Tarot Deck
Tarot Deck
Tarot Deck
Dungeons & Dragons is a fantasy role-playing game that takes place in the mind of its players. Tarot is an
ancient form of divination that accesses the magical dimension of our world. Together they create an
adventure of the imagination—a treasure hunt to help you unravel the mysteries of life and discover the
secrets of yourself.
Card Spreads
There are many popular spreads for reading tarot cards. Here are some basic ones. Feel free to make up
your own!
One-Card Spread. A one-card reading is good for a quick check-in. It can be used to obtain clarity on a
choice that you need to make or to keep a message in the forefront of your mind for the day.
Three-Card Spread. Three-card readings are most usually used to explain the past, present, and future,
but they can also mean "Problem, Obstacle, Solution" or "Thoughts, Feelings, Action."
![](img/book/TD/Three Card Spread.webp)
Five-Card Spread. A five-card spread allows the reading to unfold fully and gives a deeper message with
more complexity and nuance.
This is an example of a five-card spread (see opposite page) with some D&D flavor:
- This card represents the current situation, problem, and/or objective.
- This card shows what is working behind the scenes in the psyche. Rooted in the past, this
influence must be brought to light to be utilized or released.
- This card represents things that you need to focus on as you resolve your quest.
- This card denotes something to develop or let go of so you can advance your quest.
- This card is the resolution of the answer or shows what is needed to resolve the problem fully.
![](img/book/TD/Five Card Spread.webp)
D&D Encounters
In this booklet you will see a section with the ampersand symbol (in italic text). This section is a way for
you to use the tarot deck in your D&D game. You can draw a card before an adventure to give you a plot
device to work a story around or you can draw a card during an ongoing adventure to throw in a fun
twist. Feel free to invent your own ways to use this deck for your game!
An Adventure in a Spread
With the D&D encounter prompts, you can create fun adventure hooks or add some spice to a game
already in progress. With multiple cards, you can get creative and mash UP the D&D encounters to
invent a unique scenario for your players! Here's a three-card spread and their D&D encounters:
- Queen of Strength. The party is asked to escort a political figure across a hostile terrain.
- The Tower. The earth around you mysteriously begins to shake in a violent earthquake.
- Ten of Wisdom. The party comes across a magical portal within a ring of standing stones.
Diplomatic Escort
The party is asked to escort an elf diplomat from the Seelie Court into the Forest of Dread. In the forest is
a magic portal that will take her back to the Feywild. It is known that an evil archfey wants the diplomat
captured. Deep within the forest, they finally find the circle of stones, but an ambush is triggered. The
earth erupts around them in a violent earthquake as a fey wizard conjures several earth elementals to
stop the elf diplomat from entering.
Stranded!
While adventuring, the party comes across a circle of standing stones with a magic portal in the middle.
If they choose to go through the portal, they emerge in a strange world. As they explore, a violent
earthquake demolishes the portal!
The Deck
See the decks page; Tarot Deck.
The Fool
Tapping into your genius to find new ways of looking at the world.
You meet a sage who gives you a key that opens a magical lock.
The Empress
Realizing your capacity to express beauty and to nurture others from a place of power.
You encounter the queen of a nation with an important mission for you.
The Emperor
The Hierophant
Finding harmony in relating with yourself and others while honoring your values.
A mysterious person presents you with a tempting offer.
The Chariot
Your ability to move through fear to find the unshakable power within yourself.
A burly warrior bars the way and challenges anyone to hand-to-hand combat.
The Hermit
Being a light unto yourself and finding your own way through the darkness.
You meet a monk who is looking for worthy adventurers to defeat a magical monster.
Justice
Your capacity to create a new reality through shattering old, limiting beliefs.
A poor villager comes to you seeking aid and offers you a rare magic item in compensation.
The transformation from one perceptual reality to another and the ending of habitual patterns
A vampire Lord offers you the gift of eternal undeath in exchange for a single favor.
Temperance
How we deal with our shadow self. This card calls us to cut through lies and see how honest we can be
with ourselves.
You encounter a devil who offers you a rare magic item in exchange for a favor.
The Tower
The collapse of beliefs or material structures that we hold dear. It is in the nonresistance where we can
find peace and wisdom.
The Earth around you mysteriously begins to shake in a violent earthquake.
The Star
Finding something to focus on that can guide us through life. Our internal guidance system. Our North
Star.
You find a mechanical toy puppet that always walks to the nearest tavern.
The Moon
Facing and allowing deep-seated fears to dissolve in the light of your awareness. Remove words from the
mind and breathe.
You encounter a sorcerer who wants you to look into her crystal ball.
The Sun
Judgement
Our capability to discern what is truly important and to use it to weed the garden of our life.
A hill giant is sleeping off a night of drinking. Inside a chain mail pouch on its belt, you can hear someone
whispering for help.
The World
Ace of Strength
The source of all creative energy is within you. You have the power to imagine, begin and complete any
project you set your mind to.
