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Cartomancer

W
ithin the many circles of fortune tellers, tarot A Cartomancer believes that each card drawn to determine
cards are used for divinatory purposes. theiur own fate will play a part in their journey. Given the
However, the more dedicated few are able to supernatural abilities granted by their cards, they believe that
unleash the magic within the cards, shaping each card is drawn for a reason, and will come in use at some
their fate. point during the day.
Fate of the Cards Quick Build
Most fortune-tellers have spent years learning how to read You can make a Cartomancer quickly by following these
tarot cards to predict mundane life events, however the suggestions. First, Charisma should be your highest ability
Cartomancer has been able to see more in the cards. score, followed by Constitution. Second, choose the Hermit
Knowing how to unleash the magic the cards contain, they background. Third, choose the Fire Bolt and Sword Burst
also interpret their own reading to mean something more. cantrips.
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

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

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Minor Cartomancy
Class Features You are able to draw cards from your magic-infused Minor
As a My Full-Caster, you gain the following class features: Arcana deck, to then place in your spread. You draw a
number of cards from the top of your deck equal to that
Hit Points shown in the Spread Size column of the Cartomancer table.
Hit Dice: d8 If you draw a card that contains a spell you do not yet have
Hit Points at 1st Level: 8 + your Constitution modifier the appropriate spell slot level to cast, you can instead cast it
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution as any lower level card of the same suit.
modifier per Cartomancer level after 1st. Additionally, when casting a spell with a card of a certain suit,
Proficiencies you can instead choose to cast that card as if it were a 2 of
Armor: Light armor the same suit.
Weapons: Simple weapons
Tools: None Each time you finish a long rest, you must shuffle your whole
Saving Throws: Wisdom, Charisma Minor Arcana deck and draw a new spread.
Skills: Choose two from Arcana, Deception, History, Insight,
Performance and Persuasion. Casting a Spell
The Cartomancer table shows how many Minor Arcana cards
Equipment you can use to cast a spell in the Spell Slots column of the
You start with the following equipment, in addition to the Cartomancer table. The table also shows what the level of
equipment granted by your background: those slots is; all of your spell slots are the same level. When
(a) a light crossbow and 20 bolts or (b) any simple weapon using one of your minor arcana cards to cast a of 1st level or
(a) a scholar’s pack or (b) an explorer's pack higher, you must expend a spell slot. You regain all expended
Leather armor, a dagger, a tarot deck Spell Slots when you finish a short or long rest.
Required Player Items Spellcasting Ability
Charisma is your spellcasting ability for your Cartomancer
When creating a Cartomancer, you (the player) will need a full spells. You use your Charisma whenever a spell refers to your
78 card Tarot deck in order to play. The cards will need to be spellcasting ability. In addition, you use your Charisma
separated into two decks, one consisting of the Minor Arcana, modifier when setting the saving throw DC for a
and one of the Major Arcana. Cartomancer spell you cast and when making an attack roll
The Minor Arcana are the 56 cards belonging to one of the with one.
four suits:
Swords, Wands, Cups, and Pentacles.
Spell save DC = 8 + your proficiency bonus +
The Major Arcana are a suit of 22 unique cards.
your Charisma modifier
Spell attack modifier = your proficiency bonus +
Ensure that both decks are well shuffled before play and are your Charisma modifier
placed face down on the table.
Spellcasting Focus
Your tarot deck counts as your spellcasting focus for your
Card Casting spells. If you lose your tarot deck, you can perform a 1-hour
You have a natural talent to read the spiritual level of tarot ceremony to conjure a replacement.
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.
Suit Insight Major Cartomancy
At 1st level, you choose one of the four suits to dedicate your Starting at 11th level, you are able to draw from your deck of
time to, gaining a deeper understanding of its meaning and 22 Major Arcana cards. When finishing a long rest, you
unlocking extraordinary powers. reveal the top 3 cards of the deck, and choose one to draw.
Your choice grants you features at 1st level and again at 6th, The card you draw determines what 6th level and higher
10th, and 14th level. spells you have prepared for the day, as shown on the Major
Arcana table. You can cast a 6th level spell from the card
Mulligan once per day without expending a spell slot. You must finish a
long rest before you can do so again.
Starting at 2nd level, you are able to discard a Minor Arcana
card from your spread and replace it with another. 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
As a bonus action, place the unwanted cards at the bottom of level, the 8th-level spell at 15th level, and the 9th-level spell at
your deck, and draw the replacements from the top of the 17th level.
deck. You are able to replace a number of cards per day equal
to your total spread size. Each time you finish a long rest, you must shuffle your whole
Major Arcana deck and draw a new card.
Natural Clarity
Starting at 3rd level, you are able to use certain Divination Fools Journey
spells at will. The spells learnt at each level are shown on the Starting at 17th level, you are able to unleash the powers of
Clarity Spells table. The Fool card at will. You have the following spell prepared at
all times depending on your Insight choice, as shown on the
You can cast each known spell once per day, and you must Journey Spells table. You can cast this spell once per day
finish a long rest before you can do so again. without expending a spell slot, and you must finish a long rest
Clarity Spells
before being able to do so again.
Cartomancer Level Spell Additionally, if you draw The Fool as your Major Arcana card,
3rd Detect Magic, Augury you can cast each spell on that card once.
5th Clairvoyance Journey Spells
7th Divination Insight Spell
9th Scrying Swords Investiture of Wind
Wands Investiture of Flame
Ability Score Improvement Cups Investiture of Ice
When you reach 4th level, and again at 8th, 12th, 16th, and Pentacles Investiture of Stone
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 Change Fate
using this feature. Alternatively, you can choose a feat (see At 20th level, as an Action, you can discard your current
Chapter 6 for a list of feats). 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.

