Fate's Dealer A lone nomad travels through the shifting sands of an undending desert. The eastern winds start to change suddenly as she watches a terrible sandstorm approach her, engulfing her and her trusty deck of cards into the vortex. As she reaches for one last draw, the card flies out of the great whirl and burns with arcane energy, protecting her body with a prison made out of ethereal strings. A charming hustler boasts about his winnings with a few ladies, as he pulls out a card from his deck. An illusion takes form as expected, and the card disappears in a puff of violet flame. Despite his flamboyant outfit and his extravagant manners, one of the women gets lost in his eyes, full of hidden tricks and secrets. A Fate Dealer's insight into the fundamental forces of the universe, coupled with a bit of sleight of hand and agility, serves the purpouse of an unpredictable, resourceful and charming spellcaster. Destiny at your Fingertips Contrary to many beliefs about the universe, a Fate's Dealer understands that luck is a mere manifestation of universal and very complex, underlying arcane principles. The skill to harness these mysterious influences to one's advantage is often thought to be impossible. But in reality, it only requires a certain individual with quick hands and wit to learn about the possibilities of mortal intervention in their own destiny throughout the course of many long journeys. Our destiny is weaved into the fabric of the arcane, so a pericious weaver can often move the strings of the rest of the puppets... including themselves. Wandering Wisdom Before delving into the occult, Fate Dealers tend to start as petty hustlers or swindlers in the streets of any city, or squalid fortune seekers in the vast landmasses, often tending to collect bits of ancient and forgotten lore through their wanderlust. Unlike bards, whose forces of personality often outshine the wisdom acquired during their travels, Fate Dealers need to know what has previously happened in the multiverse before they start influencing what will come next. This responsability is better or worse handled depending on the individual, but the fact that it exists is indisputable. Insight into people and their minds, historical events and their consequences in the past... is often not that separated from getting an accurate insight into the future.

Fate's Dealer Level Proficiency Bonus Features Luck Pool Wild Cards 1st +2 Deck of Wonders, Pool of Luck 2 - 2nd +2 Jack of All Trades, Wild Card 3 1 3rd +2 Arcane Cabal 3 1 4th +2 Ability Score Improvement 4 2 5th +3 Expertise, Mirror Draw 5 2 6th +3 Arcane Cabal Feature 5 3 7th +3 Fool's Evasion 6 3 8th +3 Ability Score Improvement 6 3 9th +4 Weaver of Fate 7 4 10th +4 Expertise 8 4 11th +4 Arcane Cabal Feature 8 4 12th +4 Ability Score Improvement 9 5 13th +5 — 9 5 14th +5 Death's Blunder 10 5 15th +5 — 11 5 16th +5 Ability Score Improvement 11 6 17th +6 Arcane Cabal Feature 12 6 18th +6 — 12 6 19th +6 Ability Score Improvement 12 6 20th +6 Final Gambit 13 7 Creating a Fate's Dealer Before starting to put your cards to the game, you should ask yourself first about what kind of relationship your character has with fate. Did winning every single game of dice in a row spark an unearthly curiosity in the mechanisms of chance? Did you end up dabbling into the workings of the arcane by pure luck, or was it a product of a long life of travelling, or even studying? Maybe you were trying to be a wizard or a bard, but the studies never satisfied the wild side of your curiosity. Perhaps living a criminal life was what introduced you to more exciting methods of exerting your will onto others. Now, you should think about what has driven you to explore the world. Did you join a nomad caravan seeking esoteric secrets around the globe? Or maybe you left your past life in search for fortune, now that you realize your destiny might be more interesting than you expected it to be? Quick Build You can make a Fate's Dealer quickly by following these suggestions. Dexterity and Wisdom should be your main ability scores. Charisma or Constitution are good seconds. Second, choose the charlatan or the entertainer backgrounds if you have chosen a high Charisma score. If you have chosen to invest in Wisdom, then the hermit or far traveler backgrounds may be what you are thinking of.

Class Features As a Fate's Dealer, you gain the following class features: Hit Points Hit Dice: 1d8 per Fate's Dealer level

1d8 per Fate's Dealer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Fate's Dealer level after 1st. Proficiencies Armor: Light armor

Light armor Weapons: Simple Weapons, hand crossbows, rapiers, scimitars and shortswords.

Simple Weapons, hand crossbows, rapiers, scimitars and shortswords. Tools: Two Gaming Sets and one musical instrument of your choice. Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Perception, Performance, Persuasion, Sleight of Hand and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A rapier and a dagger or (b) two simple weapons.

(a) An Entertainer's Pack or (b) a Scholar's Pack.

Leather Armor, 5 silver coins and a deck of cards. Deck of Wonders When taking the 1st level in this class, you can perform a short ritual to attune yourself to a deck of cards in your possession. This deck then becomes your own personal Deck of Wonders, being able to channel the wild manifestations of fate through the act of Drawing. You are initally the only one able to draw any kind of magical effect from the deck, and thus it's indistinguishable from a regular (although fancy looking) deck of either playing or divination cards. Drawing (Spellcasting) Instead of knowing spells by memory or channelling some surge of internal arcane power, you manifest the unpredictable desires of fate by Drawing cards from your Deck of Wonders. There are 22 cards that are always present in your Deck, and every time you choose to Draw, any of them can appear as the result of said draw. These cards are fundamental to your deck's composition, and are known as the Major Arcana. A list for the cards and their effects can be found at the end of this class. At higher levels, you gain additional Suits of cards when choosing a Cabal. As long as an Action is spent Drawing, you can't Draw and Cast a Spell in the same round. Spellcasting Ability Wisdom is your spellcasting ability for your Deck of Wonders. You use your Wisdom whenever a card refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a card you have drawn and when making an attack roll with one. Draw save DC = 8 + your proficiency bonus +

your Wisdom modifier Offensive Draw modifier = your proficiency bonus +

your Wisdom modifier































Pool of Luck Starting at 1st level, you have at your disposition a number of Luck Points that scale with your level in this class. A number of features in this class use your pool of luck as a resource, but the main utility of these points is to change the result of a Draw. When taking the Draw action on your turn, you can choose to spend 1 Luck Point to draw additional cards from the deck before the original result of the draw is revealed. You must draw an additional number of cards equal to half your Sleight of Hand skill. You can look at the result of the cards drawn by this feature, and choose to use any one of them instead of the original Drawn one (which remains unknown). The other cards are then shuffled back into the Deck of Wonders. Your Pool of Luck is restored after a Short or Long Rest. Jack of All Trades Starting at 2nd level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus. Wild Card At 2nd level, your familiarity with the Deck of Wonders has grown to bestow upon you more control over the random effects of its untamed magic. You have a maximum number of Wild Cards that you have prepared at a time shown in the class table. These cards function as an assured way of casting the effect of the card that you wish to Draw in a certain situation. You can change which card or cards serve as your Wild Card feature, choosing from both your Major Arcana and Cabal Suit lists during a Short or Long Rest. The only exception is The World card, the last of the Major Arcana, which cannot be chosen as a Wild Card. Reversed effect cards can be chosen as Wild Cards if you have the 5th level Mirror Draw feature. You cannot have more than two Wild Cards with the same effect prepared at the same time. When choosing to use a Wild Card, it's considered a Cast a Spell action, and said Wild Card is consumed after the desired card is drawn. You regain all of your Wild Card uses after finishing a Long Rest.

