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Tarocchi [Class]
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Tarocchi [Class]

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Want to use a deck of cards to decimate your foes and perform magical tricks?

A cloaked man sits in a seedy tavern, a billow of smoke pouring from the folds of his robe, his booted feet rested upon a chairacross from him. A fair maiden enter the room. Immediately, he tosses his hood back, and kicks the chair out from his table. He invites her to sit, gesturing to the seat before beginning to lightly shuffle a deck of cards. He draws three, and places them on the table. She nods, and immediately moves to sit with him.


Warning! You need a standard deck of 52 playing cards in order to play this class!

Introducing the tarocchi, an incredible new class that uses playing cards to fuel their magic spells! Each tarrochi is a master of their cards, pulling powerful spells out of their deck to battle enemies and aid allies.

Each tarocchi turns their cards into spell slots, needing to manipulate their deck for its maximum potential. Tarocchi also specialize in a card game which alters the way they play their cards. You can choose Blackjack, Euchre, Mau, Poker, or Spades, and the game you choose will change how you play your character!

Happy gaming!

- Alex Tanner


Huge Update!

This class has been in release for almost a year, and in that time, there has been a lot of critique, feedback, and suggestions made for improvements. With all of that information collected and expanded upon, the all-new tarocchi class is here! While there are many minor changes, the biggest ones deal with how the tarocchi casts higher-level spells, and the spell list itself which has been vastly curated and expanded upon. Care has also been given to preserve the tarocchi's unique class identity.

New rules have also been added to allow you to expand the tarocchi's unique ability to harness card magic for other classes. Want to use cards for your spells, but still play another class? Any class which has cantrips can now use card magic with the rules presented here!

This new document includes a Changelog, so that anyone playing an older version of the tarocchi can quickly see the changes at a glance.

New Subclass - Blackjack!

A brand-new subclass has been added, based on Blackjack! Each time you are hit with a weapon attack, you begin adding cards to a blackjack pile in front of you. Bust over 21 without casting those cards and they're lost, but hit 21 and gain a huge benefit!

New Subclass - Spades

A brand-new subclass has been added, based on a variant of Spades which allows partners to swap cards after bids have been made. Hand off a card with a magic spell to an ally and fight on, allowing the ally to use a bit of your magic in a pinch!


If you enjoy this, check out my other work!

Incarnate: The Last of the Lacers

A complete player and DM companion book for adding the world of lacing and elemental fighting into your game. At over 170 pages, this book includes two new classes (the Lacer and the Samsari, two takes on an elemental warrior who use their ki to power fantastic abilities), five new races, new subclasses and backgrounds, dozens of monsters, and tons more!

Totemist

This class summons wooden idols with powerful magical abilities that affect the area around them. Answer the call of nature that best suits you to animate your idols to battle for you, boost you own fighting ability, or add the ability to cast spells alongside your totems!

Wayfarer

This is a full spellcasting class that gains the ability summon a powerful companion called an amicus. This creature is completely customizable, giving you an incredible amount of versatility in a single class!

 
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Reviews (2)
Discussions (22)
Customer avatar
August 30, 2017 4:15 pm UTC
PURCHASER
...See more
Customer avatar
Alex T August 30, 2017 5:03 pm UTC
CREATOR
Sorry about the confusion, this was not the only question about this I received, so I have re-written that section and tried to make it as explicit as possible.

To answer your question, the first interpretation is correct. Your cards now work more like normal spell slots, so you can cast any spell you know with a higher-level slot, so long as you can use that card as a spell slot (according to your higher spell level known).

About the Straight Flush, it should not include attack rolls. I've edited that language to be accurate as well.

Poker Hands can no longer be upcast in addition to the benefits they give, but the benefits of the hands have also been rewritten to be a bit stronger and more useful regardless of which spell they are used to cast.

Thanks for checking it out!
Customer avatar
Thomas H August 11, 2017 2:13 am UTC
PURCHASER
When you discard a card as Mao, do you continue to play cards off of the last played card, or off of the new discarded card?
Customer avatar
Alex T August 11, 2017 6:23 pm UTC
CREATOR
Off of the last played card.

