The tarot cards we have today are not the same ones we’ve always had. In the past there have been others: regional variations, occult symbols of now-obscure meaning that have been quietly dropped from the major arcana, one-off joke cards slipped into decks by trickster gods screwing with mortal heroes.
Some of these cards still persist today, slipped into dusty tomes as bookmarks, shuffled into heirloom tarot and tarokka tecks, and in a few unfortunate cases even padding out decks of many things...
Note: Some of the new major arcana presented here have numbers that overlap with the numbering scheme with the existing major arcana. That’s because the current numbering scheme reflects the removal of the eighteen new major arcana. Of course, if you also look closely, there are now 40 cards in the major arcana (22 existing + 18 new) but numbers that go up to 69... or maybe even higher.
The Ace of Cakes depicts a zaftig baker shaping loaves. The meaning is vague and varies from region to region - in some places it may represent home, in others complacency, and in others still luxury or indulgence.
The significance of the Two of Chickens is obscure - something about a bird in the hand, maybe?
The Four of Cats depicts a darkened figure dropping a sack of cats over the side of a bridge. It represents the confrontation of harsh truths.
It’s a little hard to make out what that symbol is on the Five of Glaives… or Maybe Guisarmes? but it’s definitely a pole arm of some sort. It symbolizes decisive action, but also a high degree of confusion.
The Seven of Thrones depicts seven faceless men fighting over a great iron throne. It represents endless struggle and insoluble problems.
The Nine of Toes means that you should probably invest in a pair of steel-toed boots. Or maybe gauntlets. They’re not literal toes, you see, they’re just a metaphor for digits in general.
The Twelve of Bees symbolizes community, hard work, industriousness - all the positive things one associates with bees, maybe with slight undertones of repetitive drudgery and mindless obedience.
The Page of Whispers depicts a young squire bending the ear of a mounted knight. It represents secrets uncovered, lost things found, betrayal and intrigue.
The Knight Errant depicts a sad knight on his charger riding into a foreboding wood. All indications of suit have been completely removed from the card, leaving only odd stains and scrapes in the corners. The Knight Errant represents freedom from outside rules and strictures, and captivity to one’s own internal morals and hang-ups.
At first glance it’s easy to mistake the Queen in Cups for the Queen of Cups, but it’s the little details that give her away: her undignified posture, mussed hair, and unfocused red-rimmed eyes; a goblet held at a jaunty angle; and wine stains on her gown, to name a few. In a fortune-telling she typically implies that a person or situation is a hot mess, but not totally unsalvageable.
The King of Blood depicts a pale, long-haired king holding a bloody heart, his toothy smile and beard crusted with gore. He typically represents excess, violence, unspeakable passions unleashed.
II. Excrement depicts a weatherbeaten outhouse on top of a bleak hill and represents trouble of the messy, sticky, not good for anyone kind.
VI. The Door is a simple depiction of a solid oak door set in a simple stone wall. It represents a threshold or breaking point, without necessarily implying action or change.
The image on XI. The Chameleon is a beautiful three-headed, six-armed woman clutching a globe. It represents fluidity, compromise, and a willingness to change, but also deception and treachery.
In some traditions XIII. One-Eyed Death is just a spare Death card for situations where it’s useful to have more than one for atmospheric purposes. In other traditions it represents actual death (as opposed to the symbolic transition represented by the regular Death card).
XV. The Lingering Stench depicts a greenish miasma floating over a field of rotting corpses. It seems to represent a person or situation which has long since outstayed its welcome. It may also indicate that the subject’s problems are all of his own creation, as in the ancient proverb that “he who smelt it, dealt it.”
XVI. The Man presents a curious image: a long-haired bare-chested gladiator with arms spread wide, wearing a feathered robe, a large jeweled belt, and sunglasses. It represents the pinnacle of achievement, but also near-constant struggle and striving.
XXI. The Dilettante depicts a laughing man in foppish clothes, in a workshop filled with an odd assortment of craftsman’s tools. It typically represents the idea that “a little knowledge is a dangerous thing,” or a person who is clearly in over their head.
XXIII. Distance features the image of a maiden sitting in a tower, staring forlornly out a window at a distant figure on horseback. It represents passions cooled, love lost, complacency, tedium, and circumstances which are not actively bad but which are far from good.
The image of XXV. Caprice is two imps, one red, the other blue, dancing on the blade of a sword. It represents randomness, chance, and events beyond anyone’s control.
The XXVIII. Torment card is emblazoned with the picture of a single chili pepper, ripe and delicious-looking. It represents trials and hardship, and also a perverse masochistic joy in such things.
XXXII. Escape depicts a mustachioed cherub rising free of his earthly fetters. The symbolism here is pretty obvious.
XXXV. The Great Turnip is just that: a picture of an enormous turnip surrounded by pointing figures, or perhaps a picture of a regular-sized turnip surrounded by tiny pointing figures. It is symbolic of compassion, friendship, kindness, wealth, a bright outlook - though no one is exactly sure why.
XXXVI. The Egg depicts a serpent and a cockerel fighting over an egg which is about to hatch. It symbolizes unity, the synthesis of two disparate concepts, new beginnings tainted by what has come before.
