Cartomancer

Within the many circles of fortune tellers, tarot cards are used for divinatory purposes. However, the more dedicated few are able to unleash the magic within the cards, shaping their fate.

Fate of the Cards

Most fortune-tellers have spent years learning how to read tarot cards to predict mundane life events, however the Cartomancer has been able to see more in the cards. Knowing how to unleash the magic the cards contain, they also interpret their own reading to mean something more. With a sense of purpose and destiny in mind, the Cartomancer sets out to achieve the goal foretold by the cards they have dedicated their lives to.

Creating a Cartomancer

A Cartomancer believes that each card drawn to determine theiur own fate will play a part in their journey. Given the supernatural abilities granted by their cards, they believe that each card is drawn for a reason, and will come in use at some point during the day.

Quick Build

You can make a Cartomancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose the Fire Bolt and Sword Burst cantrips.






Cartomancer
Level Proficiency Bonus Features Cantrips Known Spread Size Spell Slots Spell Slot Level
1st +2 Card Casting, Suit Insight 2 3 1 1st
2nd +2 Mulligan 2 3 2 1st
3rd +2 Natural Clarity 2 3 2 2nd
4th +2 Ability Score Improvement 3 4 2 2nd
5th +3 3 4 2 3rd
6th +3 Insight Feature 3 4 2 3rd
7th +3 3 5 2 4th
8th +3 Ability Score Improvement 3 5 2 4th
9th +4 3 5 2 5th
10th +4 Insight Feature 4 6 2 5th
11th +4 Major Cartomancy (6th level) 4 6 3 5th
12th +4 Ability Score Improvement 4 6 3 5th
13th +5 Major Cartomancy (7th level) 4 7 3 5th
14th +5 Insight Feature 4 7 3 5th
15th +5 Major Cartomancy (8th level) 4 7 3 5th
16th +5 Ability Score Improvement 4 7 3 5th
17th +6 Major Cartomancy (9th level) 4 7 4 5th
18th +6 Fools Journey 4 7 4 5th
19th +6 Ability Score Improvement 4 7 4 5th
20th +6 Change Fate 4 7 4 5th

Class Features

As a My Full-Caster, you gain the following class features:

Hit Points


  • Hit Dice: d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cartomancer level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Performance and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar’s pack or (b) an explorer's pack
  • Leather armor, a dagger, a tarot deck
Required Player Items

When creating a Cartomancer, you (the player) will need a full 78 card Tarot deck in order to play. The cards will need to be separated into two decks, one consisting of the Minor Arcana, and one of the Major Arcana.

  • The Minor Arcana are the 56 cards belonging to one of the four suits:
    Swords, Wands, Cups, and Pentacles.
  • The Major Arcana are a suit of 22 unique cards.

Ensure that both decks are well shuffled before play and are placed face down on the table.

Card Casting

You have a natural talent to read the spiritual level of tarot cards. Your deck of tarot cards contain hidden magic, that you have learnt to tap into and unleash. You will draw from a deck of the 56 Minor Arcana cards, which each contain a unique spell effect as shown on the Minor Arcana table.

Cantrips

At 1st level, you know two cantrips of your choice from the Cartomancer spell list. You learn additional Cartomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cartomancer table.

Spells Known

The spells you know how to cast will change day-to-day depending on what Minor Arcana cards you currently have in your spread. Drawing a spread will be explained in the Minor Cartomancy section.






Minor Cartomancy

You are able to draw cards from your magic-infused Minor Arcana deck, to then place in your spread. You draw a number of cards from the top of your deck equal to that shown in the Spread Size column of the Cartomancer table. If you draw a card that contains a spell you do not yet have the appropriate spell slot level to cast, you can instead cast it as any lower level card of the same suit.

Additionally, when casting a spell with a card of a certain suit, you can instead choose to cast that card as if it were a 2 of the same suit.

Each time you finish a long rest, you must shuffle your whole Minor Arcana deck and draw a new spread.

Casting a Spell

The Cartomancer table shows how many Minor Arcana cards you can use to cast a spell in the Spell Slots column of the Cartomancer table. The table also shows what the level of those slots is; all of your spell slots are the same level. When using one of your minor arcana cards to cast a of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your Cartomancer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Cartomancer spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

Spellcasting Focus

Your tarot deck counts as your spellcasting focus for your spells. If you lose your tarot deck, you can perform a 1-hour ceremony to conjure a replacement.