Arcane Cabal At 3rd level, you choose a Cabal that lets you expand your abilities with your own Deck of Wonders as you continue to study, explore and experience your very personal path of fate. The Cabals available and their related Suits are detailed in the next section. Your Cabal gives you additional features at the 3rd, 6th, 11th and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Expertise At 5th level, choose two of your skill proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Mirror Draw Beginning at 5th level, you can choose to take the Draw action as a Bonus Action on your turn. Cards drawn using this feature are Reversed. Fool's Evasion Beginning at 7th level, your luck often gets the best of you in dire situations. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you may spend 3 luck points. If you choose to spend points, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Weaver of Fate At 9th level, your comprehension of the world has let you influence the destiny of others' endeavors. As a Reaction when any number of creatures you can see within 30 feet makes an ability check or saving throw, you may spend 2 luck points to add your proficiency modifier to their roll. For each creature you affect beyond the first, you must spend an additional 2 luck points. You may target enemy creatures with this ability. If you do so, you subtract your proficiency bonus from their roll instead. Creatures that are affected in this way can make a Charisma saving throw against your Draw Save DC to avoid it. Creatures that are immune to charms are immune to this effect. Death's Blunder Cheating death is not an affair to be afraid of, as long as you keep in mind that meddling with forces out of your control is often risky... but rewarding if lucky. Starting at 14th level, you can toss a silver coin. Choose heads or tails. If the coin lands on the desired result, you gain advantage on your last Death Saving throw, last meaning that if failed it would kill you, for the next 24 hours. If you fail to predict the coin's landing, the effect is applied regardless, but you can't use this feature again for three days. You can now, additionally, add your proficiency bonus to your Death Saving Throws. Final Gambit You have reached a critical point in a mortal's relationship with their own destiny. At 20th level, if you enter combat and have no Wild Cards left, you regain half of your maximum Wild Card uses. Rivaled only by the Goddess Tyche, Lady Luck herself, you can choose to throw a last gambit when tormented by vistas of a great impending doom. You can take the Draw action on your turn to submerge your hand in a dimensional pocket to the inescrutable Mirror Planes, and change the result of the card you drew for its corresponding reflection in the Deck of Many Things. All cards from your chosen Cabal Suit have the same equivalent in the Deck of Many Things, as detailed in their section. Major Arcanas correspond one to one. You can only use this feature once per Long Rest.

Major Arcanas Deck of Many Things 0 - The Fool Jester I - The Magician Vizier II - The High Priestess Euryale III - The Empress Talons IV - The Emperor Throne V - The Hierophant Idiot VI - The Lovers Knight VII - The Chariot Comet VIII - Justice Key IX - The Hermit Ruin X - Wheel of Fortune Gem Major Arcanas Deck of Many Things XI - Strength Fool XII - The Hanged Man Rogue XIII - Death Skull XIV - Temperance Balance XV - The Devil Flames XVI - The Tower Donjon XVII - The Star Star XVIII - The Moon Moon XIX - The Sun Sun XX - Judgement The Fates XXI - The World The Void How to play this class The Fate's Dealer differs from other classes in that they actually need a deck of cards to play, instead of just dice. Anytime you Draw a card in the game, you do so in real life. To build your deck, first take a regular Tarot Deck and separate the 22 Major Arcanas. If you are starting at level 1, these are all the cards that you will need for now. But, when you reach 3rd level you acquire a "Cabal Suit" for your Deck. These are 12 cards that follow the regular order of a standard English playing deck, with the 2 being the first and the Ace being the last card. Your Wild Cards can be Jokers, Custom Spellcards that you have made, duplicates of the cards you have prepared, or simply a resource you keep track of and don't necessarily have to have physically present in the game. In total, you will need to have 34 cards in your Deck of Wonders. Also, everytime you are going to Draw a card, you must shuffle your deck. After a card is drawn, it immediately takes effect, unless it explicitly says it does not. After the card has taken effect, you must return it to the deck unless the effect requires the card to be discarded. In that case, you must put the card aside and wait until the end of a Long Rest to put it back. Concerning Mirror Drawing When you gain the Mirror Draw feature at level 5, you gain additional interaction possibilities with the rest of your class features. Now, you can choose Reversed cards as Wild Cards. Keep in mind that you still can't have two Wild Cards prepared with the same effect. E.g: At level 6, you could have The Sun prepared, and The Sun (Reversed) two times.

If you use your Luck Pool to change the result of a Mirror Draw, every additional card drawn with the feature is also Reversed.

E.g: Shayla draws a second card using Mirror Draw, and spends 1 Luck Point and a silver coin to draw 5 additional Reversed cards, as by her +11 modifier in Sleight of Hand. She then chooses one of the cards, the Reversed effect of the Card being automatically casted.

Arcane Cabals A Cabal is more than a simple tradition, it's a form of correspondence with the fundamental forces of destiny itself. Some Cabalists form esoteric orders, collectively seeking their purpouse in the vast realm of possibilities. Others choose to wander alone, and collect lore about the universe on their own, using their solitude as a form of strength and secrecy. Cabal of Fortune This is the cabal of the fortunetellers, diviners and prophets that look into reality with a deep wisdom and awareness of their being in the grand scale of things. They mostly use their cards as a medium of divination, and see fate as a thing that should not be carelessly played with. Suit: Clear Diamonds At 3rd level when you choose this Cabal, you add to your Deck of Wonders the Suit of Clear Diamonds. Every card in this suit is detailed in the Spellcards section. Cards of this suit correspond to The Vizier in Final Gambit. Your spellcasting ability for using cards in your Cabal Suit is Wisdom, and any instance of spellcasting ability or spell save DC that your cards in this suit refer to is Wisdom by default.

Draw save DC = 8 + your proficiency bonus +

your Wisdom modifier Offensive Draw modifier = your proficiency bonus +

your Wisdom modifier Gaze Through The Veil Starting at 6th level, every success in the path to clairvoyance brings you closer to an accurate reading of people's futures and hidden intentions. You can give yourself advantage in Wisdom (Insight) checks related to finding out about a creature's next move or course of action a number of times equal to your Wisdom modifier per Long Rest. Omen Seeker With time and experience, you have become a harbinger of clarity when it comes to decyphering the cryptic clues and messages life spreads around for us to find. At 11th level, you can cast Augury at will a number of times equal to your Wisdom modifier per day, eliminating the risk of random readings if you employ more than two uses before taking a Long Rest. Foresight You have achieved clarity, infinite possibilities and futures racing across your mind at every second of your being. Choosing to delve into the realm of destiny is a task you are now prepared to withstand. At 17th level, you can choose to cast the spell Foresight on yourself if you have no Luck Points left, once per Long Rest.

