TEXT: EN World EN5IDER | The Cardcaster
  EN World EN5IDER | The Cardcaster
   
  writing Josh Gentry
   color art Indi Martin
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  Cardcaster
  A
  n elf pulls the emperor from 
   her tarot deck and fixes the card 
    to her friend’s fate. The barbarian 
  charges into battle, and the enemy archers 
  hesitate due to the Emperor’s protective 
  influence. The barbarian smashes them all.
  A 
  golden-eyed drAgonborn with 
   tarot in spread reads a fellow 
    adventurer’s fortune and flips to 
  reveal Death. The adventurer gasps, but the 
  dragonborn raises a hand. “Do not worry, my 
  child,” she coos. “This card merely represents 
  change… Inevitable, irrevocable change.”
  Seers of Fate
  A cardcaster derives her powers from 
  the tarot—a deck of mysterious cards 
  purported to divine the future. By opening 
  her mind to the tarot’s whims, the 
  cardcaster can exert a degree of control over 
  fate. Though cardcasters are sometimes 
  maligned for practicing an inscrutable 
  and unreliable art, their proponents 
  recognize that what a cardcaster sacrifices 
  in predictability she makes up for in 
  adaptability. By accepting the cards she 
  is dealt, the cardcaster can see actions 
  play out as foretold and issue a masterful 
  response.
  The
  
  The Cardcaster | EN World EN5IDER
  The Cardcaster | EN World EN5IDER
  Creating a Cardcaster
  As a cardcaster, one of the most important 
  relationships is the one you have with your tarot 
  set. Did you inherit your cards from a wizened 
  teacher, or did you uncover the set and its powers 
  on your own? Are your card powers ones you 
  invoke yourself, or are they instead a spontaneous 
  upwelling of fate?
  Class Features
  As a cardcaster, you gain the following class 
  features.
  Hit Points
   
  ▶ Hit Dice: 1d6 per cardcaster level
   
  ▶ Hit Points at 1st Level: 6 + your Constitution 
  modifier
   
  ▶ Hit Points at Higher Levels: 1d6 (or 4) + 
  your Constitution modifier per cardcaster 
  level after 1st
  Proficiencies
   
  ▶ Armor: None
   
  ▶ Weapons: Daggers, darts, slings, 
  quarterstaffs, light crossbows
   
  ▶ Tools: Game set (cards)
   
  ▶ Saving Throws: Intelligence, Wisdom
   
  ▶ Skills: Choose two from Arcana, Deception, 
  History, Insight, Investigation, Nature, and 
  Religion
  Equipment
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background:
   
  ▶ (a) a quarterstaff, (b) a dagger, or (c) a 
  longsword (if proficient)
   
  ▶ (a) a component pouch, (b) an arcane focus, 
  or (c) a holy symbol
   
  ▶ (a) a scholar’s pack or (b) a priest’s pack
   
  ▶ Leather armor (if proficient)
   
  ▶ A set of tarot cards
  Cards of Power
  Your insight into the secrets of the tarot grants you 
  their power and some capacity with spells. 
  Cantrips
  You know two cantrips, which are determined by 
  your Focus Card (see below).
  Playing Your Cards
  You release your magic by playing tarot cards. 
  You begin with magical access to the major arcana 
  cards numbered 0 through V, all of which go to 
  form your deck. As you advance in level, you add 
  major arcana cards to your deck as per the Major 
  Arcana Available column on the Cardcaster table.
   When you complete a long rest, draw cards 
  from your deck until you have a full hand. You 
  can play a limited number of cards from your 
  hand to unleash magical effects; the uses are 
  restored after a long rest. Played cards are moved 
  to the discard pile. At the end of your turn, if you 
  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 this class, you—the player—will need your 
  own real-life tarot deck.
  Clarifying Card Magic
  To define game terms, 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 Cardcaster
  EN World EN5IDER | The Cardcaster
  throw DC for your cardcaster features, powers, or 
  spells, or when making a spell attack roll.
   
