The Cartomancer

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The Cartomancer
Level Proficiency Bonus Features Cantrips Known Deck Size 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Magical Hand 3 2 2
2nd +2 Card Casting, Deck Style 3 3 3
3rd +2 Influx Power (2nd level) 3 6 4 2
4th +2 Ability Score Improvement 4 7 4 3
5th +3 - 4 9 4 3 2
6th +3 Deck Style Feature 4 10 4 3 3
7th +3 Influx Power (3rd level) 4 11 4 3 3 1
8th +3 Ability Score Improvement 4 12 4 3 3 2
9th +4 - 4 14 4 3 3 3 1
10th +4 Deck Style Feature 5 15 4 3 3 3 2
11th +4 Influx Power (4th level) 5 16 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 16 4 3 3 3 2 1
13th +5 - 5 17 4 3 3 3 2 1 1
14th +5 Deck Style Feature 5 17 4 3 3 3 2 1 1
15th +5 Influx Power (5th level) 5 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 18 4 3 3 3 2 1 1 1
17th +6 - 5 19 4 3 3 3 2 1 1 1 1
18th +6 Niche Play 5 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 21 4 3 3 3 3 2 1 1 1
20th +6 God Card 5 22 4 3 3 3 3 2 2 1 1

Class Features

As a Cartomancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per Cartomancer level
  • Hit Points at First Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Cartomancer level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Saving Throws: Intelligence, Wisdom
  • Tools: Playing card set, Dice set
  • Skills: Choose three from the following: Arcana, Deception, History, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand

Starting Equipment

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

  • a tarot deck, a simple weapon, and leather armor
  • (a) an Explorer's pack or (b) a Dungeoneer's Pack
  • a dice set and playing card set

Magical Hand

Starting at 1st level, through esoteric knowledge and guile, you gain the ability to cast your spells through a tarot deck. Your deck starts out with only two cards, 0 - The Fool, and I - The Magician. As you gain levels in this class your deck size increases, adding the next number card to your deck, as per the Cards Added Per Level table.

After finishing a long rest, you may discard any amount of cards you wish from your hand, then shuffle the deck and discarded cards together and draw an amount of cards equal to your proficiency bonus. If you have an amount of cards in your hand less than your proficiency bonus, you may draw a card as a free action. After playing a card, it must be discarded, where it can't be used again until after a long rest, where it returns to your deck. You cannot look at your discarded cards.

Your cards are your channel for your spells. They serve as your spell slots, running out of cards effectively depletes your spell slots. Each number a card has determines what level of spell you may cast from it, shown by the table Card Number to Spell Level table.

Cards Added Per Level
Cartomancer Level Cards Added
2nd II - The High Priestess
3rd III - The Empress, IV - The Emperor, V - The Hierophant
4th VI - The Lovers
5th VII - The Chariot, VIII - Strength
6th IX - The Hermit
7th X - Wheel of Fortune
8th XI - Justice
9th XII - The Hanged Man, XIII - Death
10th XIV - Temperance
11th XV - The Devil
13th XVI - The Tower
15th XVII - The Star
17th XVIII - The Moon
18th XIX - The Sun
19th XX - Judgement
20th XXI - The World
Card Number to Spell Level
Spell Level Card Number
1st 0, I, II, III
2nd IV, V, VI
3rd VII, VIII, IX
4th X, XI, XII
5th XIII, XIV, XV
6th XVI, XVII
7th XVIII, XIX
8th XX
9th XXI

Spellcasting

As a harborer of esoteric knowledge gathered through your study of the constellations and divine, you cast your spells through your tarot cards.

Cantrips

At 1st level, you know three 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 wizard table.

Tarot Deck

At 1st level, you have a tarot deck containing two cards, which may cast your 1st-level spells. Your tarot deck is the repository of the cartomancer spells you know.

Preparing and Casting Spells

The cartomancer table shows how many cards you get in your deck, and cards you have total. To cast one of these spells, you must play a card from your hand that has a number that correlates with the correct spell level. You discard a card once played. You regain all discarded cards when you finish a long rest. Whenever you add new cards to your deck, you gain a known spell of the level associated with the card's number.