Cabal of the Sun The Cabal of the Sun is an ancient tradition joined by nomads, gypsies and travelling merchants that seek to collect as much knowledge of the world they dwell in as they can. They survive tragedies and get by, having faith in the forces of balance. Some even end up becoming greatly skilled users of magic, as their Wisdom is widely recognized and their advice is respected. Suit: Shifting Sands At 3rd level when you choose this Cabal, you add to your Deck of Wonders the Suit of Shifting Sands. Every card in this suit is detailed in the Spellcards section. Cards of this suit correspond to Sun in Final Gambit. Your spellcasting ability for using cards in your Cabal Suit is Wisdom, and any instance of spellcasting ability or spell save DC that your cards in this suit refer to is Wisdom by default.

Draw save DC = 8 + your proficiency bonus +

your Wisdom modifier Offensive Draw modifier = your proficiency bonus +

your Wisdom modifier Dreams of Warm Nights Starting at 6th level, you can soothe the ambient with nostalgic stories about your travels, letting the wonders spoken create an illusion of safety and tranquility among your companions. During a Short or Long Rest, you can choose to charm the ambient around you with an illusion. Any creature that crosses the area must make an Intelligence (Investigation) check against your spell save DC from this Cabal, unable to detect you and your group otherwise by non-magical means such as smell, tracking or sight. Creatures with truesight and other forms of bypassing illusions see this effect as a gentle whirlwind of glistening, golden sand circling around your party during the rest. Eye of the Sandstorm At 11th level, there is no terrain that can get in the way of you reaching your destination, as you are fated to arrive safely at the halls of knowledge under the shadow cast by the most important star. You ignore difficult terrain and its effects while travelling, and you can't die from the effects of the extreme heat or cold alone. Solstice You have mastered the ways of the nomad, and your card readings reflect the providence of the Sun itself at its highest point. At 17th level, each time you get a card from your Suit as the result of a Draw, The Sun card takes effect alongside it when the drawn card is casted.

Cabal of Secrets This Cabal is often joined by those who want to manipulate others through their divinative powers, and take advantage of subterfuge, deception and sometimes even participate in criminal endeavors to cheat death, uncover occult mysteries and reach their goals without being noticed. Suit: Quavering Shadows At 3rd level when you choose this Cabal, you add to your Deck of Wonders the Suit of Shifting Sands. Every card in this suit is detailed in the Spellcards section. Cards from this suit correspond to the Jester in Final Gambit. Your spellcasting ability for using cards in your Cabal Suit is Wisdom, and any instance of spellcasting ability or spell save DC that your cards in this suit refer to is Wisdom by default.

Draw save DC = 8 + your proficiency bonus +

your Wisdom modifier Offensive Draw modifier = your proficiency bonus +

your Wisdom modifier Fading Conviction At 6th level, you can choose to weaken a creature's resolve against an effect that fate subjects it to. You can impose disadvantage on one creature's Saving Throw against an effect caused by a Draw once per Long Rest. Playing the Gallows Starting at 11th level, each time you draw a Death card you feel as if the weight of your sins is lifted from your shoulders. Sometimes diverting the Reaper's attention is all it takes for luck to come back to you. If you succeed on the saving throw after a Death card takes effect, you regain Luck Points equal to your proficiency bonus. Looming The presence in your conscience has become too much to bear alone. At 17th level, you can choose to share the weight of a sin with a creature affected by a charm or fear. If that creature can understand a language and has less current hitpoints than you do, you whisper an unspeakable secret recorded in the most ancient of incunabula, searing the creature's mind with a direful vision of its death. The creature dies instantly. You can only use this feature once per Long Rest.

Spellcards Major Arcana The Fool Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 Round Great misfortune announces a new beginning, as luck herself has laughed in your face at the vision of the perils your mind must pass through... starting now. Upon drawing this card, you become afflicted with a random Short-Term Madness effect from the following table until the end of your next turn. Roll a d100 to see which effects takes hold of you. Short-Term Madness d100 Effect 1 - 20 The character becomes Frightened and must use his or her action and Movement to flee from the source of the fear. 21-40 The character experiences vivid hallucinations and has disadvantage on Ability Checks. 41-60 The character begins babbling and is incapable of normal Speech or Spellcasting. 61-80 The character must use his or her action to Attack the nearest creature. 81-99 The character does whatever anyone tells him or her to do that isn’t obviously self-destructive 100 The character falls unconscious. The Fool (Reversed) Casting Time: On Draw

On Draw Range: 30ft radius sphere

30ft radius sphere Duration: Instantaneous The Fool when reversed acts as a refreshment much needed to take upon a brand new journey, and clarity of mind in the coming of the inevitable storm that is the path of adventuring. Upon drawing The Fool reversed, you attempt to suppress strong emotions in a group of people. Each humanoid in a 30-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects: You can suppress any effect causing a target to be charmed or frightened.

You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. The Magician Casting Time: On Draw

On Draw Range: Self

Self Duration: 10 minutes The Magician reveals that which is hidden behind the veils of reality, granting great insight into the pure fabric of the Arcane that permeates reality. For the duration, you gain the ability to Detect Magic in a range of 60 feet around you, and can Identify at will the properties of any magic item you come across that isn't Cursed. The Magician (Reversed) Casting Time: On Draw

On Draw Range: 120ft

120ft Duration: Instantaneous. Upon drawing The Magician reversed, instead of perceiving and passively interacting with the magic in your environment, you exert your own active arcane capabilities over targets of your choice. You create three glowing darts of magical force. Each dart automatically hits a creature of your choice that you can see within range. A dart deals 1d6 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. You can create additional darts by spending 1 Luck Point to empower the spell, up to a maximum of twelve darts.

