TEXT: EN World EN5IDER | The Greater Secrets
  EN World EN5IDER | The Greater Secrets
   
  writing Josh Gentry
   color art Ellis Goodson
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  Greater
  Secrets
  T
  he original 
  cardcaster class had 
  too much content to 
  fit into just one article! For tarot 
  fans, the fourth suit of the minor 
  arcana gets a specialization—to 
  make you rich. Fans of settling 
  disputes traditionally—via 
  children’s card games—there is 
  a specialization for summoning 
  monsters. Also featured here 
  are feats perfect for a cardcaster, 
  which also benefit any character 
  who wants to bring elements of 
  cards or fate to their story.
  The
  New Options for Cardcasters
  
  The Greater Secrets | EN World EN5IDER
  The Greater Secrets | EN World EN5IDER
  King of Pentacles 
  (Cardcaster Focus Card)
  Pentacles, also called coins, call you to invest 
  in practicality and worldliness. Their powers 
  pertain to thrift, wealth, pragmatism, and taking 
  joy in the here-and-now. Those who strive for 
  the success of the King of Pentacles embrace the 
  safe—and lucrative—options.
  Cantrips
  You know the cantrips fire bolt and prestidigitation. 
  Lucre
  You begin play with an additional 50 gp.
  Spendthrift
  You can leverage your knowledge of low prices 
  for even greater discounts. You can use this 
  feature to receive a 25% discount on any one 
  item you purchase, up to a discount of 100 gp 
  × your cardcaster level squared. Once you use 
  this feature, you cannot do so again until you 
  complete a long rest.
  Profit Margin
  Starting at 2nd level, you develop an almost 
  supernatural talent for finding riches. Whenever 
  you discover a new source of cash—such as 
  by plundering a chest or looting a room—you 
  discover an additional amount of money equal 
  to 10% of the funds discovered. Whenever you 
  obtain cash payout from a job—such as your cut 
  from a group contract or by selling your share of 
  treasure—you mysteriously gain an additional 
  amount of money equal 10% of the funds secured. 
   This feature does not increase the amount of 
  non-cash forms of wealth you receive, such as 
  jewelry or trade goods, nor does it affect moneys 
  casually redistributed amongst allies. Whether 
  this feature is simply your preternatural ability 
  to sniff out wealth and haggle, or the King of 
  Pentacles subtly rewriting reality in your favor is 
  anyone’s guess.
  Insightful Shopper
  Starting at 6th level, the tarot reveal to you items 
  which would be fortuitous to buy. When you 
  complete a long rest in an area you can shop, 
  write down three items available at market, each 
  worth 100 gp or less. Once before you complete 
  another long rest, you can use your action to 
  declare the presence of one of the items on your 
  person. You may draw out the item as part of this 
  action.
   Since the item you obtain with this feature 
  was “really” on your person the whole time, you 
  must have available storage space for the item. 
  For example, if you become separated from your 
  backpack, the item you obtain with this feature 
  must fit elsewhere on your person.
   Once you obtain an item with this feature, you 
  can’t do so again until you complete a long rest. 
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
  Additional Materials
  To use the cardcaster class, you—the player—will 
  need your own real-life tarot deck and the original 
  cardcaster class article at https://www.patreon.
  com/posts/cardcaster-6947104.
  Clarifying Card Magic
  With regard to cardcaster class abilities, the tarot 
  “set” refers to what the character owns in the story, 
  the “deck” refers to the prop owned by the player, 
  and the “hand” and “discard pile” are mechanics for 
  using said prop at the table during a game. Despite 
  the appearance of these mechanics, a cardcaster 
  typically begins play with an entire tarot set in-
  universe, and uses them all in regular readings.
  
  EN World EN5IDER | The Greater Secrets
  EN World EN5IDER | The Greater Secrets
  Bonus Ritual
  You know the find familiar spell and can cast it as a 
  ritual. 
   This feature does not provide you with the spell 
  slots to cast the spell normally, but you can use 
  your spell slots from other classes to cast this spell 
  if you choose.
  Monstrous Arcana
  The major arcana each provide you additional 
  spell options.
   