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Cartomancer Suit Insights
Insight of Swords Insight of Wands
Elusive and deadly, Cartomancers that specialize in the suit Masters of the Arcane, Cartomancers that specialize in the
of Swords utilize the air around them to move freely around suit of Wands can cast spells quicker than most, with the help
the battlefield, allowing them to land the ever important of their spectral companion.
finishing blow.
Fire and Focus
Storm and Steel When you gain this insight at 1st level, you gain proficiency in
When you gain this insight at 1st level, you gain proficiency one of the following skills of your choice: Intimidation or
with medium armor, shields, and martial weapons. Perception.
Additionally, you learn the Booming Blade and Gust cantrips. Additionally, you learn the Create Bonfire and Control
Flames cantrips.
Wind Step
Fox of Fates
Starting at 1st level, you learn to swiftly move like the wind
when avoiding attacks. When a creature within 5 feet of you Starting at 1st level, when using a wands card to cast a spell,
that you can see targets you with an attack, you can use your you summon a spectral fox to your side. When you are next
reaction to impose disadvantage on the attack roll. If the hit by an attack, you can use your reaction to make the fox
attack misses, you can move up to 10 feet without provoking intercept, reducing the damage taken by an amount equal to
an attack of opportunity. half of your Cartomancer level (rounded up) plus your
Charisma modifier.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain all The spectral fox occupies your space and moves with you.
expended uses when you finish a short or long rest. Once it intercepts an attack, it disappears. Only one spectral
fox can be active at a time.
Tempest Strike
Foxfire
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 Starting at 6th level, as a Bonus Action, you can cause your
deal extra thunder damage to the target. spectral fox to run and collide with a creature of your choice,
bursting into flames.
The attack deals 1d4 bonus thunder damage for each swords
card in your spread (minimum 1d4). The creature it collides with takes 1d4 fire damage for each
wands card in your spread (minimum 1d4). The fox
Consistent Cards: Swords disappears once this feature is used.
Starting at 10th level, when using a non-swords card to cast a Consistent Cards: Wands
spell, you can choose to cast the suit of swords variant of the Starting at 10th level, when using a non-wands card to cast a
card instead. spell, you can choose to cast the suit of wands variant of the
Additionally, whenever you have at least one suit of swords card instead. Casting a card in this way still triggers your Fox
card in your spread, you can Disengage as a bonus action. of Fates feature.

Intuition of Swords Additionally, whenever you have at least one suit of wands
card in your spread, once per turn you can add your
Starting at 14th level, you gain resistance to thunder and Charisma modifier to a single cantrip damage roll.
lightning damage.
Intuition of Wands
Additionally, you learn to use the air around you when
navigating the battlefield. When you take the disengage Starting at 14th level, you gain resistance to fire damage.
action, your speed increases by 15 feet for the current turn,
and you gain a flying speed equal to your current walking Additionally, rather than colliding with a creature when using
speed. This benefit works only in short bursts; you fall if you your Foxfire ability, you can use the fox's energy to instantly
end your turn in the air and nothing else is holding you aloft. 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.