The High Priestess Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: Instantaneous The High Priestess mends the wounds of those in need like a caring and proud mother, but always from an authoritative position and manner. A creature of your choice that you can see within range regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. You can spend 1 Luck Point to increase the number of dice regained, up to a maximum of 4d8 The High Priestess (Reversed) Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 2 rounds The wrath of the High Priestess reversed guides those who follow their path with the light of faith in their destiny and devotion in their purpouse. A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack rolls made against this target before the end of the spell's duration have advantage, thanks to the mystical dim light glittering on the target until then. The Empress Casting Time: On Draw

On Draw Range: 60 feet radius, cylinder

60 feet radius, cylinder Duration: 2 rounds The Empress is a strict wife and her quick temper often indicates the approaching of an incoming emotional storm that can separate even kingdoms. When this card is drawn, choose a point you can see within range. A bolt of lightning flashes down from a cloud to that point. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If a Magic Object or Weapon is struck by a lightning in this way, it becomes non-magical until the spell ends. The Empress (Reversed) Casting Time: On Draw

On Draw Range: 15 feet radius, sphere

15 feet radius, sphere Duration: 2 rounds The Empress when reversed shares her pain with her husband for the sake of the kingdom, protecting the people therein like a proud martyr and emotional leader. Upon drawing this card, willing creatures that are no more than 15ft away from you are warded with a +1 bonus to AC and resistance to all damage. Everytime any of the creatures in range take damage, you take the same amount of damage. You can choose to spend 3 Luck Points to avoid the latter effect, but you then have to discard The Empress until the next Long Rest.

The Emperor Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: Up to 1 minute Across the realms, all shall bow before the undisputable will of The Emperor. Upon drawing this card, you attempt to beguile a humanoid that you can see within range. It must succeed on a Charisma saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it must make a Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. The Emperor (Reversed) Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 minute The Emperor can be overthrown when he loses the favour of his loyal serfs, becoming an outcast in the time it takes a candle to expire. Upon drawing this card, you must make a Charisma saving throw against your own spellcasting ability. If you fail, you are banished to a harmless demiplane if you are currently on your native plane of existance. If you are not, you instantly return to your plane of origin. While in the demiplane, you are incapacitated. After the spell ends, you return to the space you were occupying before being banished. The Hierophant Casting Time: 1 action

1 action Range: One allied creature that you can see

One allied creature that you can see Duration: Instantaneous The Hierophant brings rest to the dead, but sometimes death is just one blessed touch away from becoming a new life. You target a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. If you don't have any possible targets at the time of drawing this card, you can choose to spend 2 Luck Points to keep it for later; at the cost of discarding The Hierophant once it is used. The card then returns to the Deck after finishing a Long Rest. The Hierophant (Reversed) Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 1 minute Sometimes The Hierophant's dispassionate devotion turns to sickly lethargy in the eyes of the faithful. When you draw The Hierophant reversed, you alter time around up to four creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. You also suffer the effects of this spell as long as it's active.

The Lovers Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 minute A lover breathes and lives the other's torments, often suffering in their place in an act of selfless compassion. Upon drawing this card, an illusory duplicate of yourself appears in your space. Until the spell ends, the duplicate moves with you and mimics your actions, shifting position so it’s impossible to track which image of you is real. Your duplicate has the same stats and hitpoints as you have, but can't take Actions on its own, and it doesn't have a turn. You can use your bonus action to dismiss the illusory duplicate. Each time a creature targets you with an attack during the spell’s duration, you can choose to do two things: You can take the damage as per normal, and make your duplicate take half of said damage. If your duplicate isn't reduced to 0 hitpoints after this, you gain temporary hitpoints equal to half of the damage taken by your duplicate.

You can use your Reaction to put the duplicate in the way, making it take the full damage of the attack. If your duplicate isn't reduced to 0 hitpoints after this, the creature that made the attack has disadvantage on their next attack against you or your duplicate, and you have advantage on any Saving Throw that you make against that creature's effects for as long as your duplicate remains alive. The Lovers (Reversed) Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 1 minute The ways of seduction can be hypnotic when used against a suitable lover. When this card is drawn, you create a twisting pattern of sensual colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and then quickly vanishes, as the essence of love is fickle. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. If an affected creature is immune to the Charmed condition, it gains 1 Level of Exhaustion instead and has disadvantage when trying to willfully attack you (or any image of you, for that matter). The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. The Chariot Casting Time: On Draw

On Draw Range: 30 feet

30 feet Duration: 1 hour The Chariot pulls through when no other dares to confront the walls that life puts against us. When this card is drawn, a Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle; and pulls along a small carriage. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. The carriage can't be separated from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes damage from a magical source. You can carry up to half a ton of weight onto the carriage, and it can lift up to four people on its platform. If the weight carried by it exceeds the maximum, the spell's duration is halved. The Chariot (Reversed) Casting Time: On Draw

On Draw Range: 30 feet

30 feet Duration: 1 minute The Chariot flees quickly when a rain of arrows is in sight. The bold are not always reckless, not in their weakest moments, and swift action must be taken with hardened resolve even if it is to run away. When drawing The Chariot reversed, choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Justice Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: Instantaneous Retribution comes in waves, often redeeming others when it is least expected. Upon drawing this card, you avenge the sins committed by those who have wronged you. Every creature that has made an attack against you in the past minute must make a Wisdom saving throw. On a failed save, every creature takes a number of d10 Force damage equal to the total number of attacks that have hit you, starting at 2d10. If they have missed every attack, they only take 1d10. On a succesful save, they take half as much, but no one escapes justice. You can, starting now and until the next Short or Long Rest, use your Reaction against the creatures that have passed the Saving Throw to subject them to the effects of the spell again. Justice (Reversed) Casting Time: 1 Action

1 Action Range: Touch

Touch Duration: Instantaneous When reversed, Justice is a beacon of forgiveness, easing the pain of the accursed so that they can have the fairness they have earned throughout their lives of oblivion and suffering. This card remains in your hand, activating only when you choose to. Touching an allied, willing creature will end all curses affecting that creature or any objects that they are carrying. If the cursed objects are magical the curse remains, but the attunement to the owner is broken so that they can be removed or discarded. Additionally, the creature you have touched is warded against attacks. Any hostile who tries to attack them must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This protection doesn't ward from area effects, such as environmental hazards or the explosion of a fireball. This ward lasts for 1 minute, its duration beginning when the hostile tries to attack the chosen target. The Hermit Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous The Hermit knows more about the outside world when in reclusion. For he who wanders the most is the one secluded inside their own mind. Upon drawing this card, name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain very basic information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, The Hermit might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.” The Hermit (Reversed) Casting Time: On Draw

On Draw Range: 90 feet

90 feet Duration: 1 round The Hermit reversed is a symbol of decadence, stagnancy and imprisonment. Obsession often gets the worst out of the most intelligent minds. When this card is drawn, choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed until the end of their next turn. In 1d4 hours from now, they fully turn to stone as if under the Petrified condition. On a success, the spell reflects back at you, and you must succeed on a Saving Throw against your own Draw save DC. On a fail, you start to suffer the effects of the spell. You can spend 2 Luck Points to avoid the reflection as a Reaction.