I'm planning on releasing some changes fairly soon, and I'll be making the language of some features like this one more explicit. Thanks for checking it out!
Customer avatar
Liam M August 10, 2017 1:27 pm UTC
PURCHASER
I adored this class. I've always loved spellcasters that have to be creative (illusionists, bards etc.) and I've aaaaalways loved the concept of luck. This really let me use both of those to my advantage and I fell in love with the character I played. This character gave me some very nice possibilities, thankyou.
Customer avatar
Alex T August 11, 2017 6:24 pm UTC
CREATOR
Hey I really appreciate it! Thanks for dropping a line!
Customer avatar
David L July 09, 2017 8:06 pm UTC
PURCHASER
Hi, I absolutely love how bold and inventive this class is! I did find that it was too strongly combat focussed, works awkwardly outside of combat, and has few noncombat features, so I wrote a few changes. Here they are if you want to take a look:
https://docs.google.com/document/d/1hiFMtVZBH7u1Q60qYzVXBOfKAGL0yfZhxAIpCjjhfx0/edit?usp=sharing
Customer avatar
Alex T July 10, 2017 5:35 pm UTC
CREATOR
Hey David, thanks for leaving feedback, and I'm glad you enjoyed the class so much as to want to engage with it more.

I'm actually planning on making another pass on this class soon, and one of the things I wanted to focus on was the non-combat features. I especially like your rewrite of Lucky Draw to include all games of chance, I think that's really fun and would fit the class well. When I do make edits, would you mind if I use some of the things you wrote? Feel free to contact me at alexctanner@gmail.com or just reply here. Thanks again!
Customer avatar
David L July 13, 2017 3:40 am UTC
PURCHASER
Yeah feel free to use anything you like from there.
Customer avatar
christopher R June 02, 2017 9:54 pm UTC
PURCHASER
Really enjoying playing this class
Just wondering if anyone's got any good ideas or recommendations for feats to compliment this, including homebrew
Thanks
Customer avatar
Alex T July 10, 2017 5:32 pm UTC
CREATOR
Hey Christopher,

For feats, you would probably want ones that either compliment your role-playing (things like Actor), or that cover your weaknesses in combat. This could include Spell Sniper (which, in addition to letting you hit at long range, also gives you a cantrip to use which is not tied to your cards) or Magic Initiate (again to grab spells not tied to your cards for use in emergencies). Feats like Lucky are always useful as well.

Hope you enjoy!
Customer avatar
christopher R May 15, 2017 11:05 am UTC
PURCHASER
Had great fun playing this class with my group the other day, but after i cast i found myself using the bonus action to draw back up to hand size every time, but rereading im not sure if i can only do this as a one off to get the original cards into my hands?
Customer avatar
Alex T May 15, 2017 1:26 pm UTC
CREATOR
Nope, each time you draw any number of cards to your hand from your deck, it takes one bonus action. Glad you had fun!
Customer avatar
chris B December 29, 2016 11:58 am UTC
PURCHASER
Hi alex
Stupid question... what can you do with cards of a uigher rank than y ou have spell slots for say I'm level 7 and have a king of spades and a king of apades then 3 aces?
Customer avatar
Alex T December 29, 2016 4:57 pm UTC
CREATOR
Hey, thanks for checking it out! Unlike most spellcasting classes, you can't use higher level "slots" (which means your higher cards) to cast your spells, aside from cantrips. So those cards will only work as cantrips until you are high enough level to cast the spells they are normally reserved for.
Customer avatar
chris B December 29, 2016 9:40 pm UTC
PURCHASER
Thanks for the quick response this class looks really interesting and i realy want to try it
Customer avatar
chris B December 29, 2016 9:40 pm UTC
PURCHASER
Thanks for the quick response this class looks really interesting and i realy want to try it
Customer avatar
Alan F November 15, 2016 8:53 pm UTC
PURCHASER
You can draw more cards (up to your hand limit), even if your hand isn't empty, right? Like, 3rd class level, I play a 10 with another card to upcast it to 2nd level. With my bonus action I can draw two more cards?
If yes, I can Lucky Draw when drawing from my power pack (if I'm drawing only one card, that is)?
Customer avatar
Alex T November 16, 2016 12:52 am UTC
CREATOR
Correct on both counts. You can always draw up to your hand limit even if you're only down a single card, and you can always Lucky Draw from a deck of cards so long as you're only drawing a single card. Thanks for checking it out!
Customer avatar
Eric C November 02, 2016 1:09 am UTC
PURCHASER
A quick question on the kitty card, it says you can only have one kitty card active at a time. So this means that once the person activates the kitty card and the spell is cast, you can create a new one? So lets say a fighter activated a kitty card that was greater invisibility, could I then create a new kitty card?
Customer avatar
Alex T November 02, 2016 1:15 pm UTC
CREATOR
That's right, you can make as many as you want, but can only have one active one at a time.
Customer avatar
December 06, 2016 3:47 pm UTC
PURCHASER
How do you designate which kitty card is active once another one is used?
Customer avatar
Alex T December 06, 2016 6:54 pm UTC
CREATOR
I think I worded that response poorly. You can only have one at a time, but there is no limit to the amount that you can make per rest or per day or any other limitation like that. You can't keep any in reserve. If you make a new kitty while another is active, you would choose to lose the magic from the old kitty, losing the spell entirely.
Customer avatar
Eric C October 28, 2016 11:58 pm UTC
PURCHASER
Was just wondering if you already uploaded the updated version of the class, I tried downloading it today but it seems like it was the same?
Customer avatar
Alex T October 29, 2016 1:36 am UTC
CREATOR
Hey, not sure what happened with the previous upload, it must not have gone through. But the updated version is up now, thanks for bringing it to my attention!
Customer avatar
Eric C November 02, 2016 1:06 am UTC
PURCHASER
Okay, just downloaded it and looks great!
Customer avatar
Eric C October 25, 2016 3:04 am UTC
PURCHASER
This Section of questions deal with Poker, some of the winning hands and some interactions with the abilities of the class.