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Insight of Cups Insight of Pentacles
Harnessing the restorative properties of water, Cartomancers Connected to the element of earth and the physical body,
that specialize in the suit of Cups are able to react to danger Cartomancers that specialize in the suit of Pentacles sap the
in a unique way, curing injuries before they have chance to strength of others to enhance their own.
settle in.
Venom and Vigor
Water and Warding When you gain this insight at 1st level, you gain proficiency
When you gain this insight at 1st level, you gain proficiency with medium armor, shields, and martial weapons.
with medium armor and shields.
Additionally, you learn the Poison Spray and Mold earth
Additionally, you learn the Frostbite and Shape Water cantrips.
cantrips.
Channel Vitality
Aqua Shell Starting at 1st level, you are able to draw the life of nearby
Starting at 1st level, as a bonus action you can summon a thin creatures to bolster your own. As a bonus action, you gain 1
globe of water on an allied creature you can see within 60ft. temporary hit point for each creature within 5 feet of you.
The globe surrounds the creature and lasts up to 1 minute, The number of temporary hit points gained per creature
until you use it again, or until you are incapacitated. increases when you reach certain levels in this class,
increasing to 2 at 10th level and 3 at 15th level.
When a creature you can see within 60 feet of you hits the You can use this feature a number of times equal to your
protected target with an attack, you can use your reaction to Charisma modifier (a minimum of once). You regain all
immediately cure the injury. You restore hit points to the expended uses when you finish a short or long rest.
protected creature equal to 2 + half of your Cartomancer level
(rounded up).
Soul Rip
You can restore hit points in this way a number of times equal Starting at 6th level, when using your Channel Vitality
to your Charisma modifier (a minimum of once). You regain feature, you can choose to draw the life of a creature in a
all expended uses when you finish a short or long rest. more vicious manner. Creatures that are hostile to you take
1d4 necrotic damage for each pentacles card in your spread
Repelling Frost (minimum 1d4), and grant twice as many temporary hit
Starting at 6th level, you are able to cause a retaliation of points.
frost originating from the creautre protected by your Aqua
Shell feature. When using a reaction to cure the protected Consistent Cards: Pentacles
ally, you cause the creature that made the triggering attack to Starting at 10th level, when using a non-pentacles card to
take cold damage equal to 2 + half your Cartomancer level cast a spell, you can choose to cast the suit of pentacles
(rounded up). variant of the card instead.
Consistent Cards: Cups Additionally, whenever you have at least one suit of pentacles
Starting at 10th level, when using a non-cups card to cast a card in your spread, if you damage a creature with your Soul
spell, you can choose to cast the suit of cups variant of the Rip feature, that creature has disadvantage on the next
card instead. saving throw it makes against a spell you cast before the end
of your next turn.
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 Intuition of Pentacles
restore hit points to a creature, the creature regains Starting at 14th level, you gain resistance to poison and
additional hit points equal to 2 + the spell's level. necrotic damage.
Intuition of Cups Additionally, you gain the following benefits as long as you
Starting at 14th level, you and the creature protected by your have temporary hit points:
Aqua Shell feature gain resistance to cold damage. You have resistance to bludgeoning, piercing, and slashing
damage.
Additionally, when a creature is damaged by your Repelling A critical hit against you becomes a normal hit.
Frost feature, it has disadvantage on the next attack roll it You have advantage on Constitution saving throws that
makes before the end of its next turn. you make to maintain your concentration on a spell when
you take damage.

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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 XVIII - The Moon
Investiture of Wind, Investiture of Flame, Investiture of Ice, Mental Prison, Plane Shift, Mind Blank, Psychic Scream
Investiture of Stone
XIX - The Sun
I - The Magician Sunbeam, Delayed Blast Fireball, Sunburst, Meteor Swarm
Arcane Gate, Mirage Arcane, Antimagic Field, Wish
XX - Judgement
II - The High Priestess Wind Walk, Simulacrum, Feeblemind, Power Word Kill
Find the Path, Project Image, Telepathy, Foresight
XXI - The World
III - The Empress Druid Grove, Mordenkainen’s Magnificent Mansion, Mighty
Conjure Fey, Regenerate, Animal Shapes, Mass Polymorph Fortress, Any 9th level spell
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

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

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