Suit Insight

At 1st level, you choose one of the four suits to dedicate your time to, gaining a deeper understanding of its meaning and unlocking extraordinary powers.

Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Mulligan

Starting at 2nd level, you are able to discard a Minor Arcana card from your spread and replace it with another.

As a bonus action, place the unwanted cards at the bottom of your deck, and draw the replacements from the top of the deck. You are able to replace a number of cards per day equal to your total spread size.

Natural Clarity

Starting at 3rd level, you are able to use certain Divination spells at will. The spells learnt at each level are shown on the Clarity Spells table.

You can cast each known spell once per day, and you must finish a long rest before you can do so again.

Clarity Spells
Cartomancer Level Spell
3rd Detect Magic, Augury
5th Clairvoyance
7th Divination
9th Scrying

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).




















Major Cartomancy

Starting at 11th level, you are able to draw from your deck of 22 Major Arcana cards. When finishing a long rest, you reveal the top 3 cards of the deck, and choose one to draw.

The card you draw determines what 6th level and higher spells you have prepared for the day, as shown on the Major Arcana table. You can cast a 6th level spell from the card once per day without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you can cast the rest of the spells the card provides access to once per day: the 7th-level spell at 13th level, the 8th-level spell at 15th level, and the 9th-level spell at 17th level.

Each time you finish a long rest, you must shuffle your whole Major Arcana deck and draw a new card.

Fools Journey

Starting at 17th level, you are able to unleash the powers of The Fool card at will. You have the following spell prepared at all times depending on your Insight choice, as shown on the Journey Spells table. You can cast this spell once per day without expending a spell slot, and you must finish a long rest before being able to do so again.

Additionally, if you draw The Fool as your Major Arcana card, you can cast each spell on that card once.

Journey Spells
Insight Spell
Swords Investiture of Wind
Wands Investiture of Flame
Cups Investiture of Ice
Pentacles Investiture of Stone

Change Fate

At 20th level, as an Action, you can discard your current Minor Arcana spread to regain all of your expended spell slots from your Card Casting feature. Once you regain spell slots with this feature, you draw a new spread as part of the same action.

You must finish a long rest before you can use this feature again.

Cartomancer Suit Insights

Insight of Swords

Elusive and deadly, Cartomancers that specialize in the suit of Swords utilize the air around them to move freely around the battlefield, allowing them to land the ever important finishing blow.

Storm and Steel

When you gain this insight at 1st level, you gain proficiency with medium armor, shields, and martial weapons.

Additionally, you learn the Booming Blade and Gust cantrips.

Wind Step

Starting at 1st level, you learn to swiftly move like the wind when avoiding attacks. When a creature within 5 feet of you that you can see targets you with an attack, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, you can move up to 10 feet without provoking an attack of opportunity.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Tempest Strike

Starting at 6th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal extra thunder damage to the target.

The attack deals 1d4 bonus thunder damage for each swords card in your spread (minimum 1d4).

Consistent Cards: Swords

Starting at 10th level, when using a non-swords card to cast a spell, you can choose to cast the suit of swords variant of the card instead.

Additionally, whenever you have at least one suit of swords card in your spread, you can Disengage as a bonus action.

Intuition of Swords

Starting at 14th level, you gain resistance to thunder and lightning damage.

Additionally, you learn to use the air around you when navigating the battlefield. When you take the disengage action, your speed increases by 15 feet for the current turn, and you gain a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.





Insight of Wands

Masters of the Arcane, Cartomancers that specialize in the suit of Wands can cast spells quicker than most, with the help of their spectral companion.

Fire and Focus

When you gain this insight at 1st level, you gain proficiency in one of the following skills of your choice: Intimidation or Perception.

Additionally, you learn the Create Bonfire and Control Flames cantrips.

Fox of Fates

Starting at 1st level, when using a wands card to cast a spell, you summon a spectral fox to your side. When you are next hit by an attack, you can use your reaction to make the fox intercept, reducing the damage taken by an amount equal to half of your Cartomancer level (rounded up) plus your Charisma modifier.

The spectral fox occupies your space and moves with you. Once it intercepts an attack, it disappears. Only one spectral fox can be active at a time.