- So for the "Winning Hands" I notice that One Pair is not included, why is that? In some practice hands I have found to not have any combinations but a one pair. Maybe if it was included you could add a D4 to the spell attack roll or damage? (I think this might help the poker player still be alive in casting a spell)

- With "Three of a Kind" Lets say you are Lv.2 and last round played your winning hand and have no cards in hand. You use a bonus action to draw up to your hand size of 5 cards. Your hand has a 10, J, and three 4's. Could you play this winning hand of three of a kind and cast a spell of 1 action as a bonus action or because you already used your bonus action to draw up to your hand size, you would have to just cast it as normal? (If so this makes three of a kind dead until you hit 6th Lv where your hand size goes to six and you...See more
Customer avatar
Alex T October 25, 2016 12:52 pm UTC
CREATOR
I think the point of confusion here is that, unlike Mao, you don't have to play a Winning Hand as a poker player. You simply have the ability to do so to gain more benefit from your cards when you have a good hand. I've cleaned up the language a bit, so hopefully this is more clear. As I wanted to boost these "highs" that you can get from really good hands, I left out the single pair, as that would end up being fairly common.

- For the Three of a Kind situation, that wouldn't directly benefit you, as you can't take more than one bonus action on a turn.

- For the Full House situation, that's correct, so long as you have the ability to cast 4th-level spells.

- For Ace in the Hole, that was a mistake not to clarify that ace in the hole is an action. As such, you could not use it directly to make a winning hand.

- For Trump Card, yes you could do that. I've cleaned up the language on trump card so that this is more intuitive.

- For Bottom Dealing,...See more
Customer avatar
Eric C October 29, 2016 12:00 am UTC
PURCHASER
So from what I'm understanding, with Poker, you can normally cast spells by playing one card, but if you so happen to have a Winning Hand you can instead play that Hand and enhance the spell? I first thought that when I read the Winning Hands section but just wanted to double check if that was the case.
Customer avatar
Alex T October 29, 2016 12:36 am UTC
CREATOR
Yes that's exactly the case. Only Mao changes your ability to play normally.
Customer avatar
Eric C October 25, 2016 12:40 am UTC
PURCHASER
After reading the pdf a few times, I found some areas that need a bit more clarifying, such as if certain abilities need an action, bonus action or reaction.

- In the equipment section, the Tarocchi does not start off with any light armor. I assume it should at least start off with leather armor.

- In "Running out of Cards" When you run out of cards and draw your two jokers, lets say two rounds have pass and you used a joker for each one. You now have no cards in hand. So my question is, can you take this action again to redraw two jokers and take 2D6 of damage? Or once you use those jokers the first time you are out of magic until you take a long rest?

- In "Ace in the Hole" Is this action on your turn?

- In "Lucky Draw" Rather then put the other card back into the deck and shuffle, why not simply place it on the bottom of the deck? (This is more of a flavor thing, I think its more of a believable magical effect as then shuffling...See more
Customer avatar
Alex T October 25, 2016 12:52 pm UTC
CREATOR
- You are right about the armor, that's a holdover from when the tarocchi did not get any armor. I've added that in to starting equipment.

- For Running Out of Cards, you can continue to draw jokers at an additional 1d6 damage each time. This is only meant to cover emergencies, and is meant to encourage the player to be careful and clever with their spell use. In playtests, players reported that they rarely were in danger of running out.

- Ace in the Hole is an action, I've updated the language to reflect this.

- The Lucky Draw ability is meant to be completely magical, but you can only manipulate the cards to benefit the tarocchi. If the tarocchi and their party are pulling from a magical deck of cards that can help or harm them, for example, the tarocchi has better luck to get a good card, but can't put a bad card out of harm's way for everyone else. Flavor-wise, this all takes place magically, and no one knows it happens, even a creature holding the deck.