  ▶ 0–II: animal friendship
   
  ▶ III: shield of faith
   
  ▶ IV–V: speak with animals
   
  ▶ VI: animal messenger, locate animals or plants
   
  ▶ VII: enhance ability
   
  ▶ VIII: conjure animals
   
  ▶ IX: animate dead, speak with dead
   
  ▶ X: conjure minor elementals
   
  ▶ XI: conjure woodland beings
   
  ▶ XII: hold monster
   
  ▶ XIII: animate objects, conjure elemental
   
  ▶ XIV: conjure fey 
   
  ▶ XV: create undead
   
  ▶ XVI: conjure celestial
   
  ▶ XVII: forcecage
   
  ▶ XVIII: animal shapes
   
  ▶ XIX: dominate monster
   
  ▶ XX: astral projection
   
  ▶ XXI: gate
  Eye of the Cardshark
  Starting at 2nd level, your predatory divination 
  grants you insight into creatures’ breaking points. 
  As a bonus action, choose one creature you can 
  see within 30 feet. You learn that creature’s hit 
  point maximum, present hit point total, and any 
  damage types against which it has weakness. 
  Once you use this feature, you can’t use it again 
  until you complete a long rest or a short rest.
  Empowered Summoner
  Starting at 6th level, at your option, creatures 
  you summon or manipulate with card powers, 
  You can use this feature up to three times before 
  returning to market, selecting each item on the list 
  no more than once.
  Bribe the Fates
  Starting at 10th level, you can sacrifice your 
  money to alter luck. Whenever you or a creature 
  you can see within 30 feet makes a d20 roll, you 
  may sacrifice a portion of the wealth on your 
  person to grant advantage or disadvantage on 
  that roll. You can do so even after the roll is 
  revealed, but before you know if it succeeds or 
  fails. The amount of gold you must sacrifice to use 
  this feature is equal to your character level × 10 
  gp; this money instantly vanishes.
   You can use this feature as many times as 
  you like, but each additional time costs 10 times 
  the previous use. This count resets when you 
  complete a long rest.
  Mystical Mint
  Starting at 14th level, you spontaneously generate 
  wealth. Whenever you roll a d20, percentile dice, 
  or for damage, and a die shows its maximum 
  value, you mysteriously gain that number × 10 
  gold pieces. This feature is not affected by Profit 
  Margin.
  Jack of Beasts 
  (Cardcaster Focus Card)
  In forgotten corners of the world, certain 
  cardcasters practice the forbidden art of monster 
  tarot. Their decks are comprised of strange suits 
  and faces, each of which contain the trapped 
  spirits of monsters. These cardcasters focus on the 
  Jack of Beasts to unleash the creatures within.
  Cantrips
  You know the cantrips chill touch and dancing 
  lights. 
  Bonus Proficiency
  You are proficient with the Animal Handling skill.
  
  The Greater Secrets | EN World EN5IDER
  The Greater Secrets | EN World EN5IDER
  or those you summon with Capture Card (see 
  below), receive the following benefits:
   
  ▶ The creature immediately gains temporary 
  hit points equal to your cardcaster level.
   
  ▶ The creature adds your proficiency bonus to 
  its weapon damage rolls.
  Your familiar gains these benefits when you 
  summon it or after you complete a long rest.
  Voice of the Void
  Starting at 10th level, the otherworldly arts of 
  spirit binding empower you to communicate with 
  all creatures. You are constantly under a tongues 
  effect. You are also constantly under a speak with 
  animals effect that extends to any creature without 
  a language, such as unintelligent undead or 
  constructs. These effects can’t be dispelled.
   You can also use this feature to cast either speak 
  with dead or speak with plants. Once you do so, you 
  can’t do so again until you complete a short rest 
  or a long rest.
  Capture Card
  Starting at 14th level, you can capture a creature 
  within your cards. As an action, choose one 
  creature you can see within 20 feet of you. This 
  creature must have a hit point maximum of at 
  least 30 hit points and have 10 or fewer hit points 
  remaining. An unwilling target  must make a 
  Charisma saving throw. If it fails this save or is a 
  willing target, it disappears into extradimensional 
  space within one of your tarot cards. If it succeeds, 
  you can’t use this feature on it again for a year and 
  a day.  So long as you have trapped an unwilling 
  creature with this feature, you cannot attempt to 
  capture another unwilling creature.
   As an action, you can discard a major arcana 
  card from your hand and expend a major arcana 
  play to summon your bound creature within 20 
  feet of yourself. It is friendly to you and obeys 
  your orders as if affected by dominate monster. 
  You can release the creature or return it to its tarot 
  card as an action, and it returns automatically 
  after 1 hour. Its hit points are fully restored 
  whenever you complete a long rest. 
   If the creature is killed, its form and 
  consciousness return to and remain trapped 
  within the card. The dead creature still counts 
  against your limit of only one unwilling trapped 
  creature. You can release the remains as an action, 
  freeing the dead creature. If you have no other 
  unwilling, living captured creatures—or if the 
  creature was willingly captured—you can also 
  spend eight hours in isolated meditation to revive 
  the creature at full hit points. This meditation 
  is strenuous spiritual activity, and cannot be 
  completed during a long rest.
   Intelligent creatures are harder to control in this 
  way. If the target has an Intelligence of 8 or higher, 
  it has advantage on the saving throw against 
  getting captured. If it fails the saving throw and 
  has an Intelligence of 12 or higher, it can also 
  repeat the saving throw whenever you complete 
  a long rest until it succeeds and is freed from this 
  feature’s effects. If freed, the creature appears at 
  a safe location approximately 5 miles away from 
  your present location.
   A creature that willingly lets you capture it never 
  attempts to escape, and does not count against your 
  ability to capture with this feature again.
  Variant: 
  VIII Strength & XI Justice
  The cardcaster article shows the traditional major 
  arcana sequence. However, the Rider-Waite-Smith 
  deck has the Justice and Strength cards switched 
  numerically. This changes what powers these 
  cards grant a cardcaster:
  VIII - Strength
  Spell Options: beacon of hope, haste, herculean force*, 
  or slow.
  XI - Justice
  Spell Options: banishment, blight, fire shield, or 
  guardian of faith. 
   * Josh Gentry, “Speaking With Fists,” EN World EN5ider 
  https://www.patreon.com/posts/speaking-with-4383094
  
