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Inspiration Tarokka Cards

Inspiration Tarokka Cards
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0% found this document useful (0 votes)
144 views3 pages

Inspiration Tarokka Cards

Inspiration Tarokka Cards
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
INSPIRATION TARROKKA CARDS STOLEN FROM /LICHWING ‘Tarroka cards are a interesting prop, but only get used once in the Curse of Strahd campaign. This guide takes massive credit from lcse, Ihave taken most of what isin that post and condensed it down (oa few key pages that should make printing this guide a breeze and something that any DM ean have at any table or campaign. So enjoy! IMPROVING THE INSPIRATION MECHANIC THROUGH CARDS In base D&D Se, Inspiration is an optional rule that DMs can use to reward players for playing in a way that is interesting, twue to their character, funny, ete. When a player receives Inspiration, they may use it to gain advantage on any 420 roll they choose, one time only; they cannot stockpile multiple uses of Inspiration, but can gain an additional use after their current usage is expended All ofthis is obviously homebrewable to suit a DM's style, which is exacly what I'm going todo. Instead of simply gifting Inspiration in the form of a mark on the player's character sheet, a tarokka card will be handed ut tothe player, facedown until used Having it be something physical helps remind the player that its available for use and incentivizes the DM to hand them out more often, providing a wonderful feedback loop of players trying even harder to do creative things and the DM being more acknowledging of impressive behaviors. When the player ‘wants to use their Inspiration, they fip the eard over and gain a benefit based on what card they have. In my opinion, this is ‘way more interesting than always gaining advantage. This is an idea lifted from one of many homebrew rolls used by Jacob, /a/D:Modnas, from the popular YouTube channel XP \o [Level 3 I think this rule used on ts own with a normal deck of playing cards is already great, adding 2-10 to your roll for umeric cards, rolling advantage with face cards, and aces franting a critica roll But the Tarokka Deck is utterly ripping with lavor, having both names and incredible art epicting each card and what it represents, and in my opinion it should not be wasted Because ofthis, I brewed up some rules to use specifically for Curse of Strahd and other horror- themed campaign settings to take advantage of al the work. Wizards of the Coast put into making these cards. RULES + Inspiration can now stack, but only 1 may be used for ‘each 420 roll + Inspiration will now transfer between sessions ifit didn’t already. + Inspiration is represented by a facedown card Ifa player has 3 inspiration points they have 3 cards face down in, int of them. + Touse a Inspiration, the player must flip over one of their face down cards to reveal what is on top. The effects happen immediately afterwards. + Depending on whether the card is part of the Low Deck or the High deck Low DEcK ‘The low deck is represented by the 4 suits ofthe Tarroka deck. The Stars, Glyphs, Coins and Swords. There is 10 cards in each suit, One card for the digits One through Nine, and one Master of that suit that represents the 10th card A. player who draws and receives a card from a suit other than the Stars, they save it until the next time they can use it and. immediately use it, OPTIONAL RULE Players can save the cards until they want to, but be warned if they draw a high nurnbered card they will be inclined to save it until they need it most. —_ CoINns Coins represent action, and as such drawing a coin gives the rawer a boon to their next Ability Check. They hold onto this card until they make an Ability check and add the value of the card to the d20 roll as well as any additional modifiers. Ifthe card drawn is the Master of Coins (The Rouge) the d20 is swapped to be a Nat 20, and the user gains an additional Inspiration Tarokka Card Example: A player drawing the 3 of coins gives the player 213 to their next ability check GLYPHS Giyps represent protection, and as such drawing a Glyph gives the drawer a boon to their next Saving Throw: They hold onto this card until they make a Saving Throw and add the value of the card to the d20 roll as well as any additional modifiers. I the card is the the Master of Glyphs (The Priest) the roll automatically succeeds, and the user takes no damage if otherwise instructed to take half Example: A player drawing the 1 of glyphs gives the player a “+1 to their next saving throw. Sworps ‘Swords represent offense, and as such drawing a Sword tives the drawer a hoon to their next Attack Roll They hold onto this card until they make an Attack Roll and add the value ofthe card to the d20 roll as well as any additional modifiers. ithe card is the Master of Swords (The Warrior) ‘means the player's attack rol automatically succeeds and becomes a critical attack Example: A player drawing the 7 of swords gives the player = +7 ta their next saving throw. STARS ‘Stars represent Magic, and as such drawing a Star gives the drawer the ability to east a Istevel spell of their choice from the school associated with the card's name. + Ifthe card is the Five of Stars (Elementalist is played the spell casted is Magic Missile at 3rd level instead + Ifthe card is the Master of Stars (Wizard) is played, the spell can be from any magical school and automatically succeeds (if applicable) HicH DECK ‘The high deck is a random collection of powers. So preawarn, the players thatthe high deck may not be exclusively bons ‘and in fact some bad cards are mixed in to balance the huge bboons that are included, Also a player should never know what the cards do before the