Foxfire

Starting at 6th level, as a Bonus Action, you can cause your spectral fox to run and collide with a creature of your choice, bursting into flames.

The creature it collides with takes 1d4 fire damage for each wands card in your spread (minimum 1d4). The fox disappears once this feature is used.

Consistent Cards: Wands

Starting at 10th level, when using a non-wands card to cast a spell, you can choose to cast the suit of wands variant of the card instead. Casting a card in this way still triggers your Fox of Fates feature.

Additionally, whenever you have at least one suit of wands card in your spread, once per turn you can add your Charisma modifier to a single cantrip damage roll.

Intuition of Wands

Starting at 14th level, you gain resistance to fire damage.

Additionally, rather than colliding with a creature when using your Foxfire ability, you can use the fox's energy to instantly cast a spell that has a casting time of 1 action. This can be done as a part of the same Bonus Action, and still consumes a spell slot.

Insight of Cups

Harnessing the restorative properties of water, Cartomancers that specialize in the suit of Cups are able to react to danger in a unique way, curing injuries before they have chance to settle in.

Water and Warding

When you gain this insight at 1st level, you gain proficiency with medium armor and shields.

Additionally, you learn the Frostbite and Shape Water cantrips.

Aqua Shell

Starting at 1st level, as a bonus action you can summon a thin globe of water on an allied creature you can see within 60ft. The globe surrounds the creature and lasts up to 1 minute, until you use it again, or until you are incapacitated.

When a creature you can see within 60 feet of you hits the protected target with an attack, you can use your reaction to immediately cure the injury. You restore hit points to the protected creature equal to 2 + half of your Cartomancer level (rounded up).

You can restore hit points in this way a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Repelling Frost

Starting at 6th level, you are able to cause a retaliation of frost originating from the creautre protected by your Aqua Shell feature. When using a reaction to cure the protected ally, you cause the creature that made the triggering attack to take cold damage equal to 2 + half your Cartomancer level (rounded up).

Consistent Cards: Cups

Starting at 10th level, when using a non-cups card to cast a spell, you can choose to cast the suit of cups variant of the card instead.

Additionally, if you have at least one suit of cups card in your spread, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Intuition of Cups

Starting at 14th level, you and the creature protected by your Aqua Shell feature gain resistance to cold damage.

Additionally, when a creature is damaged by your Repelling Frost feature, it has disadvantage on the next attack roll it makes before the end of its next turn.





Insight of Pentacles

Connected to the element of earth and the physical body, Cartomancers that specialize in the suit of Pentacles sap the strength of others to enhance their own.

Venom and Vigor

When you gain this insight at 1st level, you gain proficiency with medium armor, shields, and martial weapons.

Additionally, you learn the Poison Spray and Mold earth cantrips.

Channel Vitality

Starting at 1st level, you are able to draw the life of nearby creatures to bolster your own. As a bonus action, you gain 1 temporary hit point for each creature within 5 feet of you. The number of temporary hit points gained per creature increases when you reach certain levels in this class, increasing to 2 at 10th level and 3 at 15th level.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Soul Rip

Starting at 6th level, when using your Channel Vitality feature, you can choose to draw the life of a creature in a more vicious manner. Creatures that are hostile to you take 1d4 necrotic damage for each pentacles card in your spread (minimum 1d4), and grant twice as many temporary hit points.

Consistent Cards: Pentacles

Starting at 10th level, when using a non-pentacles card to cast a spell, you can choose to cast the suit of pentacles variant of the card instead.

Additionally, whenever you have at least one suit of pentacles card in your spread, if you damage a creature with your Soul Rip feature, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Intuition of Pentacles

Starting at 14th level, you gain resistance to poison and necrotic damage.

