Wizard
Base Class: Wizard

Wizards who join the Order of Cartomancy study the art of divination through an enchanted deck of cards, using them to channel, predict, and manipulate the flow of magical energy. To a cartomancer, fate is not fixed—it is a living current, shaped by will, intuition, and chance.

Through their Deck of Fate, a cartomancer draws forth spells and omens, each card representing a fragment of cosmic truth. The invoking of a card can ignite a storm, unveil hidden knowledge, or alter the course of destiny itself. While some see their methods as unreliable or superstitious, those who witness a cartomancer at work know the truth: in skilled hands, a simple deck of cards can hold infinite possibilities.

To get the most out of playing this subclass, players are advised to use a deck of Major Arcana tarot cards, or use 22 normal playing cards to represent the Major Arcana, as follows:

Major Arcana

Card

The Fool

Ace of Hearts

The Magician

Ace of Diamonds

The High Priestess

Ace of Clubs

The Empress

Ace of Spades

The Emperor

King of Hearts

The Hierophant

King of Diamonds

The Lovers

King of Clubs

The Chariot

King of Spades

Justice

Queen of Hearts

The Hermit

Queen of Diamonds

Wheel of Fortune

Queen of Clubs

Strength

Queen of Spades

The Hanged Man

Jack of Hearts

Death

Jack of Diamonds

Temperance

Jack of Clubs

The Devil

Jack of Spades

The Tower

10 of Hearts

The Star

10 of Diamonds

The Moon

10 of Clubs

The Sun

10 of Spades

Judgment

Joker (With Trademark)

The World

Joker (Without Trademark)

Cartomancer's Tricks

Beginning when you choose this tradition at 2nd level, you gain proficiency in the Dexterity (Sleight of Hand) and Wisdom (Insight) skills, and learn the guidance cantrip. This cantrip counts as a wizard cantrip for you, and does not count against your total number of cantrips known.

Deck of Fate

Also at 2nd level, as part of a long rest, you can transform a set of playing cards into a magical deck of tarot cards, known as your Deck of Fate. You can use your Deck of Fate as an arcane focus for your wizard spells.

Hand Size. Whenever you finish a long rest with your Deck of Fate in your possession, you can draw a number of cards from it at random equal to your hand size, which in turn equals your proficiency bonus. You can never have more drawn cards than your hand size allows.

Invoking and Discarding Cards. A drawn card can be invoked, following the rules of the card as detailed below. Once a card has been invoked, it is then discarded and placed to the side, vanishing temporarily. As a bonus action on each of your turns, you can discard a drawn card, or draw a new one from your Deck of Fate. Any discarded cards are reshuffled into your Deck of Fate when you finish a long rest.

Saving Throws. If the effect of a drawn tarot card forces a creature to make a saving throw to resist its effect, the save DC equals your wizard spell save DC.

Death

This card represents endings and finality.
When you deal damage to a creature with a wizard spell of 1st-level or higher, you can invoke this card to replace the spell’s damage type with necrotic damage. After doing so, the target has its hit point maximum reduced by half the necrotic damage it suffers and cannot regain hit points for the next minute. This hit point reduction lasts for 1 hour, or until greater restoration or similar magic is cast on the affected target. Undead are immune to the effects of this card.

Judgment

This card represents judgment and truth.
As an action, you can invoke this card to release a pulse of magic that dispels deceit in a 30-foot-radius sphere centered on you. Any illusion spell of a level equal to or lower than your proficiency bonus within the area immediately ends, any shapechanger within the area reverts to its true form, and any invisible creature within the area becomes visible. Furthermore, a creature within the area cannot change its form or turn invisible for the next minute.

Justice

This card represents justice and law.
When a creature you can see within 30 feet of you deals damage to you, you can use your reaction to invoke this card to deal an amount of force damage to the attacker equal to the damage you took.

Strength

This card represents courage and strength.
When you or a creature you can see within 30 feet of you becomes frightened, you can use your reaction to invoke this card and immediately end the condition on the target. After doing so, the target becomes immune to the frightened condition for the next minute.

Temperance

This card represents balance and moderation.
When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to invoke this card and halve the damage the target takes.

The Chariot

This card represents determination and momentum.
As a bonus action, you can invoke this card to double your movement speed for the next minute. For the duration, you ignore difficult terrain and opportunity attacks made against you have disadvantage.

The Devil

This card represents fire and wrath.
When you roll damage for a wizard spell of 1st-level or higher, you can invoke this card to reroll the damage dice and choose either total. After doing so, the spell deals fire damage instead of its normal type.

The Emperor

This card represents authority and structure.
As an action, you can invoke this card to instill yourself with magical authority. For 1 minute, you can cast the command spell as a bonus action on each of your turns, without expending a spell slot.