Wheel of Fortune Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous It spins with cryptic messages about the past, the present and the future. But it never stops. Upon drawing this card, you can ask Fate a single question concerning a specific goal, event or activity to occur within 7 days. Fate offers you a truthful reply. Said reply can be a short phrase, a cryptic rhyme, or an omen. The card doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. When the card takes effect, you must get rid of 10 silver coins as an offering or discard Wheel of Fortune from your Deck until the next Long Rest. Wheel of Fortune (Reversed) Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 1 minute The reversed Wheel spins backwards, animating everything that was once moved in the past. Upon drawing this card, objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects. You can’t animate any object larger than Large. Each target animates and becomes a creature under your control until the spell ends. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. An animated object becomes inanimated again if it takes damage from any magical source, or if it would reasonably be considered destroyed by an attack or area effect. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. Specific objects might inflict slashing or piercing damage based on its form. Strength Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: 1 hour Sometimes, raw physical prowess is all it takes to solve life's hardest challenges. When drawing this card, choose a target that you can see within range. That target's Strength score becomes 21 for the duration. If the target's Strength score was already of 19 or higher, it instead pumps it up to 23. Strength (Reversed) Casting Time: On Draw

On Draw Range: 90 feet

90 feet Duration: 1 minute The reverse aspect of Strength is that which comes after, needing respite after exerting one's capabilities: both mental and physical. This card sends creatures into a magical slumber. Any creature that has a Strength score of 16 or higher within 90 feet of you (including yourself, if you apply) must make a Wisdom saving throw. On a fail, the creature falls unconscious until the spell ends, the sleeper takes damage, or someone uses an Action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren't affected by this spell. You can spend 1 Luck Point to avoid the effect of this card on yourself, if you would be affected.

The Hanged Man Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 minute The most mysterious card of the deck, representing the sacrifice for knowledge, an incoming transition or revelation in our lives, martyrdom, the inevitability of adversity and the irony of human condition among other things. When drawing this card, you are reminded both of your freedom and your mortality. Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane. At the start of your next turn, or when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. Lastly, if you already were on the Ethereal Plane at the time of drawing this card, you return to your plane of origin and gain 1d4+1 to your Intelligence score until the next Long Rest. The Hanged Man (Reversed) Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 hour Obscurity, confusion and existential dread can manifest when contemplating human existence. Where should we go? What is the meaning of this journey? At the end, we leave no trace except in memory. Upon drawing this card, a veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 to bonus Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage, and gains a flying (hover) speed equal to half their base speed. Death Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous A bell tolls in the distance. Dread sets in. It's time. At the time this card is drawn, if you have less than your maximum hitpoints, you must make a Death Saving throw. If you fail, you die instantly. But if you succeed, the next attack that would reduce you to 0 hitpoints or less and knock you unconscious in the next 8 hours, leaves you with 1 hitpoint instead. Death (Reversed) Casting Time: On Draw

On Draw Range: Touch

Touch Duration: 10 days With Death reversed comes the tranquil peace of the void, the gentle acceptance of futility. If you draw this card, you can keep it for the duration. When used once, it is shuffled back into the deck. You can touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.

Temperance Casting Time: On Draw

On Draw Range: Self (30 feet)

Self (30 feet) Duration: 1 minute In the face of fear, a calm expression often defeats even the most powerful of nightmares. All willing creatures within 30 feet from you (including yourself) are imbued with bravery. For the duration, the creatures are immune to being frightened and gain temporary hitpoints equal to your spellcasting ability modifier at the start of each of their turns. When the spell ends, the target loses any remaining temporary hitpoints from this spell. Temperance (Reversed) Casting Time: On Draw

On Draw Range: Self (30 feet)

Self (30 feet) Duration: 1 minute But every hero has experienced the most primeval emotion of all. No exceptions. Each creature in a 30 feet cone must succeed on a Wisdom saving throw or drop whatever they are holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a new Wisdom saving throw. On a successful save, the spell ends for that creature. The Devil Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 minute Man is, and will always be, cursed to be eternally dominated by the forces of nature. Let instinct drive you to the depths of the earth, and consummate your essence in impious flame. Upon drawing this card, roll a d6. With Strength being number 1, you gain disadvantage in the rolled Stat's related checks and saving throws. While you are cursed in this way, any attacks you make are rolled with disadvantage. Any attack that you successfully hit for the duration of the curse, forces the target to make a Constitution saving throw. On a failed save, the creature takes 7d8 necrotic damage or half as much on a successful one. The Devil (Reversed) Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: 10 minutes The reversed Devil acts as a rebel, a questioning of the otherwise undoubted hegemony of nature over mortals. Man wills nature to obey, and it will be done even if the task sends their soul to the darkness of Sheol. Upon drawing this card, magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. Choose one type of damage that isn't radiant, force or psychic. Any allied creature within the darkness has resistance to it, while enemy creatures have vulnerability.

The Tower Casting Time: On Draw

On Draw Range: Self (30 foot cube)

Self (30 foot cube) Duration: Instantaneous Destruction and sudden change come in the form of the lightning that perpetually strikes The Tower. When this card is drawn, a wave of thunderous force sweeps out from you. Each creature in a 30-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage and is pushed 10 feet away from you, knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed nor prone. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. Additionally, after the spell takes effect you must make a Constitution saving throw against your own Draw save DC, or be Stunned until the end of your next turn. The Tower (Reversed) Casting Time: 1 minute

1 minute Range: 120 feet

120 feet Duration: 24 hours The reversed tower is the mansion, home of divinity and symbol of higher learning, a haven for any creature that conquers it. When this card is drawn, you can keep it with you for a day before it gets shuffled back into the Deck. If you choose to use it, a 90-feet-tall 40-feet-wide Stone Tower emerges from the place you designate within range. The area inside the Tower is magically secure, and lasts for a day. The magical security that the Stone Tower provides is decided by you, choosing any or all of the following properties: Sound can’t pass through the stone walls of The Tower.

The Tower's silhouette appears dark and foggy, covered in magical mist or darkness preventing vision (including darkvision) through or inside it.

Sensors created by divination spells can’t appear inside the protected area or pass through The Tower at its perimeter.

Creatures inside the Tower can’t be targeted by divination spells.

Nothing can teleport into or out of The Tower.

Planar travel is blocked within The Tower. Choosing to spend a Long Rest inside The Tower grants creatures Magical Resistance to the first, next hostile magical effect or spell targeted at them. The Star Casting Time: On Draw

On Draw Range: 30 feet

30 feet Duration: 1 minute The Star brings hope, as its merciful light shines down to the lady pouring water to the land, symbolizing balance and growth. When this card is drawn, The Star bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. The Star (Reversed) Casting Time: 1 minute

1 minute Range: 2 miles

2 miles Duration: 8 hours The Star reversed is curious, and looks for hidden secrets spying on those mortals that are not careful under its everwatching gaze. Upon drawing this card, you create a sensor in the sky, planting its sight over a location within range. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. The sensor is invisible at nighttime, indistinguisable from other stars in the night sky. You can see through the sensor as if you were in the location it is above of, but you can't hear any sound. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb in the clouds above, shining down light from an ethereal glittering beam.