  ▶ Spell and feature save DC = 8 + your 
  proficiency bonus + your INT modifier
   
  ▶ Spell attack modifier = your proficiency 
  bonus + your INT modifier
  Ritual Casting
  You can cast a divination spell as a ritual if that 
  spell has the ritual tag and you have the spell 
  memorized. Furthermore, if a card in your hand 
  has an optional spell with the ritual tag, you can 
  cast that spell as a ritual without discarding the 
  card.
  Memorizing Divination Rituals
  When you find a divination ritual spell of 1st level 
  or higher, you can memorize it only if a cleric or 
  wizard of your cardcaster level could prepare it, 
  and you spare the time to practice it.
   For each level of the spell, the process takes 
  2 hours and costs 50 gp, like a wizard copying 
  have less than a full hand, draw until your hand 
  is full. When you complete a long rest, discard 
  whatever cards you wish from your hand, then 
  shuffle the deck and discard pile together and refill 
  your hand. Both the hand size and the number of 
  plays improve as per the Cardcaster table.
   When you play a tarot card from her hand, 
  it unleashes a spell effect. Each card gives you 
  an option of effects. To activate a card power, 
  you must provide all the spell components, 
  just like casting a spell (some of which may be 
  automatically filled by the tarot deck as an arcane 
  focus). A card power’s activation time is the same 
  as the chosen spell’s casting time.
  Spellcasting Ability
  Intelligence is your key ability for cardcaster 
  features, powers, and spells, since you discern 
  portents through your esoteric knowledge. You 
  use your Intelligence whenever a spell refers to 
  your spellcasting ability. In addition, you use your 
  Intelligence modifier when setting the saving 
  The Cardcaster
  Level
  Proficiency Bonus
  Features
  Major Arcana Available
  Hand Size
  Major Arcana Plays
  1st
  +2
  Cards of Power, Focus Card
  0–V
  2
  2
  2nd
  +2
  Focus Card Feature
  0–V
  2
  3
  3rd
  +2
  Arcana Surge (2nd level)
  0–VII
  3
  4
  4th
  +2
  Ability Score Improvement
  0–VII
  3
  5
  5th
  +3
  Arcana Surge (3rd level)
  0–IX
  3
  5
  6th
  +3
  Focus Card Feature
  0–IX
  4
  6
  7th
  +3
  Arcana Surge (4th level)
  0–XI
  4
  6
  8th
  +3
  Ability Score Improvement
  0–XI
  4
  7
  9th
  +4
  Arcana Surge (5th level)
  0–XIII
  4
  7
  10th
  +4
  Focus Card Feature
  0–XIII
  4
  8
  11th
  +4
  Mulligan
  0–XV
  5
  8
  12th
  +4
  Ability Score Improvement
  0–XV
  5
  8
  13th
  +5
  —
  0–XVII
  5
  8
  14th
  +5
  Focus Card Feature
  0–XVII
  5
  8
  15th
  +5
  —
  0–XIX
  6
  8
  16th
  +5
  Ability Score Improvement
  0–XIX
  6
  8
  17th
  +6
  —
  0–XXI
  6
  8
  18th
  +6
  Card Mastery
  0–XXI
  6
  8
  19th
  +6
  Ability Score Improvement
  0–XXI
  7
  8
  20th
  +6
  Signature Card
  0–XXI
  7
  8
  
  The Cardcaster | EN World EN5IDER
  The Cardcaster | EN World EN5IDER
  a spell into their spellbook. The cost represents 
  material components you expend as you 
  experiment with the spell to master it, as well as 
  the incense burnt to channel your mystical focus. 
  Once you have spent this time and money, you 
  can cast the divination ritual at will. 
   If you multiclass into a spellcasting class, you 
  are considered to know these spells and may 
  prepare them if such spells appear on the other 
  classes’ spell lists.
  Spell Focus
  You can use an arcane focus or a holy symbol as 
  a spellcasting focus for your cardcaster spells. 
  While you have your tarot set on your person, you 
  can use any card from it as an arcane focus.
  Focus Card
  At 1st level, you have chosen a face card of the 
  minor arcana through which to channel your 
  powers: Knight of Swords, Page of Wands, or 
  Queen of Cups, all detailed at the end of the class 
  description.
   Your choice grants you features at 1st level, and 
  again at 2nd, 6th, 10th, and 14th level.
  Arcana Surge
  Starting at 3rd level, your high arcana grow in 
  power. Spells you cast through your tarot cards 
  which benefit from higher level spell slots are cast 
  as though with a 2nd-level spell slot.
   This further improves with level:
   
  ▶ 5th to 6th level: 3rd-level spell slot.
   
  ▶ 7th to 8th level: 4rd-level spell slot.
   