The Empress

This card represents femininity and beauty.
As an action, you can invoke this card and choose up to three creatures you can see within 30 feet of you. Each target must make a Wisdom saving throw. On a failed save, a target is charmed by you for the next minute, until you are knocked unconscious, or until you deal damage to it. When this effect ends, a target knows it was charmed by you.

The Fool

This card represents spontaneity and whimsy.
As an action, you can invoke this card and choose two creatures you can see within 30 feet of yourself (you can choose yourself as a target). Each creature must immediately roll on the Wild Magic Surge table and suffer the rolled effect. If a rolled effect requires a saving throw, the DC equals your wizard spell save DC.

The Hanged Man

This card represents sacrifice and letting go.
As an action, you can invoke this card to immediately gain the benefits of your Arcane Recovery feature without expending a use of it, but take force damage equal to five times the total level of the spell slots you regain. This damage cannot be prevented or reduced in any way.

The Hermit

This card represents solitude and self-reflection.
As an action, you can invoke this card to banish yourself or a creature you can see within 30 feet of you to a harmless demiplane for 1 minute, until you are incapacitated, or until you choose to end the effect. An unwilling creature can make a Charisma saving throw, resisting the effect on a success.

The Hierophant

This card represents religion and tradition.
As an action, you can invoke this card to gain proficiency in all Intelligence and Wisdom skills for the next hour. When you make an ability check using one of these proficiencies for the duration, your proficiency bonus is doubled for that check.

The High Priestess

This card represents mysticism and trickery.
As a bonus action, you can invoke this card to become invisible for the next minute, until you are knocked unconscious, or until you choose to end the effect.

The Lovers

This card represents unions and partnerships.
As an action, you can invoke this card and choose two creatures you can see within 60 feet of you that are within 30 feet of each other. The two creatures become magically tethered to one another for the next minute, until you are incapacitated, or until you choose to end the tether (requires no action by you). For the duration, when one of the tethered creatures suffers damage, the other one suffers half of that damage. Furthermore, the two creatures cannot willingly move more than 30 feet away from one another. A tethered creature can make a Charisma saving throw at the end of each of its turns, ending the effect for both creatures on a success.

The Magician

This card represents magical power and intellect.
When you cast a wizard spell of 1st-level or higher that requires 1 action to cast, you can invoke this card to change the casting time of the spell to 1 bonus action.

The Moon

This card represents illusion and confusion.
As an action, you can invoke this card to create a 20-foot-radius sphere of magical darkness centered on a point you choose within 30 feet of you, which lasts for 1 minute, until you are incapacitated, or until you dismiss it. You and creatures of your choice can treat the darkness as dim light.

The Star

This card represents hope and renewal.
As an action, you can invoke this card to grant yourself and up to three creatures of your choice within 30 feet of you a number of temporary hit points equal to 2d8 + your Intelligence modifier.

The Sun

This card represents warmth and vitality.
As an action, you can invoke this card to unleash a burst of solar energy in a 30-foot-radius sphere centered on you. Each hostile creature within the area must make a Constitution saving throw. On a failed save, a creature takes radiant damage equal to 2d8 + your Intelligence modifier and is blinded until the beginning of your next turn. On a successful save, a creature takes half damage and isn’t blinded.

The Tower

This card represents upheaval and destruction.
When you deal damage to an object, structure, or construct with a wizard spell of 1st-level or higher, you can invoke this card to deal the maximum damage possible instead of rolling. After doing so, the spell deals force damage instead of its normal type.

The World

This card represents fulfillment and travel.
As an action, you can invoke this card to teleport to an unoccupied space you can see within 120 feet of you. If there is a willing creature within 5 feet of you when you do so, you can choose to teleport it with you.

Wheel of Fortune

This card represents fortune and chance.
When you or a creature you can see within 30 feet of you makes an ability check or saving throw and fails, you can use your reaction to invoke this card to make it succeed instead.

Quick Draw

At 6th level, the hands of fate are always ready to guide you. Whenever you roll for initiative with no cards drawn from your Deck of Fate, you immediately draw three to your hand.

Fortune Teller

At 10th level, when you are lost, you can look to your cards for answers. The commune spell is added to your spellbook, is always prepared, and counts as a wizard spell for you. When you cast it, you consult the tarot cards of your Deck of Fate for answers, instead of contacting a god or divine proxy.

Stacked Deck

At 14th level, you can manipulate fate to your whims. As an action, you can draw a card of your choice from your Deck of Fate, even if your hand is full or if the card is in your discard pile. If the card requires an action to invoke, you can do so as part of this same action.

Once you’ve used this feature twice, you must finish a long rest before you can do so again.

Order Of Cartomancy Image

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