The Moon Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 Hour The Moon shines light over the subconcious, covering us in her motherly pale light, so that harm does not find us and our secrets can be kept in the tranquility of the night. When this card is drawn, you become invisible for the duration. Anything that you are wearing or carrying is invisible as long as it remains on your person. While you are invisible, you gain the ability to see other invisible creatures and objects. You cannot see into the Ethereal Plane, but you can faintly hear the ghostly noises ethereal creatures and objects make in a range of 120 feet around yourself. If you attack or cast a spell while under the effects of this card, the effect starts to fade and you become fully visible after 1 minute. The Moon (Reversed) Casting Time: On Draw

On Draw Range: 500 feet

500 feet Duration: Instantaneous The Moon reversed reflects the interior of our minds, revealing our hidden fears... but also showing us the safest path to confront them, finding in the end what we most desire. When this card is drawn, you teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you draw this card. If you would arrive in a place already occupied by an object or a creature, you and any creature travelling with you each take 4d6 force damage, arriving at the place and becoming Frightened for 1 minute. The Sun Casting Time: On Draw

On Draw Range: Self (Cylinder, 120 foot radius)

Self (Cylinder, 120 foot radius) Duration: 1 Minute The sun is the fabric in which victory, success, rebirth, and everything positive is woven. It is the much awaited hectic light that rewards us in moments of deep despair and hopelessness, and a proud father of everything that is living. When this card is drawn, tremendous radiance envelops your allies and your enemies. Every attack and spell made by you and your allies deals an additional 1d12 Radiant damage for the duration. Additionally, enemies must make a Wisdom saving throw every time they hit with an attack that would reduce any of you to half your maximum hitpoints or less. If they fail, their next attack is made with disadvantage. This spell sheds daylight in a 120 foot radius cylinder coming from above, dispelling any magical darkness or fog, or any other kind of hazard that would prevent sight. The Sun (Reversed) Casting Time: On Draw

On Draw Range: 30 feet

30 feet Duration: Instantaneous The reversed Sun acts as a regenerative channel of energy, cleansing the soul of those who seek the light in their way with warm rays of compassion and forgiveness. One creature you can see within range is imbued with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that blinded, charmed, poisoned or petrified the target.

Any reduction to one of the target's ability scores.

One effect reducing the target's hit point maximum.

Judgement Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: 10 Minutes Judgement passes over those chosen. Are they fit for entering the halls of greatness? If so, may them reveal the truth about their true selves. Upon drawing this card, you create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. Affected creatures are not aware of the spell, and find themselves answering truthfully even if they do not realize it. However, they can be evasive with their answers as long as they remains within the boundaries of truth. Additionally, you can choose one or more types of creatures that can't enter the area of the spell: celestials, elementals, fey, fiends, or undead. The types of creatures chosen have disadvantage when trying to attack targets inside the zone of Judgement. If said creatures try to teleport or bypass the zone via magical means, they fail and instead take 4d10 force damage. Judgement (Reversed) Casting Time: On Draw

On Draw Range: Self

Self Duration: 12 Rounds. Absolution and second chances are the realm of reversed Judgement. However, it will make sure to clarify that its generosity does not come in easy, nor for free. Actions always have consequences, however they may be delayed. When this card is drawn, you must make a Wisdom saving throw against your Draw save DC. On a fail, you are instantly knocked unconscious. On a success, you take 4d10 psychic damage and are knocked prone. Then the following effects start to occur in order: Round Effect 1 A radiant cloud forms in a 300ft area above you. Any creature that is under the area that casts spells that deal necrotic damage, see the damage dealt of those spells reduced by half. 2 Every creature of Good alignment under the cloud regains hitpoints equal to the psychic damage you suffered. 3 Every creature of Evil alignment under the cloud has disadvantage on Wisdom Saving Throws. 4 A giant, swinging golden pendulum comes down from the cloud, striking a 100 feet line (the GM may choose its orientation if you are unconscious) with its edge. Creatures of Lawful Good or Lawful Neutral alignments are not affected. Everyone else must make a Strength saving throw or fall prone. 5 The pendulum swings again. Creatures with flying speed must make a Dexterity saving throw or be knocked prone to the ground. 6-12 Every creature of Good alignment under the cloud cannot fall unconscious. After the card has taken effect, discard Judgement.

The World Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous The World represents an ending to a cycle of life, a pause in life before the next. It is the last card of the Major Arcana, and serves as a manifestation of time and the universe itself, as it is bound to repeat itself until its end. When you draw this card, a loud ticking clock sound anticipates the experience of eternity. At the end of the round, you can take an extra turn for yourself. Then, The World is discarded until the next Long Rest. The World (Reversed?) As the symbol of an unending cycle, The World does not have a different effect when drawn in reverse; as time can never go backwards. The reflection of time is time itself, and the World reflects that immutable identity. The World is the only card you cannot choose as a Wild Card.

Suit: Clear Diamonds Ace of Diamonds Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous When this card is drawn, an unexpected but favorable discovery appears before you. You can foresee a detail that works to your advantage in a future situation. For example, you coincidentally might have the right supplies for a job, or have an ally show up some place at a dramatically appropriate moment; you might find a secret passage that helps you get away from a chase, or remember you know someone that owns a boat and that can help you cross the lake later that day. The powers of divination magic, having foreseen your tribulations, add the chosen element to the setting or situation, rewriting reality if necessary (if your request is within reason). There are certain limits: You can't directly cause harm

You can't cause a major natural disaster

You can't replicate spells or class features

You can't magically summon creatures

You can't obtain a magic item The powers of fate might decide upon a complication, to balance out the imbalance caused by your observation of a future challenge. This countereffect might be proportional to the magnitude of the consequences of your meddling with the future, but is ultimately unpredictable. After this, the Ace of Diamonds is discarded. Two of Diamonds Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous When this card is drawn, you create a 15 foot radius sphere around yourself, in the form of a translucent diamond. You can detect every movement inside that sphere. You automatically succeed on Perception checks to detect things that are moving inside the sphere, including things magically hidden. As long as it is moving, you can't be surprised by anything inside the sphere, be it a creature, object or magical effect. You also have advantage on Intelligence (Investigation) checks while inside the area. Three of Diamonds Casting Time: On Draw

On Draw Range: 30 feet

30 feet Duration: 1 minute Upon drawing this card, choose a target within range. Attacks made against that target for the duration cannot have advantage. If a critical hit is dealt to the target while the spell is active, or the target falls unconscious, the spell ends. Four of Diamonds Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: 1 round When this card is drawn, any number of willing creatures that you can see within range are granted a brief insight into their target’s defenses. On their next turn, they must add 1d4 to the attack roll on the first attack they make against a single designated target. Five of Diamonds Casting Time: On Draw

On Draw Range: Self

Self Duration: 5 hours When this card is drawn, you gain a +5 bonus to initiative for the duration. If you are already in combat, you can add it to your previously rolled score, using the new one beginning at the start of the next round. Six of Diamonds Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 1 minute. Upon drawing this card, choose two non-hostile creatures that you can see within range. For the duration, those two creatures gain a bonus to their AC equal to half your Wisdom modifier, rounded up.