-...See more
Customer avatar
Kye E October 19, 2016 6:45 pm UTC
PURCHASER
How do you see "magic initiate" the feat interacting with this class?
Customer avatar
Alex T October 19, 2016 8:15 pm UTC
CREATOR
I don't see the feat interacting well with this class, due to the way its spellcasting works. The magic initiate feat can allow you to choose a spellcasting class and gain spells according to that class because spellcasting basically works the same for each class that is an option for the feat. The tarocchi casts its spells so differently that I don't think that the magic initiate feat would be able to cover it without some heavy DM fiat.
Customer avatar
Kye E October 17, 2016 12:54 am UTC
PURCHASER
Quick questions regarding the deck/powerpack. SO the deck ie cards are one thing and the power pack ie the case they are housed in is separate. Are the cards resistant to damage the same as the case? do you need to do the somatic verbal ect for the spells or are the cards in place of that (would silence affect you)? and finally if you cards are damaged are they still usable to cast because the magic is in the pack?

Been really loving the class i just wanted to know about this because my DM was asking and i didnt know :D
Customer avatar
Alex T October 18, 2016 12:41 pm UTC
CREATOR
The cards from your pack may have a bit more resilience than normal cards, but not much. They are still paper cards and can be ripped in half or set on fire, so it's important to keep them safe (at least until after they are cast, at which point their magic is spent, and they'll respawn in your pack at the end of your next long rest). You do need to perform somatic and verbal components to any spells you cast, so silence will affect you. As for damage, that's left up to DM discretion as to how damaged a card can be and still be used for magic, depending on the situation. If it's bent, or if a small corner is ripped, they'd probably still work fine, but if they were ripped in half or burnt, for example, they probably wouldn't be able to be used until the end of your next long rest when your cards reform in your pack. Keep in mind that if, for example, a bad guy steals your pack from you and sets fire to all the cards, you would then be able to summon jokers as in the "Running Out of Cards" section, as...See more
Customer avatar
Robert F October 18, 2016 2:30 pm UTC
Does your hand take up a hand equip slot, aka do I need war caster if I want to wield a weapon?
Customer avatar
Kye E October 18, 2016 4:15 pm UTC
PURCHASER
Thanks for the quick reply, that clears stuff up a bit. the situation we were dealing with was i had fallen in some water and my dm and i were unsure how that would affect the cards :)
Customer avatar
Alex T October 18, 2016 4:40 pm UTC
CREATOR
You do need your hands free to interact with your pack, so you would need the war caster feat in order to wield a weapon at the same time.
Customer avatar
Eric C October 12, 2016 3:40 am UTC
PURCHASER
I had a quick question, in the section "Running out of Cards" it says when you play your last card, you can take a bonus action to draw two cards which are jokers. Do you mean the last card in your hand or from the deck?
Customer avatar
Alex T October 12, 2016 3:06 pm UTC
CREATOR
Your last card total. So once you've drawn all cards from your deck and played the last one, that's when you can begin to draw the jokers. This is an action only meant to be taken once your deck has completely run out.

Thanks for checking it out!
Customer avatar
Eric C October 13, 2016 2:06 am UTC
PURCHASER
Okay, thank you for clearing that one for me, as soon as I read the class I knew I had to try it. Very creative, hope to see more creative classes in the future.
Customer avatar
Alex T October 13, 2016 12:09 pm UTC
CREATOR
Thanks, I appreciate the kind words! I'd love to hear about any play sessions you have with it if you get the time, my contact info. is at the end of the document.
Customer avatar
Eric C October 13, 2016 11:12 pm UTC
PURCHASER
I will when I get the chance, I had a few quick questions after reading over.

-In the hand size section it states that "Your hand persists until you finish a long rest" Does that mean if you use a card in a fight and have four left, you keep those same four cards as your hand after the fight and until you long rest? If so, after the long rest do you shuffle your hand and draw five new cards?

- For poker hold'em, the cards you put in front of you last for one minute, is that game time or real time?

-For mao, when you cast a cantrip following the rules, its cast with an increase. So say your first level and you play the 2 of spades. Then you play the 9 of spades, does that cantrip get the increase to the die?
Customer avatar
Alex T October 16, 2016 7:11 pm UTC
CREATOR
- Yes, your hand remains the same throughout the day unless you take some action to change it such as discarding cards, declaring a New Deal, and so on. Once you finish a long rest, that's when you shuffle your entire deck and draw an entirely new hand.

- For Hold 'em, that's 1 minute of game time, or 10 rounds.

- Yes it does. So let's say the 2 of spades is your first card. If your next card is either the same rank as that card (another 2), or the same suit (another spade), it gets the increase. Otherwise, you suffer the penalty of exhaustion.
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