  EN World EN5IDER | The Greater Secrets
  EN World EN5IDER | The Greater Secrets
  New Feats
  Cardshark
  Prerequisite: Wisdom 13 or higher
   You are an expert at playing cards, odds, and 
  people.
   
  ▶ You gain proficiency with game sets (cards)
   
  ▶ You gain proficiency with Deception and 
  Insight
   
  ▶ You can apply your proficiency bonus to 
  ability checks related to determining odds, 
  placing bets, and acting on chance—even 
  those unrelated to card games.
   
  ▶ Once you have played a card game with a 
  creature, you double your proficiency bonus 
  on Wisdom (Insight) checks against that 
  creature.
   
  ▶ Increase your Intelligence score by 1, to a 
  maximum of 20.
  Cartomancy
  Prerequisite: Intelligence 13 or higher, and 
  proficiency with game set (cards)
   Your supernatural insights and card-cunning 
  are one and the same.
   
  ▶ When you draw a card—in-universe as your 
  character or at the table as a player—you 
  can use this feat to look at the top card of the 
  deck before drawing. You can choose to keep 
  that card on the top of the deck, or to place 
  the card on the bottom of the deck. Once you 
  use this ability, you must complete a long 
  rest or a short rest to use it again.
   
  ▶ Whenever you complete a game of cards or a 
  tarot reading, you learn certain information 
  about one other creature involved. The 
  GM tells you two of the creature’s qualities 
  or scores from following: Intelligence 
  score, Charisma score, Wisdom score, any 
  proficient skills related to one such ability, 
  Personality Trait, Ideal, or Bond. 
  Chosen of Fortune
  Prerequisite: Intelligence 13 or higher
   Your shrewd mind for money quickly turns 
  profits.
   
  ▶ You have advantage on ability checks made 
  to negotiate economic transactions. 
   
  ▶ You gain proficiency with one of either 
  Deception, Persuasion, or Insight.
   
  ▶ Whenever you roll a d20, percentile dice, or 
  for damage, and a die shows its maximum 
  value, you mysteriously gain that number of 
  gold pieces. 
  Intuitive Diviner
  Prerequisite: Wisdom 13 or higher
   Your supernal insight originates from the 
  hidden depths of your mind—and reaches into 
  hidden realities
   
  ▶ You learn any two divination spells of 1st 
  level or higher from the wizard or cleric 
  lists. The spells you choose must be of a spell 
  level available to a wizard or cleric of your 
  character level. These spells do not count 
  against your spells known, if you have such 
  a feature. 
   
  ▶ At every odd character level, learn one more 
  such spell. If you obtain this feat at 3rd level 
  or later, you gain these spells retroactively. 
   
  ▶ You can cast any divination spell you know 
  as a ritual if it has the ritual tag, even if you 
  are otherwise unable to cast spells. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 110 - Greater Cardcaster Secrets.pdf