Aspect of the Divine
You have tapped into divine power, drawing from the wisdom and guidance of higher beings. Your connection to the divine allows you to protect and heal, as well as channel holy energy in battle.
Expanded Spell List
You gain access to the following spells, which are added to your Collector spell list. You can learn and prepare them just like any other spell on your list.
1st Level: Bless, Cure Wounds
3rd Level: Lesser Restoration, Spiritual Weapon
5th Level: Beacon of Hope, Mass Healing Word
7th Level: Guardian of Faith, Divine Favor
9th Level: Flame Strike, Greater Restoration
Divine Favor
At 3rd level, you can expend one Tarot, once per short rest, to use a Channel Divinity option from any cleric or paladin subclass of your choice. When you use this feature, select a Channel Divinity from any cleric or paladin domain. The Channel Divinity effect functions as described in that domain, using your Collector level as your cleric level for any scaling effects, and the duration of the effect can only last for 1 minute at most.
Tome of Ten Collector Spirits
Starting at 6th level, your Collection now includes sacred fragments; pages from lost holy texts, echoes of whispered sermons, and blessings of forgotten saints.
You learn two cantrips of your choice from the cleric spell list. These cantrips do not count against your number of spells known, and they use your spellcasting ability for their effects.
Sacred Blessing
Also at 6th level, Whenever you cast a cleric or paladin spell, you may choose one creature within 30 feet of you, or within 30 feet of the spell's target. That creature becomes faintly wreathed in divine light, shedding dim light in a 10-foot radius for 1 minute.
The next time that creature takes damage or regains hit points, it takes an additional 1d6 radiant damage (if hostile) or regains an additional 1d8 hit points (if healed), then the effect ends.
This additional radiant or healing effect increases to 1d10 at 10th level and 1d12 at 14th level.
Divine Entreaty
At 10th level, you have learned to call upon the divine powers you have archived, not with devotion, but through Tarot itself.
As an action, you can expend one Tarot card to call forth a divine; an entreaty drawn from your Collection of divine fragments. When you do so, describe the miracle you seek, and roll a percentile die (d100).
- If you roll equal to or lower than your Collector level, the divine force responds. The effect occurs as requested, within the DM’s discretion, emulating the 2014 cleric Divine Intervention feature. If you have the clerics Divine Intervention then if you roll equal to or lower than double your collector level, the divine force responds. Unlike the cleric, you do not need to be allied to a specific deity to gain their aid.
Whether the roll fails or succeeds, the Tarot is expended, and you may not attempt this again until you finish a long rest.
At 20th level, your entreaties automatically succeed without needing to roll.
Tarot Manifestation
At 14th level, you have learned to fully release the divine energy stored within your Tarot, manifesting it as bolts of judgment or blessings with each card you burn as it connects to the World Tree.
As an action, you can expend one or more Tarot cards (up to a maximum of 5) to fire beams of divine power, called Manifestations, at targets within 120 feet. For each Tarot expended, you fire one Manifestation. You can target the same creature multiple times or split them among different creatures.
Make a ranged spell attack against hostile creatures for each Manifestation. On a hit:
- Hostile targets take 3d10 radiant or necrotic damage (your choice for each beam).
- Allied targets are healed for 3d10 hit points, and gain temporary hit points equal to your spellcasting ability modifier.
You may only use Tarot Manifestation once per turn.