- Wind Wall
- Blinding Smite
13th level (4th level spells):
- Locate Creature
- Staggering Smite
17th level (5th level spells):
- Conjure Volley
- Swift Quiver
Rhabdomancy,
Knowledge of Rods
Starting at 2nd level, you gain proficiency with Medium Armor, Glaives, Halberds, Lances, Longbows, and all Crossbows.
At 10th level, you also gain proficiency with Heavy Armor.
This feature represents your proficiency with rods and staffs, and the appropriate armor to utilize them.
Rhabdomancy,
Rod Knowledge
At 6th level, you have become quite proficient with extracting knowledge from your rods of choice.
Choose any polearm or weapon that uses arrows or bolts, while you using this weapon you double your proficiency bonus to attack rolls made with that weapon, and you can add your proficiency bonus to the damage roll of that weapon.
In addition, you can now use your rod to preform belomancy or a dowsing. If the chosen weapon was a melee weapon, you can cast "Find the Path" once per long rest, removing the restriction of needing to be familiar with its location.
If your chosen weapon is a ranged weapon, you can cast "Divination" over a minute at will by expending 3 arrows/bolts. The answers can only be "Yes", "No", or "Unknown".
Rhabdomancy,
Bending of Rods
Beginning at 10th level, whenever you or and ally make, or are subject to a melee or ranged attack, you can use your reaction to add or subtract your Wisdom bonus to the attack roll. You can use this reaction an equal amount of times as your proficiency bonus.
You can now also now make two attack with your "Rod Knowlegde" weapon whenever you take the attack action.
Rhabdomancy,
Rod Mastery
At 14th level, you can choose a second type of weapon to receive the benefits of “Rod Knowledge”.
The weapon must be of the opposing weapon type from your first choice, so if you chose a melee weapon as your first, you must choose ranged weapon as your second.
As such, you now gain access to the other type of divining from the "Rod Knowledge" feature.
Prognosticator Spell List
Cantrips
- Dancing Lights
- Guidance
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Prestidigitation
- Thaumaturgy
- Ray of Frost
1st Level
- Dissonant Whispers
- Comprehend Languages
- Detect Magic
- Identify
- Illusory Script
- Speak with Animals
- Unseen Servant
2nd Level
- Augury
- Detect Thoughts
- Phantasmal Force
- Find Traps
- Locate Object
- Scorching Ray
- See Invisibility
3rd Level
- Clairvoyance
- Dispel Magic
- Lightning Bolt
- Nondetection
- Remove Curse
- Speak with Dead
- Tongues
4th Level
- Arcane Eye
- Divination
- Phantasmal Killer
- Locate Creature
- Mordenkainen's Private Sanctum
- Scrying
- Sending
5th Level
- Commune
- Dream
- Contact Other Plane
- Geas
- Legend Lore
- Modify Memory
- Rary's Telepathic Bond
Discover the mystical path of the Prognosticator, an enigmatic new class for ADVANCED 5E DUNGEONS & DRAGONS, and embark on a quest to unlock the secrets of the Tarot. In this arcane tome, you'll explore the captivating world of fortune-telling and fate manipulation, harnessing the power of the Tarot deck to cast spells, reveal hidden truths, and bend the tides of destiny to your will.
As you delve deeper into the heart of the Major and Minor Arcana, you'll learn to wield the elemental energies of the suits and weave intricate strategies with your hand of cards, forging a unique path through the ever-shifting tapestry of fate. Will you embrace the call of destiny or forge your own path through the unknown?
Step into the shoes of the Prognosticator, and navigate the treacherous realms of prophecy and magic. From summoning otherworldly familiars to crafting impenetrable barriers of mystical energy, the Prognosticator's vast array of abilities promises to challenge your tactical prowess and keep you on the edge of your seat.
Answer the call of the cards and unravel the enigma of the Prognosticator in this thrilling addition to your ADVANCED 5E DUNGEONS & DRAGONS collection!