A nobleman's children have run away to join the Lord Montague's Monstrous Circus. He begs that you
find and return them.
Two of Strength
Growing and making progress toward a future goal. Enjoy discovering what you love to do.
A drunken beggar in an alley swears to you he saw the king's son turn into a werewolf. There have been
grisly killings in the city.
Three of Strength
Expanding your circle of influence and communicating your ideas. Making progress
A young paladin-in-training says that his order has stolen an object sacred to hobgoblins. He feels guilty
and wants to steal it and give it back to them.
Four of Strength
The whole is greater than the sum of its parts. Seek out others to collaborate with.
The mayor of a small town has declared tieflings a "threat to moral decency" and wants them rounded up
and detained.
Five of Strength
Being focused totally on being in the moment to work together effectively. Letting go of competition.
A travelling circus's giant spider has died, leaving its owner distraught. Can you get some giant spider
eggs for him to hatch?
Six of Strength
Enjoy the success, but don't get attached to it. What's your definition of success? Riding the highs and
lows.
The party is asked to have a young person accompany the group on their next adventure as a coming-of-
age ceremony.
Seven of Strength
Dealing with the overwhelming. Letting go of what causes stress—perfectionism, desire, fear, future-
tripping.
You find a magical sword. Roll a d6. 1–3: It's a +1 sword. 4–6: It's a +1 sword that when unsheathed sings
loudly.
Eight of Strength
Going with the flow and adapting to change. Hold the goal loosely and enjoy the journey.
During a lightning storm, the adventurers see an entrance to a cavern. It is home to a coven of hags.
Nine of Strength
Making sure to speak up. Don't try to do it all. Delegate responsibility where you can. Express yourself.
A benevolent order of druids wants their sacred stone back. It's in the crown of a pompous but powerful
king.
Page of Strength
It takes energy to do something awesome. Go for it! Engage your free spirit and follow your passion.
A "holy" order of priests (actually evil) want you to retrieve a sacred object stolen from them. It's a
unicorn's horn that was stolen by a real holy person.
Knight of Strength
Going full out and not looking back. Following your gut. Doing what it takes to make it happen.
The adventurers find a sending stone. On the other end is someone who is in deep trouble and is pleading
for help.
Queen of Strength
Spreading the love and letting your light shine. Having courage to take it to the next level.
The party is asked to escort a political figure across a hostile terrain.
King of Strength
Fully expressing your powers of leadership and realising your vision. Teaching others.
While travelling, the party comes across a nest of yuan-ti that are planning on enslaving a nearby village.
Intelligence
Ace of Intelligence
Finding your inner wizard and using your genius to discover new ideas and have breakthroughs.
The party meets a powerful Wizard whom they may ask one question and get a truthful answer from.
Two of Intelligence
How our inner monologue causes confusion, and how we must find a way to listen to our heart.
You see a lever that is inscribed with magical symbols. Do you pull it?
Three of Intelligence
Finding a way to heal and learn from anxiety and emotional pain.
A weeping dryad asks you to save her forest from destruction at the hands of orcs.
Four of Intelligence
Taking time to meditate before moving forward while making sure you are not avoiding action.
The next short rest you take acts as a long rest instead.
Five of Intelligence
The ways in which competition breeds conflict and divides us to create suffering.
The adventurers encounter two nobles fighting over a magical (but cursed) item.
Six of Intelligence
Seven of Intelligence
How we play games, hide our real selves, and mask our intentions out of fear or hurt.
A doppelgänger has infiltrated the king's court and the king seeks someone who can root him out.
Eight of Intelligence
Nine of Intelligence
Looking at how thoughts can create turmoil and finding a way to observe them from a dispassionate
space of stillness.
A mind flayer has used an intellect devourer to take over the prison warden. It uses him to prey on the
prisoners.
Ten of Intelligence
How we deal with what shows up in our lives. Do we avoid and deny? Do we react in anger? Do we
remain conscious and aware?
The mayor of the town is missing. She has been charmed by a vampire.
Page of Intelligence
Discovering new ways of communicating your ideas and putting them into action.
A wizard wants you to find her some rare spell components.
Knight of Intelligence
Queen of Intelligence
The necessity to clearly communicate what you desire from a space of loving-kindness.
Someone comes to you with a murder mystery that they want you to solve.
King of Intelligence
Using the panels of your intellect clearly without letting it override your heart.
A queen has fallen under a witch's curse. You have been asked to help break the spell.
Wisdom
Ace of Wisdom
Our ability to access the power of insight to heal emotions and love ourselves.
A group of elves asks if the party would aid them in recovering a sacred artifact.
Two of Wisdom
Being able to be with someone—whether a friend or lover—and still retain your own sense of
individuality.
You are approached by the captain of the city guard to see if you will track down and capture a
dangerous criminal.
Three of Wisdom
Taking time to celebrate the simple joy of aliveness with your friends.
You were invited by the mayor of a nearby town to take part in their "Festival of Monsters".