  ▶ 9th level onward: 5rd-level spell slot.
  Mulligan
  Starting at 11th level, once per day when you 
  complete a short rest, you can discard as many 
  cards from your hand as you wish and then draw 
  until you have a full hand.
  Card Mastery
  At 18th level, choose a major arcana card 
  numbered 0 through V. This card is always in 
  your hand, and it does not count against the 
  number of cards in your hand. You can play it as 
  often as you like without consuming your daily 
  uses, but doing so does not benefit from Arcana 
  Surge.
   By spending 8 hours in contemplation, you can 
  change your card choice.
  Signature Card
  At 20th level, choose a major arcana card 
  numbered VI–IX. This card is always in your 
  hand, and it does not count against the number of 
  cards in your hand. You can play this card twice 
  without expending the normal usage, but doing 
  so does not benefit from Arcana Surge. You regain 
  these extra plays once you complete a short or 
  long rest.
  Major Arcana
  Each card entry lists spell options. When you play 
  the card, you cast one spell from that list of your 
  choice. Some cards have restrictions that limit 
  how they can be used. If you have a restricted 
  card in your hand, such as The Tower after 
  playing The Star, you can discard it and draw a 
  replacement card.
  0—The Fool
  Spell Options: detect poison and disease, expeditious 
  retreat, hideous laughter, or mage armor.
  I—The Magician
  Spell Options: burning hands, create or destroy 
  water, detect magic, floating disc, unseen servant, or 
  silent image.
  II—The High Priestess
  Spell Options: charm person, fog cloud, identify, or 
  sleep.
  III—The Empress
  Spell Options: animal friendship, entangle, 
  goodberry, or speak with animals.
  
  EN World EN5IDER | The Cardcaster
  EN World EN5IDER | The Cardcaster
  IV—The Emperor
  Spell Options: detect evil and good, hold person, 
  command, or protection from evil and good.
  V—The Hierophant
  Spell Options: bane, bless, sanctuary, or shield of faith.
  VI—The Lovers
  Spell Options: detect thoughts, mirror image, 
  suggestion, or zone of truth.
  VII—The Chariot
  Spell Options: blur, enlarge/reduce, magic weapon, 
  or spiritual weapon. 
  VIII—Justice
  Spell Options: bestow curse, clairvoyance, lightning 
  bolt, or protection from energy.
  IX—The Hermit
  Spell Options: counterspell, dispel magic, remove 
  curse, or tiny hut. 
  X—Wheel of Fortune
  Spell Options: confusion, death ward, divination, or 
  freedom of movement.
  XI—Strength
  Spell Options: herculean force*, resilient sphere, 
  stone shape, or stoneskin. 
  XII—The Hanged Man
  Spell Options: dominate beast, dominate person, geas, 
  or planar binding.
  XIII—Death
  Spell Options: animate dead, cloudkill, contagion, or 
  insect plague.
  XIV—Temperance
  Spell Options: contingency, globe of invulnerability, 
  or true seeing.
   Restriction: Once you play Temperance or the 
  Devil, you cannot use either card again until you 
  complete a long rest.
  XV—The Devil
  Spell Options: eyebite, force cage, or mass 
  suggestion.
   Restriction: See Temperance (above).
  XVI—The Tower
  Spell Options: disintegrate, divine word, magnificent 
  mansion, or reverse gravity.
   Restriction: Once you play the Tower or the 
  Star, you cannot use either card again until you 
  complete a long rest.
  XVII—The Star
  Spell Options: conjure celestial, plane shift, prismatic 
  spray, or regenerate.
   Restriction: See the Tower (above).
  XVIII—The Moon
  Spell Options: antipathy/sympathy, feeblemind, 
  maze, or mind blank.
   Restriction: Once you play the Moon or the 
  Sun, you cannot use either card again until you 
  complete a long rest.
  XIX—The Sun
  Spell Options: demiplane, holy aura, incendiary 
  cloud, or sunburst. 
   Restriction: See the Moon (above).
  XX—Judgement
  Spell Options: foresight, imprisonment, mass heal, 
  meteor swarm, or power word kill.
   Restriction: Once you play Judgement or the 
  World, you cannot use either card again until you 
  complete a long rest.
  XXI—The World
  Spell Options: time stop, true polymorph, true 
  resurrection, or wish.
   Restriction: See Judgement (above).
   * Josh Gentry, “Speaking With Fists,” EN World EN5ider 
  https://www.patreon.com/posts/speaking-with-4383094
  
