Content of the article: "Deck of Major Arcana (Magic item/Inspiration replacement)"
Hey Reddit, op here. I've been trying to make this Tarot style deck of cards to have something a bit more fun instead of just inspiration or a magic item that is random like the Deck of many but not as campain breaking, if possible I would like to hear some feedback since I'm quite new to D&D in general and although I do think some of these cards are a bit unbalanced, I'm not sure how to balance them and still keep the flavor of the card and it's meaning.
General rules (If magic item):
- You may pull a card from the deck, when you do so, you may not pull another card until 1d100+2 hours have past, you may also not pull a card if the card hasn't been used yet (unless the card says otherwise)
- When you use the card you may either put the card back in the deck, or discard that card from the deck by casting ''counterspell'' on the card, that card cannot be pulled again unless it returned by a wish spell. You cannot pull another card until it is returned or discarted.
- When the card is pulled from the deck the person that pulled knows it's effect, the card only works on the person who pulled it unless it is given to another person willingly and explained what the effect is by its user, the user can never forget the effect of the card while it is holding it.
Extra rule (If replacement to inspiration):
- The DM can choose to instead give one of these card after the hit a Milestone, if he does, if the card that was given to the players hasn't been used you can pull a different one.
<0> The Fool| When you roll for initiative, you can use this card and subtract a d8 from a creature you can see, then add 8 – the number rolled to your own initiative. Alternatively, after you roll your initative, you can choose to subtract a d8 from that number, if you do so, you gain advantage against any creature who hasn't acted yet.
<1> The Magician| After you roll an intelligence check, you can use this card and replace your roll with the number on you intelligence score. If you do so, you have disadvantage on your intelligence checks for the next 6 hours.
<2> The High Priestess| When you use this card, You contact your, one of your party members or a god at which the temple is closest to you. You then can ask one question that can be ansered with a Yes or No, the god can choose to not anwser the question but will only do so if there is no proper anwser to the question, the question can't be anwsered with a yes or no or you have ill intent against that god or its followers.
<3> The Emperess| When you take a short rest, you can use this card and fall into a deep sleep, if you pass your entire short rest sleeping you can take the benefits of a long rest instead, if you are woken up from you sleep in anyway you don't get the benefits and this card appears in your pocket 1-2 hours later.
<4> The Emperor| When you are asked to make an intimidation or insight check, you can use this card and treat that roll as a 20, you can also frighten a number of creatures equal to your charisma modifier (min. 1) if you choose to do so.
<5> The Hierophant| This card can be used twice for two different effects, you cannot use the same effect after you have already used it:
- Grant 6 temporary hit points to 2 creatures you can see (Other than yourself).
- Choose two creatures you can see, for the next 10 minutes, while those creatures are within 30ft of you, those creatures gain a +1 to their Attack Rolls and +2 to their Saving Throws.
<6> The Lovers| This card can be used twice for two different effects, you cannot use the same effect after you have already used it:
- Heal you and a creature you can see by 1d4+4.
- Choose a creature you can see, for the next 10 minutes, when you and that creature are within 30ft distance of each other, you both gain a +1 to your Saving Throws and +2 to your Attack Rolls.
<7> The Chariot| When you are reduced to 0 Hit Points but not killed outright, you can use this card and heal 2d6 + your constitution modifier of hit points. Alternatively, you can use this card to cast the spell ''Find Steed'' without the use of any spellslots and with a casting time of an action instead of 10 minutes.
<8> Strenght| When you use this card, you gain advantage on constitution and strenght checks and saving throws, your damage roll also increase by a d4 if you are using strenght for your attack, this lasts for 6 hours.
<9> The Hermit| When you use this card you can choose one of the following effects:
- Gain advantage on wisdom checks and saves for 8 hours.
- Gain proficency with a Healer and Herbalism kit for the next 1d4+1 days.