Seven of Diamonds Casting Time: On Draw

On Draw Range: Self (30 foot cone)

Self (30 foot cone) Duration: Instantaneous When this card is drawn, creatures in a 30 foot cone from you must make a Charisma saving throw. On a fail, they must drop whatever weapon they are holding. Creatures that are immune to being charmed can't be affected by this card. Eight of Diamonds Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: 8 hours Starting when this card is drawn, you gain 30 feet of Blindsight for the duration. You can choose to spend 2 Luck Points to transfer this effect momentarily, for a maximum of 1 hour, to another creature. Nine of Diamonds Casting Time: On Draw

On Draw Range: 30 feet

30 feet Duration: 1 round. When you or a creature within 30 feet of you is going to be attacked for the duration, you perceive a ripple in fate leading away from this action. You may use your Reaction to grasp an understanding of the near future and grant disadvantage or advantage to the roll. Suit: Shifting Sands Ace of Sands Casting Time: 1 reaction

1 reaction Range: Self

Self Duration: One day The sands of time fall eternally inside the hourglass of eternity. When this card is drawn, keep it. As a Reaction, you can choose at any point in time while the card is active to revert the effects of a single Draw that has happened in the last 24 hours. If the card reverted by the Ace of Sands applies, the next time you Draw the same card, that card's duration is doubled. Two of Sands Casting Time: On Draw

On Draw Range: 90 feet

90 feet Duration: 1 minute Upon drawing this card, a crackling sparkle comes out of any light source nearby within range, hitting a target of your choosing that you can see. Make a spell ranged attack against it. On a hit, the target is grappled for the duration and takes 1d4 Radiant damage at the start of every of its turns. The creature can make a Strength saving throw against your Draw save DC at the end of each of its turns, escaping the grapple if it succeeds. This spell fails automatically if the target is covered in any kind of magical darkness. Jack of Diamonds Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous When you draw this card, you shuffle back in the Ace of Diamonds into your Deck of Wonders. If you had not yet discarded the Ace of Diamonds upon drawing this card, you regain 3 Luck Points. Then, discard the Jack of Diamonds. Queen of Diamonds Casting Time: On Draw

On Draw Range: Self

Self Duration: 11 hours. Upon drawing this card, you regain a number of hitpoints proportional to your maximum Luck Pool, restoring 1d4 hitpoints per Luck Point. Then, discard the Queen of Diamonds. King of Diamonds Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: Instantaneous When this card is drawn, choose any number of creatures you can see within range. You learn their resistances and vulnerabilities, as well as their immunities and their current hitpoints. Then, discard the King of Diamonds.

Three of Sands Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: 1 minute When you draw this card, a pillar of sandstone shoots up from the ground in a 5ft space within range that you can see. The pillar has a maximum height of 15 feet, has an AC of 5 and 30 hit points. A creature standing on the space targeted must make a Dexterity saving throw, which they can choose to fail, or be lifted up to the maximum height of the pillar. If something impedes the maximum height, such as a ceiling, the target takes 4d6 bludgeoning damage. When the pillar dissipates, either by the pillar being destroyed or the duration ending, anything on top of the pillar immediately falls and takes normal fall damage with another Dexterity save to avoid falling prone. The caster can choose to lower the pillar of sand gradually, however it cannot be re-grown once it begins its descent. Four of Sands Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous Upon drawing this card, particles of sand start to arrange into a rough map of the surrounding area, up to one mile around the pile of sand. Once cast, the map will stay unless disturbed. The map does not reveal any magically hidden areas or passages, and can only work in the Material Plane. Five of Sands Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: 1 minute Upon drawing this card, you choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from flowing quicksand rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your Draw save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. Six of Sands Casting Time: On Draw

On Draw Range: Self

Self Duration: 6 hours When this card is drawn, a path of ethereal sand springs out from the ground before you, taking the closest and safest route towards your desired destination. The path can be up to six miles long, and you can dismiss it as an Action. The path is invisible to others except to you. Seven of Sands Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: Instantaneous The wrath of the desert conjures up in your hands as you draw this card. Choose a target within range that must make a Constitution saving throw against your Draw save DC. On a fail, the creature is knocked back 10 feet by a strong heat current and takes Fire damage proportional to its current Armor Class. Armor Class Fire Damage 7 or less 1d10 8 to 14 2d10 15 to 20 3d10 21+ 5d10 Eight of Sands Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 1 minute May the dunes of life's desert bless the struggles of its inhabitants. Upon drawing this card, choose up to eight willing creatures within range. For the duration, they gain a bonus to damage rolls equal to your Wisdom modifier. Nine of Sands Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 hour Wherever you may travel to, the deserts will bring you knowledge from afar. For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. Reversed: Cabal Suits Mirror Draws in a Cabal Suit take the effects of their reversed counterpart within the Suit, always going as follows: Cards two to nine are reversed in order. The two is the nine when reversed, the three is the eight when reversed, and vice versa.

King and Queen are correspondant with each other, meaning that the King reversed is the Queen and the Queen reversed is the King.

The Jack reversed has the same effect.

A Reversed Ace can be used as any card of the Suit, including itself in its normal effect if desired.

Jack of Sands Casting Time: On Draw

On Draw Range: Self

Self Duration: 10 minutes Versatility is the key to survival in the harsh conditions of travel. Upon drawing this card, you are considered as proficient with any weapons, objects, vehicles or tools of your choosing for the duration. Additionally, you gain 120 feet of Tremorsense. Queen of Sands Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 12 rounds A raging sandstorm starts to rumble in the distance. When this card is drawn, choose a point within range. A 40 foot radius, cylindrical swirling vortex of sand starts to envelop the area. Any creature that you regard as hostile found inside the maelstrom at the beginning of their turn must make a Strength saving throw or take 4d6 Bludgeoning damage and be knocked prone. A creature that passes the saving throw suffers no damage instead, but is considered Blinded as long as it remains inside the sandstorm. The vortex lifts up and throws away every Large object or smaller, and is not capable to lift up more than that size. King of Sands Casting Time: On Draw

On Draw Range: 30 feet

30 feet Duration: 1 minute Upon drawing this card, choose an unoccupied space within range to summon a champion of the desert. The creature lasts for the duration, and is completely under your control, crumbling when the spell ends. Commanding the creature takes an Action, else it just stays still defending itself from hostile attacks and creatures. After the effect has taken place, discard the King of Sands. Champion of the Desert Large elemental, lawful neutral Armor Class 19 (natural armor, shield)