The image on the XLII. You card is astounding - an artful rendering of you at your best that bleeds right up to the edge of the card and, somehow, beyond it. This card card strips away all doubt and confusion and reveals the empowering truth that you are the arbiter of fate and master of your own destiny.
The image of XLVI. The Tomb sets a somber tone: the black silhouette of a pyramid against a sunset sky. It represents inevitability and finality.
LIV. Emergence features a monarch butterfly emerging from its chrysalis. The symbolism here should be fairly obvious - a great change is on its way that may change the subject to their very core.
Card LXIX. The Changeling represents a person or situation that seems to be constantly changing on the surface, but which retains a consistent core once one can see beneath the deceptive surface. For some reason, the image on the card is of a badger hoisting a stein of ale.
The imagery on the ∞. Truth card is quite puzzling: at first it appears to be an ink spill, then a spiraling vortex, and finally a giant amorphous creature. The symbolism is unknown, for fortunetellers who draw this card immediately draw the reading to a halt and refuse to speak.
You were supposed to remove the Rules for Draw and Stud Poker card from the deck before shuffling.
When Found in a Deck of Many Things...
Ace of Cakes: The character gains a magic basket that is always full of freshly-baked breads, cakes, and pastries.
Two of Chickens: The character gains two chickens.
Four of Cats: The character scares animals. Unintelligent animals will never willingly come within 60 feet of the character, and will flee from them whenever possible.
Five of Glaives... or Maybe Guisarmes?: The character gains a magic pole arm with artifact-level powers - but only if they can immediately identify its type without referring to Appendix T of Unearthed Arcana.
Seven of Thrones: The character gains a title and land, and the previous owner is none happy about that.
Nine of Toes: The character instantly loses or gains enough fingers or toes to bring their total number of digits to nine.
Twelve of Bees: A swarm of hellwasps materializes around the character.
Page of Whispers: The character may enter an hourlong trance to discover the exact location of anyone they have met in person.
Knight Errant: The character is released from all forms of outside control, be they magical (geas or quest) or non-magical (regular old social obligations).
Queen in Cups: The character is rendered permanently intoxicated.
King of Blood: The character is turned into a vampire.
II. Excrement: The character is soaked in a deluge of excrement that pours from the heavens and must make a saving throw vs. disease.
VI. The Door: The character holds on to the card, which transforms into a standard 6/8 door when placed against a surface large enough to hold it. Where does the door lead? Only one way to find out.
XI. The Chameleon: The character gains advantage on all social skill checks when interacting with an NPC for the first time (and only for the first time).
XIII. One-Eyed Death: This functions exactly the same as the Skull card.
XV. The Lingering Stench: The character gains the ability to emit a stinking cloud once per day/long rest, to which they are rather pointedly not immune.
XVI. The Man: The character is immediately forced into single combat with The Man (a 15th-level fighter specializing in unarmed combat). If the character can beat The Man, they are now The Man, which gives them advantage on all straight-up Strength, Dexterity, and Constitution checks and opposed skill checks. If they are ever defeated in single combat, their opponent is now The Man. Whoever is The Man may also be whisked away to do battle with others who have drawn the card...
XXI. The Dilettante: The character instantly gains a new level, but it must be in a new class.
XXIII. Distance: The character is at a disadvantage in all social interactions relating to love. If the character has a lover, their paramour will be noticeably cooler to them (though not actively hostile or spiteful).
XXV. Caprice: Whenever the character scores a critical hit, their weapon breaks after doing damage. Magical weapons can survive a number of critical hits equal to their total number of pluses (or one critical hit if they don’t have any pluses).
XXVIII. Torment: The character is presented with a slightly warm and faintly glowing chili pepper. If they can survive eating the pepper (which deals damage equal to a fireball, no saving throw allowed) they gain damage resistance to fire damage. If anyone other than the character eats the pepper they take damage but do not gain the damage resistance.
XXXII. Escape: The character is granted a miraculous escape from the next serious threat to their life or freedom.
XXXV. The Great Turnip: If the character is sincere in their admiration of the Great Turnip they get one wish, no ironic twists or conditions attached other than “no wishing for more wishes.”
XXXVI. The Egg: A basilisk appears and attacks the character. When defeated, it turns into a shower of 1d10x1000 gold coins (as does anything it petrified during the combat).
XLII. You: The character gains advantage on all attack rolls, ability checks and saving throws for the remainder of the adventure (or, if drawn at the end of an adventure, during the next adventure).
XLVI. The Tomb: The character is now marked for death, and has disadvantage on all saving throws vs. death magic and poison, and all death saving throws.
LIV. Emergence: The next time the character is near death (at zero or negative hit points), their body turns cold and gray and cannot be healed. One hour later, a fine network of glowing cracks begins, and a completely new being emerges, possessed of all the character's knowledge (though not class abilities, spells, etc.).
LXIX. The Changeling: Twice a month, during the new and full moons, the character must assume a new appearance (in a manner similar to the alter self spell). The character retains this shape until the next new or full moon.
∞. Truth: The character is granted a brief glimpse of the true nature of the universe. Roll 1d4+2 times on a random insanity table.
Rules of Draw and Stud Poker: The character wasted a draw. Sorry.