Fortune reading is a ritual that allows a gifted individual to briefly connect a person with one of the fundamental forces of reality known as the Concepts of Ignisar. By acting as a conduit for The Breath, the energy that flows through all life, a diviner can channel the influence of a specific Concept, granting a temporary boon to the recipient.

This practice is often performed using special decks of cards. Each card in a deck represents a different Concept, which can range from cosmic forces to abstract virtues. Examples include The Star (defiant hope), The Key (revelation and possibility), The Flames (dominion), The Sun (expected achievement), or even unique interpretations like The Jester, a card imagined by a young Fyldric to represent whimsy and happiness.

A fortune-reading grants the recipient a one-time use special action that can be activated before the end of their next long rest.

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The abilities listed below originate from the "Deck of Many Things" 5e sourcebook with minor adjustments.

0

??? (Ancient Concept)

Unknown

1

The Fates

You can reroll a single d20 roll. You must use the second roll.

2

The Void

As a reaction, tap into the energy of Nihility.
Just before you take damage, gain resistance to that damage until the start of your next turn.

3

The Skull

As an action, surround yourself with a shroud of death, tapping into the energy of Helheim.
Until the start of your next turn, any creature that ends its turn within 5 feet of you takes 1d6 necrotic damage.

4

The Balance

When you deal damage to a creature, immediately spend 1 Hit Die to heal yourself.
Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1)

5

The Gem

Take an additional action on your turn.

6

The Donjon

As an action, you are transported to an empty demiplane until the end of your next turn.
You can't affect or be affected by anything on the plane you left until you return.
You return to the same space you left or, if that space is occupied, to the nearest unoccupied space.

7

The Ruin

As a bonus action, impose disadvantage on all ability checks of a creature you can see until the end of its next turn.

8

The Sun

As a reaction, when a creature makes a melee attack that hits you, that creature has the blinded condition until the end of your next turn.

9

The Moon

As a bonus action, regain one expended 1st-level spell slot or a single use of an ability that can be used a certain number of times per day.

Reinald currently cannot activate this effect until he cleanses his Void Corruption.

10

The Star

Gain advantage on an ability check.

11

The Comet

As a bonus action, select one creature as your chosen foe. That creature has vulnerability to damage you deal and resistance to all other damage, and it has disadvantage on its attack rolls against any creature other than you. This effect ends when any creature other than you deals damage to the target.

Ascella currently cannot activate this effect until she cleanses her Void Corruption.

12

The Flames

When you deal damage to a creature, that creature takes an extra 1d6 fire damage.

13

The Talons

As a bonus action, reduce the speed of one creature within 5 feet of you to 0 until the start of your next turn.

14

The Euryale

When a creature makes a saving throw, it has disadvantage on that saving throw.

15

The Key

As a bonus action, teleport, with anything you are wearing or carrying, up to 30 feet to a space you can see.

16

The Puzzle

Gain advantage on a saving throw.

17

The Sage

Take the Help or Search action as a bonus action.

18

The Throne

As a reaction, when you take damage, the creature that dealt the damage has the frightened condition until the end of its next turn.
You are the source of its fear.

19

The Knight

As a reaction, impose disadvantage on the attack roll of a creature you can see.

20

The Rogue

Gain advantage on an attack roll.

21

??? (Incomprehensible)

Unknown