After finishing a long rest, you may discard any amount of cards you wish from your hand, then shuffle the deck and discarded cards together and draw an amount of cards equal to your proficiency bonus. A card you play must cast a spell of its corresponding spell level, as per the card number to spell level table. A card you play may cast any spell of the level associated with its number, and only a spell of that level.

Additionally, when you gain a level in this class, you can choose one of the cartomancer spells you know and replace it with another spell from the cartomancer spell list, which also must be of a level for which your cards allow.

Spellcasting Ability

Intelligence is your spellcasting ability for your cartomancer spells, since you learn your spells through esoteric knowledge of lore and cosmic forces. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier


Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

Your tarot deck is your spellcasting focus for your cartomancer spells.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the cartomancer spell list.

You learn additional cartomancer spells each time your deck size increases. You can never have an amount of cartomancer spells known higher or lower than your deck size. Each cartomancer spell you learn must correlate in level to each one of the cards added to your deck. For instance, when you reach 3rd level in this class, you learn one new spell of 1st level, and two new spells of 2nd level.

Additionally, when you gain a level in this class, you can choose one of the cartomancer spells you know and replace it with another spell from the cartomancer spell list, which must be the same level of the spell you are replacing.

Card Casting

Starting at 2nd level, you've gained a knack for your sleight of hand with cards and casting. When you cast a spell with a range of touch, you can empower your card through magic and sleight of hand, making the range of the spell 30 feet, as the card is thrown to its target. A card thrown in this way returns to you after being thrown.

Deck Style

When you reach 2nd level, you adopt a particular style of card playing, taking the form of your deck style and empowering your card magic. Your deck style takes the form of the Death Dealer Deck, Fortune Deck, Strategist Deck, or Gamble Deck. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Influx Power

Beginning at 3rd level, you've studied the way of the cards and uncovered hidden power that laid within them. Whenever you cast a 1st level spell with your card, you may cast it at 2nd level instead. When you reach later levels in this class, your lower level spells are able to be cast at a higher level as well.

At 7th level, your 1st and 2nd level spells may be cast at 3rd level.

At 11th level, your 1st, 2nd, and 3rd level spells may be cast at 4th level.

At 15th level, your 1st, 2nd, 3rd, and 4th level spells may be cast at 5th level.

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.

Niche Play

When you reach 18th level, you can make an incredible play after taking a decisive blow to turn the tide of battle with a single stroke of the cards. If you take damage when you are below half your hit point maximum, you can immediately draw a card from your deck. If you have no cards in your deck, draw a random card from those discarded. You may play that card and cast it at 9th level.

Once you use this ability, you must finish a long rest before you can use it again.

God Card

At 20th level, you've reached the pinnacle of card magic, bending the will of the cards to the magic of your draw. When you draw cards for your hand after a long rest, you may draw XXI - The World from your deck, in replacement of a card you would draw. This choice can be made after drawing a card and seeing it.

Deck Style

A cartomancer is nothing without the style of one's deck. It must be carefully chosen, and strategically built to both fit the card caster's personality, and provide cunning strategy able to topple one's enemies. A cartomancer's deck fits the tenets and ideals that he or she upholds in life, projecting one's knowledge of the cards onto the enemies on the chessboard. However many decks have been constructed, four main types stand out above all: Death Dealer Deck, Fortune Deck, Strategist Deck, and Duelist Deck.

Death Dealer Deck

For many the art of cartomancy opens a third eye, allowing one to peer into the future, setting the final goal of one's destiny. For the cartomancer who wields the death dealer deck, this destiny is the death of his enemies, dealing the final hand for the weary foe who stumbles upon its draw.

Paper Cut

Starting at 2nd level, you can project a creeping death into the enemies by magically sharpening your cards to a razor's edge. You become proficient with playing cards, and they now count as ranged spell attacks that deal 1d10 + your Intelligence modifier in slashing damage. Whenever you deal damage with a touch spell, you can choose to add 1d10 slashing damage to the damage done. They have a normal range of 30 feet and a maximum range of 120 feet. Your cards thrown magically return to you after being thrown.

