Tarotmancer (5e Class)
From D&D Wiki
- 1 Tarotmancer
- 1.1 Magic Cards
- 1.2 Creating a Tarotmancer
- 1.3 Class Features
- 1.4 Multiclassing
At some point in your life you felt a calling. This calling was tied to a magic deck of cards.
You have a magic link to a deck of cards. You can use these cards to change reality. You are a magic user
Creating a Tarotmancer
- Quick Build
You can make a Tarotmancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer background. Third, choose prestidigitation and minor illusion Cantrips along with the 1st level spells detect magic, feather fall, magic missile, and unseen servant.
As a Tarotmancer you gain the following class features.
- Hit Points
Weapons: simple weapons; thrown weapons
Tools: playing cards; choose 1 artisan tools
Saving Throws: Charisma and Dexterity
Skills: Sleight of Hand; Choose 3 of the following: Acrobatics, Arcana, Deception, Intimidation, Investigation, Perception, Performance, and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) a dagger
- (a) an enterainer's pack or (b) a diplomat's pack
- a playing card set
- a musical instrument
- If you are using starting wealth, you have 4d4 x 10gp in funds.
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting; Eldritch Deck||2||4||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||7||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||11||4||3||3||2||—||—||—||—||—|
|9th||+4||Wheel of Fortune||3||12||4||3||3||3||1||—||—||—||—|
|12th||+4||Ability Score Improvement||4||15||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||4||19||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||4||22||4||3||3||3||3||2||1||1||1|
You have been tangled with an Eldritch Deck of Cards. You use the Wizard spell list for picking new spells.
You know 2 cantrips of your choice from the wizard spell list. You learn additional cantrips as shown in the table above.
- Spell Slots
The table shows how many spell slots you have to cast your spells. To cast a spell you must expend a spell slot. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the wizard spell list. The Spells Known column of the table above shows when you learn more spells of your choice. Each of the new spells must be of a level you have spell slots available. When you gain a level in this class, you can choose one of the spells you know and replace it with another spell form the wizard spell list.
- Spellcasting Ability
Charisma is your spellcasting ability for your spells. Your power comes from convincing reality to shape to your will.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast any spell you know as a ritual if that spell has the ritual tag.
You have a deck of Eldritch Cards. You imbue your will into the cards to cast spells. You then throw the cards for the spells to take effect. This is a unique way of spell casting and has some interesting traits.
- Eldritch Blast
You start with Eldritch Blast as a cantrip known. You can cast Eldritch Blast normally but will use 1 card per blast. This will also have the range trait below.
For any spell that has a range expressed in feet you will cast differently. You start with a maximum range of 40 feet for all spells you make. You can only cast the spells up to your maximum range. This is because your are throwing your cards to cast spells.
Ex- Eldritch Blast has a range of 120 feet. You will only be able to cast this at your maximum range of 40 feet right now.
This will not affect spells that have a range of self, cone, or line. You will cast those spells with the intended range.
- Ever Full Deck
The deck is magical. It will always be full of cards. When you take a card and throw it for a spell, it will magically and instantly return to the deck.
- Return Cards
You have a magical link with your cards. As long as you can cast spells, you can have the cards return to you.
Ability Score Increase
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.
At 2nd level you can tap into the magic of the cards. If a spell you cast deals damage, you can choose to deal force damage instead.
At 3rd level you can use your cards as protection. You gain Mage Armor as a spell known. This can be cast at will and does not expend a spell slot. The target of the spell changes to self.
At 5th level you begin to understand some of the magic in your cards which allows them to fly further. Your Range, as described in Eldritch Cards, is now 10 feet per level. This can allow you to cast beyond the range of a spell.
Ex. Eldritch Blast has a range of 120 feet. At level 5 your range to cast this is 50 feet. At level 15 your range to cast this is 150 feet.
At 6th level you understand more about yourself. You can choose 2 skills with which you have proficiency. You now have Expertise in those skills. Your proficiency bonus is doubled for any ability check that uses those skills.
Wheel of Fortune
At 9th level you have a better understanding of your capabilities. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
At 10th level your Eldritch Deck gains power. Anytime you cast a spell roll a d20. If you roll a 20 and the spell has damage dice, roll an extra 50% dice. If the spell has a saving throw, the targets take the saving throws at disadvantage.
At 14th level your Eldritch Cards desire to be paired. You have 2 uses of The Lovers. You can choose to expend 1 use and cast 2 spells as a single action. You regain any expended uses on a long rest.
At 18th level your Eldritch Cards level up again. As The Sun described above. Now takes effect on a roll of 19 or 20.
At 20th level the full potential of your Eldritch Deck is realized. You gain the following 4 traits.
- The Magician
You gain 3 uses of The Sun. As a bonus action, you get the effect of rolling a 20. You regain any expended uses on a long rest.
You can choose to rearrange up to 4 points in your attributes. Any additions and subtractions must balance out. You can go over the maximum in any attribute
You stop aging. You are no longer affected by disease or poison.
- The World
You gain +2 on all rolls.
You will not be able to multiclass into Tarotmancer if any previous levels have spell casting ability.
Prerequisites. To qualify for multiclassing into the Tarotmancer class, you must meet these prerequisites: You must not possess any spellcasting ability.
Proficiencies. When you multiclass into the Tarotmancer class, you gain the following proficiencies: Weapons - Thrown weapons Tools - Playing cards Skills - Sleight of Hand