- Craft up to two potions, each potion costs 20gp in material, takes you 6 hours to complete (3 if you only craft one), and has a 20% chance of turning into a vial of acid or poison instead (you are aware that they have turned).
<10> Wheel of Fortune| This card has 3 charges, Whenever you make an attack roll, an ability check, or a saving throw, you can spend one of the charges to roll an additional d20. You can choose to spend a charge after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. When you do so, every time you roll other attack roll, ability check, or a saving throw that you don't already have disadvantage, roll a percentile dice, on a 15 or lower, you gain disadvantage on the roll, this repeats until you have rolled a 15 or lower. You can't spend more charges if you haven't rolled a 15 or lower on the percentile dice.
<11> Justice| When you get healed by someone, when you heal someone or when someone within 40ft of you gets healed, you can use this card and maximize all healing recieved. Alternatively, you can use this card when you hit a melee weapon attack on an enemy to deal an additional 3d8 radiant damage.
<12> The Hanged Man| If you are unconscious, you can sacrifice your life to grant your allies an edge in combat, you use this card and fail all death saves, all creatures of your choice within 100ft of you gain advantage in all their attack rolls and saving throws and they deal extra damage equal to your proficiency bonus, they also gain temporary hit poits equal to twice your level + your charisma modifier. This lasts for a minute or until you are ressurected. This is the only card that allows a second card to be pulled from the deck before using the card's effect and when this card its used it is discarted and can't come back to the deck.
<13> Death| When you cast a spell, you can use this card and now the spell counts as 2 levels above the spellslot you used, when you do so, cast the spell with it's upcasting effect as normal, then you take 2d4 + the spells original level necrotic damage.
<14> Temperance| This card has 4 charges, you can concentrate on this card for a minute and waste as many charges as you want. You can recover spell slots of 4th level or lower by using charges, the amount of charges it costs for you to recover that spellslot it's equal to the spell slot level.
<15> The Devil| When you use this card, you gain advantage on stealth and sleight of hand checks and dexterity saving throws for the next 4 hours, you also gain immunity to fire damage for 30 minutes, for each chaotic thing you do while you have this card still effecting you (Ruled by the DM) you can add an extra hour to the stealth and sleight of hand checks and dexterity saving throws.
<16> The Tower| This card has 3 charges, When you roll for damage, you can spend a charge and treat that damage roll as a critical hit. If the target you dealt that critical hit is not unconscious at the end of your turn, you gain a point of exhaustion.
<17> The Star| When you use this card roll a d100, you get a magic item (Selected or Rolled by the DM) of the rarity you rolled.
40-69: Minor Uncommon
70-94: Major Uncommon
<18> The Moon| When you use this card, you gain advantage on wisdom checks and saving throws but gain disadvantage on charisma checks, you also gain 2d4 temporary hit points when it turnes night time, this lasts for 24 hours.
<19> The Sun| When you use this card, you gain advantage on charisma checks and saving throws but gain disadvantage on wisdom checks, you also gain 2d4 temporary hit points when it turnes day time, this lasts for 24 hours.
<20> Judgement| When an enemy attacks you, you can use your reaction and this card to increase you AC by 2 until the start of your turn, you also gain a radiant shield that deals 1d6 radiant damage to anyone who deals damage to you for 1 minute.
<21> The World| You can cast the spell ''Scrying'' without the use of any material components or spell slots, the CD for this check is a 16. If the target succeeds on the save the card isn't wasted but you are unnable to use this card to try to cast this spell in the same target.
I kinda didn't like the ''Devil'' but I don't know what kind of effect would be more apropriate for it. I also still haven't decided what rarity of a magic item this should be if it were a magic item.
But that's about it, if you guys liked the concept of it please leave a comment and if you have any balancing issue with it please let me know. Bye bye~.
- Tentative Push-On Rules to Keep Dungeons Rolling
- Madness and Comprehending the Incomprehensible
- Are these rules for travel and the consequences/rewards of PC actions decent?
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