About this mod
Choose one passive ability from among those related to the 22 Major Arcana.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Once per Long Rest, when you fail a saving throw, you can choose to succeed instead.
The Magician
- When you expend a spell slot, there is a chance you may regain it. The higher the spell level, the lower that chance becomes.
The High Priestess
- Whenever you deal radiant damage, you deal additional radiant damage equal to your proficiency bonus.
The Empress
- Whenever you restore hit points to a creature, that creature regains extra hit points equal to your proficiency bonus.
The Emperor
- Once per Short Rest, you may grant Temporary HP to allies. Roll a number of d4s equal to your proficiency bonus, and that total becomes the Temporary HP. The size of the dice increases from d6 to d8 as the proficiency bonus increases.
The Hierophant
- Allies within 9m of you reduce any magical damage they take by an amount equal to half your proficiency bonus.
The Lovers
- You grant one chosen creature a bonus to its AC equal to half your proficiency bonus. While you remain within 3m of that creature, you also gain the same benefit.
The Chariot
- As a bonus action, you increase your movement speed by 1.5 times until the end of your turn and do not provoke opportunity attacks.
Strength
- Your critical hit range improves by 1.
The Hermit
- Whenever you move into an area where you are lightly or heavily obscured, you become invisible until the start of your next turn.
The Wheel of Fortune
- At the start of combat, roll a d20. If the result is equal to or lower than your proficiency bonus, you gain one additional action that turn.
Justice
- Whenever you deal damage to a foe, that foe takes additional force damage equal to half your proficiency bonus.
The Hanged Man
- You gain an extra Reaction per round.
Death
- Once per Long Rest, when you are reduced to 0 hit points, you immediately regain hit points equal to your character level and stand back up.
Temperance
- At the start of each of your turns, if your current hit points are at or below half your maximum, you regain hit points equal to your proficiency bonus.
The Devil
- You are immune to being charmed or frightened. When you inflict the charmed or frightened condition on a foe, they take psychic damage equal to your level.
The Tower
- Whenever you cast a spell, it has a chance to trigger a Wild Magic Surge.
The Star
- You are immune to the blinded condition and can see through any darkness as though it were brightly lit.
The Moon
- While you are lightly or heavily obscured, you gain an additional bonus to all saving throws equal to your proficiency bonus.
The Sun
- While you are in an area of bright light, at the start of each of your turns you regain 1d4 hit points and add 1d4 radiant damage to your attacks.
Judgement
- Whenever an enemy’s attack against you misses, that enemy takes force damage equal to your proficiency bonus.
The World
- Once per Long Rest, you can cause every other creature (except yourself) to become frozen in time for 2 rounds.