Additionally, you may channel a bloodletting curse into one of your deck cards. As an action, draw a card from the top of your deck, keep note of its number, and target a creature within 60 feet of you. If the card you draw is 0 - The Fool, place it at the bottom of your deck, and draw again. That target must make a Constitution saving throw with a DC equal to your spell save DC, or be cursed by you for 1 minute. While cursed in this way, you may spend a bonus action to have your cursed target lose an amount of hit points equal to the card's number. If the card you draw is the death card, the cursed target takes an additional amount of damage equal to your cartomancer level.

A card cast in this way is discarded after being played. This effect cannot end before the duration is up, except by a remove curse spell being cast on the target.

Cunning Dealer

At 2nd level, you gain proficiency in sleight of hand and deception. If you are already proficient in either skill, you instead gain double proficiency in that skill.

Graveyard Draw

Beginning at 6th level, you've gained the ability to revive the life within your cards, even when discarded. Whenever you have the ability to draw a card on your turn, you may substitute drawing a card from your deck by drawing a card randomly from your discarded cards instead.

Once you use this ability, you cannot use it again until after completing a long rest.

Ricochet

At 6th level, you can ricochet your thrown cards at enemies, causing them to bounce and hit unknowing foes. Whenever you successfully hit a creature with your thrown cards, you may make another attack against a creature with 30 feet of it.

Blood Storm

Starting at 10th level, you can erupt a harrowing display of razor sharp cards from an enemy effected by your bloodletting curse. As an action, you can choose to end the effect of your bloodletting curse. Immediately after the curse is lifted, a whirlwind of sharp cards erupt from the flesh of your previously cursed target. All creatures within 30 feet of the target, and the target, must succeed on a Dexterity saving throw, with a DC equal to your spell save DC. On a failure, a creature takes 10d4 slashing damage, as whipping razor like cards whirl through the air.

For the next 1 minute, the target maintains a 30 foot blood storm aura of razor sharp cards. The area within the aura counts as rough terrain, as blood falls and drizzles from the flying cards. Creatures you designate that start their turns in the aura take 2d4 points of slashing damage.

Death Card

At 14th level, whenever you draw XIII - death, you can choose to set the card aside, and draw another card. At any point in time, you can use your action to show the death card to a creature within 5 feet of you. The target creature must make a Wisdom saving throw. On a failure, the creature takes an amount of necrotic damage equal to the combined card numbers of cards you have discarded. On a success, a creature takes half damage.

When you use the death card in this way, you take an amount of necrotic damage equal to half the damage done to your target. Damage done to you in this way is unaffected by resistance or immunities.

Fortune Deck

The art of reading tarots has been a long lived tradition of fortune telling and truth seeing. The cartomancer who wields the fortune deck becomes incredibly well versed in this art, honing it into the fabric of their hand. The fortune deck reveals acute insight into the world.

Tarot Reading

At 2nd level, you've gained a knack for telling the future with your cards. You may cast the spell Augury at will, except that the course of action you choose to take may be within 24 hours of the casting and each time you cast the spell after the first, the chance that you get a random reading increases by 50 percent.

Fortune Mark

Starting at 2nd level, you use the powers of fate to bestow either good or bad luck upon a creature. As a bonus action, a creature within 30 feet of you becomes either marked with good fortune, or bad luck. A creature affected by good fortune adds a d4 to its attack rolls, saving throws, and ability checks. A creature affected by bad luck subtracts a d4 from its attack rolls and saving throws. No matter which mark you choose, the duration of the mark lasts for 1 minute, or until you end it as a bonus action.

Fool's luck

Beginning at 6th level, whenever you cast a spell that requires you to make an attack roll, or causes a target to make a saving throw through your 0 - The Fool card, if you successfully hit that creature, or the creature fails its saving throw, you can choose to shuffle 0 - The Fool back into your deck, instead of replacing it.

Ominous Foretelling

Starting at 10th level, foretelling your next draw brings forth boons in your favor. Whenever you draw a card, you can attempt to guess the number or name of the card. If you guess the card number or name correctly, your next tarot reading is 100 percent accurate.

