Base Class: Wizard
Cartomancy is the art of performing magic with playing cards, famous among gamblers and street performers, while many believe it to be simple sleight of hand true magic practitioners know the divination potential hidden within the cards. Wizards who follow the school of Cartomancy use card decks as foci to channel their magic. They use a deck of cards as a spellbook, a weapon, and to divine the future. Mages can use the luck of the draw to charge their cards with powerful secondary effects based on the drawn suit of the cards.
Foresight
Foresight: Your divination foresight allows you to avoid incoming attacks. While you aren't wearing armor, your base Armor Class equals 10 + Dexterity modifier + Intelligence modifier. If you are wearing armor, you gain a bonus to your AC equal to half your Intelligence modifier rounded down.
Reversal of Fate
Reversal of Fate: Starting at 3rd level when you choose this school you gain this feature. You use the divination properties of your Arcane Deck to superimpose an alternate future over reality, potentially undoing misfortune in your sight. When you or a creature you can see within 60 feet fails a saving throw, you can use your Reaction to reverse that fate. You or the creature rerolls the saving throw and must use the new roll.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Arcane Deck
Arcane Deck: Starting at 3rd level when you choose this subclass, you gain a magic deck of cards that you can use as a spell book and an arcane focus. If you lose this deck or it is destroyed, you can touch a deck of cards over the course of a long rest and turn it into your Arcane Deck.
Arcane Card Shot: On your turn you can draw a card from your deck and infuse it with magic, turning it into a magical projectile. You can use an Action to throw this Card as a Ranged Spell Attack with a Range of 60ft. On a hit, the Card deals 1d6 Force damage plus your spellcasting modifier. If multiple cards are thrown during the same action only the first benefits from your spellcasting modifier. You can throw an additional Arcane card at 5th Level, 2 more at 11th Level, and 3 more at 17th Level. Cards can have separate targets, make an attack roll for each card thrown. To use this feature, you must have at least one free hand. Thrown cards magically return to the deck after being thrown.
Channel the magic of card suits into an Arcane Card drawn from the deck to charge the projectile with additional effects. You have Card Points equal to your INT + half your Level rounded up (minimum of one), resetting on a Long Rest. Roll a 1d4 to determine the suit of the card drawn and use a Bonus Action to apply the suit to an Arcane Card, expending a Card Point to do so. At higher levels you can spend extra a second Card Point to invert the suits effect. Only one card may be charged with a suit effect during your turn.
- 1:(Cups): The Arcane card instead of damage now has the following effect. Heals you or an ally of your choice within 60ft for 1d4 Hit Points. This increases to 2d4 at 11th Level.
- Inverted: Inverting the healing magic, the Arcane Card now poisons. The Arcane Card deals 1d4 Poison damage on a hit, and the creature it hits must make a Constitution Saving Throw against your Spell DC. On a failure the creature is Poisoned until the start of your next turn. This damage increases to 2d4 at 11th level.
- 2:(Wands): The Arcane Card instead of damage now has the following effect on the creature it hits. The creature is treated as having Resistance to the Damage Type(s) inflicted by the next Spell or Attack against them. This is expended after the first instance of damage taken or until the beginning of your next turn
- Inverted: Inverting the strengthening magic, the Arcane Card now weakens. Instead of damage now has the following effect on the creature it hits. The creature is treated as having Vulnerability to the Damage Type(s) inflicted by the next Spell or Attack against them. This is expended after the first instance of damage taken or until the beginning of your next turn
- 3:(Pentacles): Create a blast of force that pushes creatures struck by your thrown card 15ft away from you should they fail a Strength Saving Throw against your Spell Save DC. If they hit an object while being pushed, they take 1d6 damage, if they collide with a creature both creatures take 1d6 damage.
- Inverted: Inverting the repulsive force, the Arcane card now restrains. The Arcane Card creates a magical morass around target, should they fail a Strength Saving Throw against your Spell Save DC they have the Restrained condition. This effect lasts until the start of your next turn.
- 4:(Swords): The Arcane cards edges are sharpened and inflict an additional 1d6 Slashing damage. This additional damage increases to 2d6 at 11th Level.
- Inverted: Inverting the offensive magic, the Arcane card is now defensive. The Arcane Card instead of damage now has the following effect on the creature it hits. An Arcane bubble covers the creature protecting them from damage. The creature receives an additional 1d6 to its AC until the start of your next turn as long as it does not use its movement. If the creature willingly moves the effect immediately ends.
Arcane Conversion
Converting Spell Slots to Card Points: You can expend a spell slot to gain a number of Card Points equal to 1 + the level of the spell slot's level (no action required). You may only recover Arcane Card Charges up to the maximum at your current level.
Additionally, you can spend an extra Arcane Card Charge to invert the effect of an Arcane Card Suit to alter its effects.
Flurry of Cards
Flurry of Cards: When charging an Arcane Card with a suit effect you can expend an additional number of Card Points to charge an equivalent number of cards with suit effects beyond the first. All cards are charged with the same suit that has been drawn. When you use this feature you are unable to cast Leveled Spells until after the end of your next turn.
Additionally, you can use your Reaction to perform a card trick and choose the suit you wish to draw from your deck.
Trump Card
Trump Card: You can use your powers of divination to rewrite fate as you desire. When you or a creature you can see within 60 feet of you rolls a d20, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). You can use this Feature once per day, resetting on a Long Rest. If you have no uses remaining, you can spend 5 Card Points to gain an additional use of this Feature.
Previous Versions
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5/3/2026 8:53:47 PM
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5/24/2026 2:00:42 AM
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9/13/2026 6:57:42 PM
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1.3
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