card is used for the first time. Because most of these cards can only be used in specific times. Ifthe card's rules eannot be applied, instead the card gives advantage on their current or next 420 roll and the player draws a new Tarokka card Tue GHosT When revealed, the PC immediately enters the Ethereal Plane, where it remains until the end ofits next turn (12 seconds) While there, the spirits of all dead characters (DM's discretion) float around the PC, able to be questioned for advice and spiteful enough to pass judgment. When the PC returns to the Material Plane, the frst 420 rol it makes is done so at advantage. ‘THE TEMPTER Upon revealing the card itiant immediately used, and remains face up. But gives the player advantage on their next 20 rollThe player then learns the following rules about the ‘Tempter and the consequences of using it Using the Tempter: The player using the Tempter gains advantage on their next 620 roll, ‘4.4100 is rolled, If the results higher than 100 - (10 per ‘times used), the respective PC immediately flls unconscious ‘The Tempter is shuffled back into the Tarokka Deck Otherwise the Tempter is returned to the player. THE SEER Tue BROKEN ONE If used on a Wisdom (Insight or Perception) or Intelligence (History, Investigation) Ability Check, the player automatically succeeds and learns extra details pertaining to the situation athand For Example ifthe party is sneaking through Castle Ravenloft, ‘The Seer could reveal the layout of the area they are approaching along withthe present enemies and their functions/goals Otherwise the player learns bit of information pertaining to what is currently happening. Ifne new or relevant information can be given. The player gains a new Tarokka card. THE RAVEN When used, the player ean instead choose to wish for "something helpful” (that they should elaborate on} At the DM's discretion, a flock of ravens will arrive "justin time” with the "perfect” thing the player asks for, whether itbe an item or secret, withia the bounds of logic. THE DONJON If used during combat, the PC's movement becomes 0 until the end ofits next turn. During this time, it gains advantage on all d20 role Tue Mists If used while outside, the mists of Barovia slowly begin to creep in on the players. During combat, the entire battlefield is treated as ifthe Fog Cloud spell had been cast. During non. combat, PCs who willingly enter and walk further into the ists will either be magically ransported to another part of Barovia that the DM chooses, or will be granted a no-threat conversation with Strahd von Zarovich, ‘THE DARKLORD If used in Castle Ravenloft, Strahd von Zarovich immediately appears behind the party and acts according to the DM. If used somewhere other than Castle Ravenloft, the Darkness spell is cast, centered on the responsible PC's initial space, but the PC hears Steahd call their name, ‘THE MARIONETTE ‘When used, the PC falls under the control ofthe DM until the start oftheir next turn (6 seconds) During this time, their movements are horrifically described by the DM as puppet like: head and limbs drooping, gliding across surfaces, speaking with uncanny mouth movements, etc. The owner of the PC may describe a general idea of what they'd like their character to accomplish during this time, but will ultimately be up to the DM on how it’s handled. When this effect ends, the PC has no recollection of what just happened. used on a Saving Throw, the roll fais. Fused on an Attack Roll the roll succeeds and counts as a Critical Ilit. fused on ‘an Ability Check, roll at Advantage, but suffer “extreme consequences" upon failure Example: a Dexterity (Acrobatics) failure results ina broken leg, or 2 Charisma (Performance) failure resuks in the PC breaking down in tears Tue INNOCENT When used if the dice roll (made at Advantage) results in success, all other players receive an Inspiration Tarokka Card. Ifthe dice roll fails, the respective PC takes peychic damage equal to the number rolled (the highest ofthe two}. Tue BEAST When used the PC growls. On its next turn, it MUST use its action to viciously bite the nearest available target, resuscitating iit was previously unconscious and using all of its movernent to close the distance if necessary; the bite attack is made with proficiency using the PC's Strength Modifier, deals 246 + StrengthMod piercing damage, and restores an equal amount of HP to the attacking PC. After the bite is made, the PC returns to normal, and has no recollection of the events that just happened. Tue HORSEMAN used outside, the Skeletal Rider random encounter, a5 described in Chapter 2 of the Module, is triggered. The respective PC's movement speed is set to 60 until the end of its next turn (12 seconds) THE ARTIFACT ‘The player may keep The Artifact after using it, or give it to another player. Until discarded, the player automatically succeeds on all Intelligence, Wisdom, and Charisma checks/saves, but automatically fails on all Strength, Dexterity, and Constitution checks/save; the player won't be given this information unless they specifically ask about it ‘Whenever the player uses The Artifact again, the opposite ‘effect is put into place. This card is returned to the deck after ‘an estimate of 50 rolls have been made by a player with the Artfact ‘THE EXECUTIONER Ifused on an Attack Roll and the rol kills the target. Ifused ‘on a Death Saving Throw; the respective PC dies and is met with a Dark Power who offers to save them. peers Ranma een sitSciommreeerean! © OPTIONAL RULE: the respective PC succeeds in all 3 death saving throws and is brought back to consciousness. However, the player becomes aware that they will fail every death saving throw for the next 1d4 * 10 days. bs ceeeeneheeienenenente dl

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