Tarot Card Inspiration

Inspiration awards from the DM are slightly different in Mirrorworld.

When the DM rewards a player with inspiration the player draws a tarot card. This card will have unique properties based on which number is drawn. There is no limit to how many tarot cards a player may hold.

The player can spend the card to gain the standard Inspiration bonus (advantage to an attack roll, saving throw, or ability check) or use it to create a special effect, as listed in the chart below.

When the card is used, the player will specify if the card is being played as upright or reversed.

Unless specified otherwise the card can be played at anytime. Players can give cards to other party members if they so desire.

O – The Fool

  • Can be used at any time, even interrupting another person’s turn. The player can immediately take a full turn. Play continues as normal after the player has finished their bonus turn.
  • (reversed) A NPC the player’s character can see is treated as surprised and loses its next turn.

I – The Magician

  • The character may memorize one more spell than normal, or be considered proficient in a skill they normally aren’t until the next long rest.
  • (reversed) Through misdirection and cunning, NPCs will not notice the PC performing a single action. If results of the action are visible, NPCs will not know the PC was behind it.

II – The High Priestess

  • Automatically succeeds a Wisdom or Charisma saving throw.
  • (reversed) Cause an NPC to make their next Charisma saving throw at disadvantage.

III – The Empress

  • Automatically succeed in a Animal Handling or Intimidation check.
  • (reversed) Cause an NPC to have disadvantage on their next Insight check.

IV – The Emperor

  • Gain +3 to AC until the end of your next turn.
  • (reversed) An NPC of the player’s choice will have -3 to its AC until the end of its next turn.

V – The Hierophant

  • Automatically succeed a Medicine or Religion skill check.
  • (reversed) Prevent healing from affecting an NPC until the end of its next turn.

VI – The Lovers

  • Automatically succeed a Persuasion or Performance skill check.
  • (reversed) Cause an NPC to have disadvantage on their next Persuasion, Intimidation, or Performance skill check.

VII – The Chariot

  • The character gets a free Dash action.
  • (reversed) Cause an NPC to have disadvantage to resist the next time they are shoved or grappled.

VIII – Strength

  • Automatically succeed an Athletics or Acrobatics skill check or Strength saving throw.
  • (reversed) Cause an NPC to have disadvantage to its next saving throw to resist blindness, deafness, paralyzation, petrification, poison, or being stunned.

IX – The Hermit

  • Automatically succeed in an Arcana, Nature, or History check.
  • (reversed) The player learns what spells an NPC has memorized.

X – Wheel of Fortune

  • A successful attack is treated as a critical hit.
  • (reversed) Force an NPC to reroll any one die (including damage dice).

XI – Justice

  • Automatically succeed on an Insight check.
  • (reversed) Cause an NPC to have disadvantage to their next Stealth, Sleight of Hand, or Deception skill check.

XII – The Hanged Man

  • Split the damage inflicted on an ally with yourself.
  • (reversed) Cause an NPC to have disadvantage on their next Wisdom saving throw.

XIII – Death

  • The damage inflicted on the PC from a single attack or spell or effect is halved. This stacks with resistance.
  • (reversed) An NPC takes double damage until the end of their next turn.

XIV – Temperance

  • Cause any d20 roll to match the last d20 roll you made on your last turn. Must be played before the dice are rolled.
  • (reversed) Cause an NPC or group of NPCs to have disadvantage on Initiative rolls for a single encounter

XV – The Devil

  • Automatically succeed in you next Stealth, Sleight of Hand,or Deception check or Dexterity saving throw.
  • (reversed) Cause an NPC to have disadvantage on their next Dexterity saving throw

XVI – The Tower

  • Automatically succeed on your next Constitution saving throw.
  • (reversed) Cause an NPC to have disadvantage on their next Constitution or Strength saving throw

XVII – The Star

  • Hit dice spent during a short rest heal their maximum amount.
  • (reversed) Cause an NPC to have disadvantage to its next Arcana, History, or Religion skill check or Intelligence saving throw.

XVIII – The Moon

  • The player automatically succeeds their next Investigation check or Intelligence saving throw or saving throw vs fear.
  • (reversed) Cause an NPC to suffer disadvantage on saving throws vs fear or illusions.

XIX – The Sun

  • Automatically succeed on your next Perception skill check.
  • (reversed) You are treated as if you are Heavy Obscured until the end of your next turn.

XX – Judgement

  • The PC has advantage to all death saving throws until he or she dies, is stable, or has 1 or more hit points.
  • (reversed) Cause an NPC to have disadvantage on their next Investigation, Perception, or Animal Handling check.

XXI – The World

  • Automatically succeed on your next Survival skill check.
  • (reversed) Cause an NPC to have disadvantage on their Medicine, Survival, or Nature skill check.