Okay, so I’ve been messing around with this D&D Tarot Deck thing, and I gotta say, it’s pretty cool. I wanted to spice up my games, and someone suggested using tarot cards for, like, inspiration and stuff. So, I figured, why not? Let’s do this!
First, I had to actually get a deck. I just grabbed a standard Rider-Waite deck, ’cause that’s what everyone says to use. Nothing fancy, just your basic, everyday tarot cards. I did think about getting a D&D-themed one, but I wanted to get a feel for it first, you know?

Getting Started
I didn’t want to just jump in blind, so I did a little digging. I found some helpful guides online that kind of explained how the Major Arcana cards (you know, The Fool, The Magician, all those big-name cards) could relate to D&D classes or story elements. For example, The Chariot, all about willpower and victory, that’s a total Paladin card. The Lovers, dealing with choices and relationships, that could represent a major plot point, a difficult decision the players have to make.
- Read the cards. Looked up some basic meanings. Didn’t memorize them, just got the general vibe.
- Made notes. Started jotting down ideas, like “The Hermit = wise old NPC” or “Strength = overcoming a tough monster.”
- Experimented. Started pulling a few cards before a session, just to see what came up.
My (Kind of Clumsy) First Attempt
My first try was… interesting. I decided to pull three cards before our game: one for the overall theme, one for a potential challenge, and one for a possible reward. I got The Tower (sudden change, chaos!), The Devil (temptation, feeling trapped), and The Star (hope, inspiration).
I ended up kind of forcing it into the game. The players were traveling through a forest, and BOOM, a magical tower suddenly appeared out of nowhere (The Tower). Inside, they found themselves in a series of illusionary rooms, each designed to tempt them with their deepest desires (The Devil). It was a bit heavy-handed, I admit. But, in the end, one of the players had a moment of brilliant insight (The Star) and figured out how to break the illusions, leading them to a hidden chamber with a cool magic item.
Getting Better (Slowly)
I’m still learning, but I’ve gotten a little better at weaving the cards in more naturally. Instead of trying to make the whole session about the cards, I use them more for inspiration for smaller things. Like, I might pull a card when I’m stuck on what an NPC should be like, or when I need a random encounter.
One time, I pulled the Five of Swords (conflict, betrayal) when I was planning a tavern encounter. So, instead of just a regular bar fight, I had it be a setup. One of the NPCs was secretly working for the bad guys and tried to poison the players’ drinks. It made things way more exciting!
Still Figuring it Out
I’m definitely not an expert. Sometimes the cards make perfect sense, and sometimes I’m just like, “Uh… what?” But that’s part of the fun, I guess. It’s like a little creative puzzle. It’s forcing me to think outside the box and come up with stuff I wouldn’t have thought of otherwise.

I’m thinking about trying a different spread next time, maybe something that focuses more on individual characters. Or maybe even using the cards during the game, like letting the players draw a card when they’re facing a really tough decision. It’s all a work in progress, but hey, that’s what D&D is all about, right? Experimenting, trying new things, and having a good time.