Additionally, a target marked by your fortune mark is affected on a successful guess. A target marked with good fortune heals an amount of d8s equal to the spell level associated with the guessed card. A target marked with bad luck takes an amount of d8s in necrotic damage equal to the spell level associated with the guessed card.

Third Eye Open

At 14th level, you can open your third eye, revealing to you the future of the draw. As a bonus action, you can look at the top 5 cards of your deck and arrange them in any order you want.

Once you use this ability, you must finish a long rest before you can use it again.

Strategist Deck

To some cartomancers, their deck is perfected for anything and everything. These strategist serve as leaders both in combat and outside of it, standing stalwart amongst a crowd, analyzing every instance of it. To a strategist, the world is a chess board, and thus forth, simply a game. Their role in it is a player, and the wielder of the strategist deck will be a winner in that game.

Bonus Proficiencies

At 2nd level, your training as a commander has taught you how to wield a weapon and don stronger armor. You become proficient with a martial weapon of your choice. You also gain proficiency with medium armor, and shields.

Stalwart

At 2nd level, you've grown tougher than most of your kind, standing stronger and taking more punches. Your hit point maximum increases by 2. Every time you gain a level in this class, your hit point maximum increases by 1.

Careful Eye

Starting at 2nd level, You gain proficiency in insight and investigation. If you are already proficient in either skill, you instead gain double proficiency in that skill.

Opening Play

Beginning at 6th level, your prowess and steeled mind allows you to strategize before conflict ensues. When you are asked to roll for Initiative, you get a single action before initiative starts.

En Passant

At 6th level, you can give insight into an enemy whenever an ally would pass them. Choose an ally within 30 feet of you that is within 5 feet of a hostile creature. If the ally of your choice moves 5 feet while still being within 5 feet of the hostile creature, you can use your reaction to have the ally make a single weapon attack against the hostile creature. If the attack hits, the hostile creature's speed becomes 0 until the end of your next turn, as magical pawns appear from the air, locking the target creature in place.

You can use this ability three times. You regain all expended uses upon completing a short or long rest.

Castle

Starting at 10th level, your brilliant strategy can aid you in escape, substituting yourself for one of your allies in a pinch. As an action, choose an ally within 20 feet of you. You and that target move towards each other, 5 feet at a time, until you and the target are within 5 feet of each other. You and the target then switch spaces. Creatures you choose that come within 5 feet of you and your ally when both of you move must succeed on a Dexterity saving throw with a DC equal to your spell save DC, or be knocked prone. While moving, an arcane crown appears above your head, and large rooks circle around your target ally.

Once you use this feature, you must finish a short or long rest before you can use it again.

Check Mate

Starting at 14th level, You can end match in a single stroke. Choose a target within 60 feet of you that has two of your allies within 5 feet of it. If both of those allies hit at least one melee weapon attack against the target within the last round, you may use your action to check mate that opponent. An incredibly tall queen piece arises above the head of the target and follows it wherever it moves. At the end of your next turn, the queen finally falls, dealing 10d10 force damage to the target.

Once you use this feature, you must finish a short or long rest before you can use it again.

Gamble

For some, a life of risk drives ambition. Whether it be from the thrill of a bet or a roll of the dice, the gamble deck aims to let the dice fall and decide fate themselves. Mostly seen from sheer luck, gamblers seem to be able to bend fate to their own ways.

Gambler's Hand

Starting at 2nd level, your technique of rolling dice and shuffling cards is unparalleled when supplemented by a magical hand. You learn the mage hand cantrip. You can cast mage hand as a bonus action and the hand lasts until you dismiss it as a bonus action.

Additionally, you can put on quite a display with your mage hand. While using your mage hand to shuffle cards, roll the dice, or attempt any other appealing flourish, you have advantage on Charisma (Performance) checks to do so.

Where the Cards Fall

At 2nd level, a lucky draw can gift you with great reward. If you draw cards after completing a long rest, and draw a straight, you gain the following benefits for the next 24 hours.

  • Whenever you make an ability check, saving throw, or attack roll, roll a d4 and it to the roll.
  • You have advantage on saving throws against being frightened or charmed.
  • You have advantage on any dice roll when gambling or partaking in a game of chance.