19 (natural armor, shield) Hit Points 126 (12d10 + 60)

126 (12d10 + 60) Speed 30 ft, burrow 30 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 15 (+2) 11 (0) 20 (+5) 17 (+4) Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious Damage Resistances Bludgeoning, piercing and slashing from non-magical attacks. Fire, Lightning, Necrotic

Bludgeoning, piercing and slashing from non-magical attacks. Fire, Lightning, Necrotic Damage Immunities Poison, Psychic

Poison, Psychic Senses passive Perception 19, Blindsight 30ft, Tremorsense 60 ft.

passive Perception 19, Blindsight 30ft, Tremorsense 60 ft. Languages Common, Primordial Avatar of the Sands. The Champion of the Desert has advantage on Wisdom saving throws. Additionally, attacks made by the Champion are considered as magical for the purpouse of overcoming resistances. Magical Resistance (1/day) The Champion of the Desert can choose to impose disadvantage on one magical effect that would affect it, or give itself advantage on a Saving Throw against a magical effect once a day. Actions Fire Spear. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: (1d10 + 3) Piercing damage, plus (1d6 + 5) Fire Damage. Shield Bash. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (2d4 + 3) Bludgeoning damage. Target must succeed on a Strength Saving throw against the caster's Draw save DC or be knocked back 5 feet, prone.

Suit: Quavering Shadows Ace of Shadows Casting Time: On Draw

On Draw Range: 180 feet

180 feet Duration: 1 minute Upon drawing this card, you create a number of shadows resembling your silhouette equal to how many cards you have discarded before drawing the Ace of Shadows in unoccupied spaces within range. For the duration, you can as a Reaction interchange your position with any of the shadows. The shadows have 1 hitpoint and your same AC. When a shadow is hit with an attack or spell, it vanishes. When this card's effect ends, you shuffle back in every card you have discarded up until then. After all cards are back in, discard the Ace of Shadows. Two of Shadows Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: 10 minutes. Upon drawing this card, you can afflict one creature with an unshakeable feeling of dread. For the duration they know your general direction and they will feel as if you are looming over them. If the target is reduced to 0 hitpoints while this card is active, you regain 1 Luck Point. Lastly, discard this card. Three of Shadows Casting Time: On Draw

On Draw Range: 30 feet

30 feet Duration: 1 minute. When this card is drawn, you can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the card's effect ends. Lastly, discard this card. Four of Shadows Casting Time: Bonus Action

Bonus Action Range: Self

Self Duration: Instantaneous Upon drawing this card, keep it. At any time this card is in your possession, you have a -2 penalty to your Armor Class and you cannot regain hitpoints from any source. Everytime you discard one card with this card in your possession, you gain advantage in your next skill check or attack roll. This effect is not stackable. You can use a Bonus Action to discard this card. Five of Shadows Casting Time: On Draw

On Draw Range: Self

Self Duration: 5 minutes. Let your secrets reveal that which is shrouded in obscurity. When this card is drawn, you and a number of willing creatures equal to your Wisdom modifier gain the ability to see invisible creatures and automatically succeed on any checks regarding Intelligence (Investigation) to detect and/or see through illusions. Lastly, discard this card. Six of Shadows Casting Time: On Draw

On Draw Range: 60 feet

60 feet Duration: Instantaneous When this card is drawn, three bolts of necrotic energy surge from your Deck of Wonders, striking three creatures of your choosing within range. Make one individual ranged spell attack per bolt. Every bolt that hits a creature deals 2d8 Necrotic damage, and reduces the target's maximum hitpoints by the same amount. You can spend Luck Points for additional bolts, 1 per additional target up to a total of six bolts. Then discard the Six of Shadows. Seven of Shadows Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 30 minutes And when he had opened the seventh seal, there was silence in heaven for half an hour. Upon drawing this card, for the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is deafened, immune to thunder damage, and cannot cast spells. When the spell ends, discard this card. Eight of Shadows Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 minute Upon drawing this card, you gain the ability to manifest a blade of shadow energy. You can’t hold anything in your dominant hand while manifesting this blade. You can dismiss it or make it appear again as a bonus action for the duration. For you, the shadow blade is a martial melee weapon you are proficient with, and it takes the form of your choosing, with the light and finesse properties. On a hit, it deals 2d8 psychic damage plus your Wisdom modifier. Every successful hit with this blade gives you temporary hitpoints equal to the damage dealt. When the spell ends, the shadow blade dispels and you discard the Eight of Shadows. Nine of Shadows Casting Time: On Draw

On Draw Range: 90 feet

90 feet Duration: 1 minute When this card is drawn, you and another creature of your choice within range gain the ability to take the Dash, Disengage and Hide actions as available Bonus Actions on your turns for the duration. After the spell ends, discard the Nine of Shadows.

Jack of Shadows Casting Time: On Draw

On Draw Range: Self

Self Duration: 1 minute. Upon drawing this card, keep it. Every card that you get as the result of a Draw is now Reversed for the duration. When this spell ends, discard the Jack of Shadows. Queen of Shadows Casting Time: On Draw

On Draw Range: Self

Self Duration: Instantaneous. When you draw this card, you can choose a humanoid target you can see or hear. You create a spectral bond with the destiny of that target that can't be broken unless the two of you cease to be in the same plane of existence. Any damage done to you is dealt to the target doubled, and vice versa. If either you or the target is reduced to 0 hitpoints or less, the other follows suit. After this happens, discard the Queen of Shadows. King of Shadows Casting Time: On Draw

On Draw Range: 120 feet

120 feet Duration: 1 minute When you draw this card, one creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of whispering shadows appears on its head, and madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. The target cannot break free from your control until the spell ends, and it has disadvantage when trying to attack you or any resemblance of you (such as the shadow clones created by the Ace of Shadows). When the spell ends, discard the King of Shadows. Art Credits I do not own any of the images used, and will never use them as a form of financial gain. The authors are below: Cristian Chihaia, Pathfinder Harrower. https://www.artstation.com/artwork/o9zxO

Twisted Fate fan art by 小归MIST. http://www.lol-wallpapers.com/artwork/twisted-fate-11/?portfolioCats=527

Gamble, by Matt Cowdery. https://www.artstation.com/artwork/VGokZ

The Oracle, by Arman Akopian

Red Knight of Beacon by JoshCorpuz

Harrow Reading by Fernanda Suarez

Name of The Wind by Marc Simonetti

Rogue Concept by Jury Podolyak https://www.artstation.com/artwork/yQ3Y8

Tarot art at http://www.foolsdog.com/ Licensing Fate's Dealer v1.1 created by Delfador

Created with The Homebrewery at https://homebrewery.naturalcrit.com/

This is Unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC. Special Thanks u/C1awed for general advice, rewording and balance.