Additionally, you gain the following benefits as long as you have temporary hit points:

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • A critical hit against you becomes a normal hit.
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Minor Arcana Quick Reference


Card of Swords of Wands of Cups of Pentacles
2 Thunderous Smite Chromatic Orb Cure Wounds Inflict Wounds
3 Shield Mage Armor Armor of Agathys Absorb Elements
4 Divine Favor Bane Bless Faerie Fire
5 Fog Cloud Color Spray Grease Entangle
6 Thunderwave Burning Hands Ice Spike Arms of Hadar
7 Witch Bolt Magic Missile Guiding Bolt Ensnaring Strike
8 Shatter Aganazzar’s Scorcher Prayer of Healing Maximilian’s Earthen Grasp
9 Blur Mirror Image Warding Bond Hold Person
10 Warding Wind Enlarge/Reduce Blindness/Deafness Misty Step
Page Lightning Bolt Fireball Tidal Wave Vampiric Touch
Knight Thunder Step Haste Revivify Life Transference
Queen Staggering Smite Wall of Fire Ice Storm Blight
King Storm Sphere Polymorph Death Ward Aura of Life
Ace Steel Wind Strike Immolation Mass Cure Wounds Insect Plague

Major Arcana Quick Reference

0 - The Fool

Investiture of Wind, Investiture of Flame, Investiture of Ice, Investiture of Stone

I - The Magician

Arcane Gate, Mirage Arcane, Antimagic Field, Wish

II - The High Priestess

Find the Path, Project Image, Telepathy, Foresight

III - The Empress

Conjure Fey, Regenerate, Animal Shapes, Mass Polymorph

IV - The Emperor

Mass Suggestion, Finger of Death, Dominate Monster, Invulnerability

V - The Hierophant

Chain Lightning, Etherealness, Holy Aura, Power Word Heal

VI - The Lovers

Heroes’ Feast, Conjure Celestial, Clone, Astral Projection

VII - The Chariot

Bones of the Earth, Teleport, Maze, Gate

VIII - Strength

Tenser’s Transformation, Mordenkainen’s Sword, Power Word Stun, Shapechange

IX - The Hermit

Globe of Invulnerability, Sequester, Maddening Darkness, Prismatic Wall

X - Wheel of Fortune

Scatter, Prismatic Spray, Control Weather, Any 9th level spell

XI - Justice

True Seeing, Fire Storm, Incendiary Cloud, True Polymorph

XII - The Hanged Man

Flesh to Stone, Reverse Gravity, Tsunami, Weird

XIII - Death

Harm, Resurrection, Abi-Dalzim’s Horrid Wilting, True Resurrection

XIV - Temperance

Contingency, Power Word Pain, Antipathy/Sympathy, Time Stop

XV - The Devil

Soul Cage, Forcecage, Demiplane, Imprisonment

XVI - The Tower

Disintegrate, Whirlwind, Earthquake, Storm of Vengeance

XVII - The Star

Heal, Crown of Stars, Illusory Dragon, Mass Heal

XVIII - The Moon

Mental Prison, Plane Shift, Mind Blank, Psychic Scream

XIX - The Sun

Sunbeam, Delayed Blast Fireball, Sunburst, Meteor Swarm

XX - Judgement

Wind Walk, Simulacrum, Feeblemind, Power Word Kill

XXI - The World

Druid Grove, Mordenkainen’s Magnificent Mansion, Mighty Fortress, Any 9th level spell

Cartomancer Spell List

Cantrips
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Green-Flame Blade
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Thunderous Smite
  • Chromatic Orb
  • Cure Wounds
  • Inflict Wounds
  • Shield
  • Mage Armor
  • Armor of Agathys
  • Absorb Elements
  • Divine Favor
  • Bane
  • Bless
  • Faerie Fire
  • Fog Cloud
  • Color Spray
  • Grease
  • Entangle
  • Thunderwave
  • Burning Hands
  • Ice Spike
  • Arms of Hadar
  • Witch Bolt
  • Magic Missile
  • Guiding Bolt
  • Ensnaring Strike
2nd Level
  • Shatter
  • Aganazzar’s Scorcher
  • Prayer of Healing
  • Maximilian’s Earthen Grasp
  • Blur
  • Mirror Image
  • Warding Bond
  • Hold Person
  • Warding Wind
  • Enlarge/Reduce
  • Blindness/Deafness
  • Misty Step
3rd Level
  • Lightning Bolt
  • Fireball
  • Tidal Wave
  • Vampiric Touch
  • Thunder Step
  • Haste
  • Revivify
  • Life Transference
4th Level
  • Staggering Smite
  • Wall of Fire
  • Ice Storm
  • Blight
  • Storm Sphere
  • Polymorph
  • Death Ward
  • Aura of Life
5th Level
  • Steel Wind Strike
  • Immolation
  • Mass Cure Wounds
  • Insect Plague






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