Bet Your Life On It

At 2nd level, you can wager with your own fate to gain the upper hand. You gain a chip pool equal to half your cartomancer level. On your turn as a bonus action, you can spend chips to do any of the following.

  • By spending 1 chip you can look at the top card of your deck. You then choose to place this card either on top or at the bottom of your deck.
  • When you cast a spell with a range of touch this turn, you can spend 2 chips to make the range of the spell 60 feet.
  • By spending 3 chips, you can draw up to 3 cards from your deck. You then must return 3 cards to your deck and shuffle it.

Additionally, you can choose to fold as a bonus action on your turn. Discard a card from your hand, you regain 2 chips.

Against the Odds

Beginning at 6th level, you can dismiss your hand for that of a hopefully better one. Whenever you have the ability to draw, you can instead add your hand to your deck, shuffle it, and draw the same amount of cards that you placed into it.

Once you use this ability, you must complete a long rest before you using it again.

Double Down

Starting at 6th level, you can make a bet on turning defeat into failure. Whenever you miss with a spell attack roll or a creature succeeds on a saving throw against a spell you cast, you can double down. Discard a card from your hand. This card must be associated with a spell that could be cast at the previous spell's level. You immediately make the attack again or any affected creature that succeeded its saving throw must make it again.

Card Counter

At 10th level, the combined power of your discarded cards can strike good luck amongst your allies. As an action, you can make a bet with the cards. Check your discard pile. If the combined card numbers in your discard pile equal 21, you and up to three creatures of your choice within 30 feet of you gain 21 temporary hit points. You can then return one of the cards in your discard pile to the bottom of your deck.

If the cards in your discard pile do not add up to 21, you discard your entire hand.

Once you use this ability, you must complete a long rest before using it again.

Destiny Gambler

Starting at 14th level, your relation with your cards has reached a deep bond, which transfers to you an uncanny ability to draw just the right card at just the right time. Whenever you have the ability to draw a card, you can instead draw a card of your choice from the deck in place of drawing a card.

Once you use this feature, you must finish a long rest before you can use it again.

Cartomancer Spell List

Cantrips
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Friends
  • Guidance
  • Gust
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Shocking Grasp
  • Magic Stone
  • Lightning Lure
1st Level
  • Alarm
  • Bane
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Disguise Self
  • Faerie Fire
  • Fog Cloud
  • Hex
  • Inflict Wounds
  • Magic Missile
  • Ray of Sickness
  • Silent Image
  • Sleep
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
  • Cause Fear
2nd Level
  • Aganazzar's Scorcher
  • Aid
  • Alter Self
  • Augury
  • Blindness/Deafness
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Locate Object
  • Mirror Image
  • Misty Step
  • Moonbeam
  • Nystul's Magic Aura
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Silence
  • Snilloc's Snowball Swarm
  • Suggestion
  • Zone of Truth
  • Pyrotechnics
  • Warding Wind
3rd Level
  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Haste
  • Hypnotic Pattern
  • Life Transference
  • Lightning Bolt
  • Major Image
  • Nondetection
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Tongues
  • Vampiric Touch
4th Level
  • Dominate Beast
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Death Ward
  • Dimension Door
  • Black Tentacles
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Wall of Fire
  • Watery Sphere
  • Vitriolic Sphere
5th Level
  • Animate Objects
  • Cone of Cold
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Dream
  • Enervation
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Scrying
  • Teleportation Circle
  • Immolation
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Create Undead
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerability
  • Guards and Wards
  • Mass Suggestion
  • Otto's Irresistible Dance
  • Sunbeam
  • True Seeing
  • Mental Prison
  • Scatter
  • Soul Cage
7th Level
  • Finger of Death
  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Teleport
  • Crown of Stars
8th Level 6
  • Antimagic Field
  • Earthquake
  • Feeblemind
  • Maze
  • Sunburst
  • Abi-Dalzim's Horrid Wilting
9th Level 4
  • Power Word Kill
  • Prismatic Wall
  • Time Stop
  • Wish
 

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