Four of Wisdom
Taking time to meditate and let go of all the noisy thoughts that are in your head.
You discover a treasure map within an ornate box in the hollow of an old tree.
Five of Wisdom
Keeping a bright outlook and not letting past pain affect your interpretation of the present moment.
A revenant tells you its story and asks for aid in completing its act of vengeance.
Six of Wisdom
Our ability to become a child and play in the world. A return to innocence.
You find a gem. When you turn toward a distant mountain, the gem pulsates and glows.
Seven of Wisdom
Our capacity to be discerning in our decisions and to choose from a place of clarity and wisdom.
A librarian has discovered a hidden stone door covered with magical glyphs in the library's basement.
Eight of Wisdom
Finding a way out of past pain by having faith that something better is waiting for you.
Graves of a cemetery appear to be robbed, but some say it was the dead that dug their way out.
Nine of Wisdom
Finding the balance between enjoying our accomplishments and not slipping into complacency.
A horde of marauders is rumoured to be en route to a village. The townsfolk ask the party for help.
Ten of Wisdom
Uniting the head and the heart. Relating to others and your environment in emotional balance.
The party comes across a magical portal with a ring of standing stones.
Page of Wisdom
Trusting your passion, allowing yourself to dream big, and imagining the best happening for you.
There were whispers that the mayor of the town was seen signing a pact with an imp.
Queen of Wisdom
Going into the depth of compassion and quieting the critical mind to create emotional stability.
A duck waddles up and says that he has witnessed a murder and wants you to catch the culprit.
King of Wisdom
Fully accepting this moment. Allowing complaints to dissolve. Being kind to yourself.
A noble approaches you and says that an assassin has been sent to kill him and he needs your help.
Charisma
Ace of Charisma
Our ability to manage our time with grace and ease by getting clear on our priorities.
A group of Viking Warriors are in a longboat. They claim to found a way to the river Styx, and they're
going to fight devils.
Three of Charisma
Being careful with finances while not falling into fear or greed.
A dwarf claims to have discovered a vein of mithral in his mine, but now monsters have moved in, and he
needs help reclaiming it.
Five of Charisma
Finding out how to move out of lack mentality and to enjoy the abundance, in whatever form, showing
up in our lives.
A kobold asks if the party wishes to join him on an adventure to the Dragon's Teeth mountains to find the
fabled Eye of Tiamat.
Six of Charisma
Giving and receiving fully while not sacrificing your values or exhausting your energy.
An old Mariner tells you the precise location of a legendary shipwreck off the coast.
Seven of Charisma
The power of allowing your plans to develop and unfold without urgency or restlessness.
The town mayor is rumoured to be possessed by an evil spirit. The mayor is secretly preparing to sacrifice
the entire town.
Eight of Charisma
Paying attention to doing the simple things well. Slow and steady wins the race.
A dwarven forgemaster has had her magical hammer stolen and is asking for your help. In return, she'll
forge you a weapon.
Nine of Charisma
The capability to come out of "survival mode" and enjoy the abundance and self-sufficiency that we do
have. Appreciate the good.
Something is digging tunnels under the city and your party has been asked to investigate.
Ten of Charisma
The security that comes with having a network of people who support you and your dreams. Long-term
success.
A Paladin requests aid to recover the body of his fallen companion.
Page of Charisma
Getting into action and rekindling a sense of adventure with even the small things. Realize what isn't
working.
Something has torn down the rope bridge that spans the chasm. The villagers need help rebuilding it.
Knight of Charisma
Finding a way to enjoy routine, take responsibility for our own success, and let go of expectations. Good
work speaks for itself.
The local mad wizard wants basilisk or cockatrice eggs and is willing to pay handsomely.
Queen of Charisma
Creating a nurturing space for yourself and others to achieve greatness. Maintaining work/life balance.
A farmer claims that his goose that lays golden eggs has been stolen by a cyclops and is asking for your
help in getting it back.
King of Charisma
Reaping the fruits of your endeavours. Enjoying abundance while not getting lost in acquiring.
Is there a bard in the party? The king is having a ball and the entertainment has not shown up.
Credits
TM & Copyright © 2022 by Wizards of the Coast LLC
All rights reserved.
Published in the United States by Clarkson Potter/Publishers, an imprint of Random House, a division of
Penguin Random House LLC, New York.
http://clarksonpotter.com
CLARKSON POTTER is a trademark and POTTER with colophon is a registered trademark of Penguin
Random House LLC.
Dungeons & Dragons, its logo, D&D, and the dragon ampersand are trademarks of Wizards of the Coast
LLC. © 2022 Wizards
ISBN 978-1-9848-2466-0
Printed in China
- Writer: Adam Lee
- Illustrator: Fred Gissubel
- Editor: Angelin Borsics
- Designer: Nicole Block
- Production Editor: Abby Oladipo
- Production Manager: Luisa Francavilla
- Compositor: Zoe Tokushige
- Copyeditor: Diana Drew
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First Edition