#### 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| \columnbreak
###
### 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.
###
\columnbreak
###
### 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
###
\pagebreakNum
###
### 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.
\columnbreak
\pagebreakNum
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| \columnbreak
###
### 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 | ###
\pagebreakNum
| **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|
###
\columnbreak
###
### 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|
___
___
___
___
___
###
\pagebreakNum
###
### 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.
\columnbreak
#### 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.
\pagebreakNum
#### 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.
\columnbreak
#### 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.
\pagebreakNum
###
#### 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.
\columnbreak
#### 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.
###
\pagebreakNum
###
#### 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.
###
\columnbreak
\pagebreakNum
###
### 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
\columnbreak
###
### 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
\pagebreakNum
###
### 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.
\columnbreak
###
### 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.
\pagebreakNum
### 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 \columnbreak ### ### 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. \pagebreakNum ### 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 \columnbreak ### ### 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. \pagebreakNum ### ### 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. \columnbreak #### 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. \pagebreakNum ### 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 \columnbreak ### ### 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. \pagebreakNum
## 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
\pagebreakNum
*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!*
## All ART IN THIS HOMEBREW WAS MADE VIA MIDJOURNEY
## All ART IN THIS HOMEBREW WAS MADE VIA MIDJOURNEY