  The Cardcaster | EN World EN5IDER
  The Cardcaster | EN World EN5IDER
  Focus Cards
  In addition to the major arcana, a tarot set also 
  consists of the minor arcana—the lesser secrets. 
  The cardcaster draws power from these as well, 
  primarily from a face card of their preferred suit.
  Knight of Swords
  Swords embody mental force and determination—
  the will envisioned as a blade. Cardcasters who 
  focus on the brave Knight of Swords draw the 
  sword to become warriors in their own right.
  Cantrips
  You know the cantrips mage hand and sacred flame.
  Bonus Proficiencies
  You are proficient with shortswords, longswords, 
  and rapiers. You also gain proficiency with light 
  armor, medium armor, and shields.
  Warrior’s Fortitude
  Your resolve increases your Hit Dice from this 
  class by one step. You gain 2 additional hit points, 
  your hit points per cardcaster level are 1d8 (or 5) 
  + your Constitution modifier, and cardcaster Hit 
  Dice are d8s.
  Resounding Charge
  Starting at 2nd level, the wind at your back roars 
  as you charge into battle. As a bonus action, you 
  call up the wind to speed your way. Until the 
  end of your next turn, your movement doesn't 
  provoke opportunity attacks, and hostile creatures 
  you become adjacent to must succeed on a 
  Strength saving throw or fall prone. Once you 
  use this feature, you can’t use it again until you 
  complete a long rest or a short rest.
  Extra Attack
  Starting at 6th level, you can attack twice, instead 
  of once, whenever you take the Attack action on 
  your turn.
  Mark of Fate
  Starting at 10th level, the tarot reveals to you the 
  time to strike. As a bonus action, you can use 
  this feature to seize this moment by selecting a 
  creature you can see within 60 feet. For 1 minute, 
  whenever that creature takes damage, it takes 
  an additional amount of damage equal to your 
  Intelligence modifier.
   Once you use this feature, you can’t use it again 
  until you complete a long rest.
  Fatesever
  Starting at 14th level, when you hit with a melee 
  weapon attack, you gain a bonus to the damage 
  roll equal to your cardcaster level. You can use 
  this feature once per day, but you regain use of 
  this feature when you are hit by a melee weapon 
  attack.
  Bonus Proficiencies
  Also starting at 14th level, you gain proficiency 
  with heavy armor and all martial weapons.
  Page of Wands
  Wands, often depicted as sprouting sticks, embody 
  the magical power of creation. The Page—or 
  Princess—of Wands enthusiastically explores 
  her esoteric power, and those who focus on her 
  develop even greater command of their tarot deck.
  Cantrips
  You know the cantrips minor illusion and produce 
  flames.
  Seeds of Possibility
  Once per day when you finish a short rest, you 
  can choose a used card numbered 0 through XIII 
  to recover. Take the card from the discard pile and 
  put it into your hand. Until you complete a long 
  rest, you can play that card once more without 
  expending an additional use of your high arcana 
  plays.
  Sprout of Curiosity
  Starting at 2nd level, your proactive inquiries 
  grant you more control over the tarot’s power. 
  When you complete a long rest, before refilling 
  
  EN World EN5IDER | The Cardcaster
  EN World EN5IDER | The Cardcaster
  your hand, search your deck for one card and 
  put it into your hand. Then shuffle the deck and 
  continue to draw your hand normally.
  Backburn
  Starting at 6th level, small burnt sacrifices bend 
  chaotic power to your will. Once per day when 
  you finish a short rest, put any number of cards 
  from your hand and discard pile of your choice 
  with numerals 0 through XIII back into the deck. 
  Discard the rest of your hand. Search the deck for 
  any two cards and add them to your hand. Then 
  shuffle the deck and draw until you have a full 
  hand.
  Bloom of Revelation
  Starting at 10th level, you can use your action to 
  beseech the tarot to reveal themselves.
   Roll percentile dice; if the result is equal to or 
  less than your cardcaster level, the tarot reveal 
  themselves. Choose one major arcana card other 
  than those in your hand—even if your level is not 
  high enough to include it in your deck. Play that 
  card immediately, without expending any of your 
  play uses. Playing a card in this way bypasses and 
  does not trigger the restrictions of major arcana 
  XIV and higher. If your cardcaster level is too low 
  to include the card in your deck, set the card aside 
  instead of putting it in your discard pile.
   If the tarot reveal themselves, you cannot use 
  this feature again for 7 days. Otherwise, you can 
  use it again after you finish a long rest.
   At 20th level, your call for insight automatically 
  succeeds, no roll required.
  Fruit of Knowledge
  Starting at 14th level, whenever you draw cards 
  from your deck, draw an equal amount of extra 
  cards. Then, put that many cards of your choice 
  from your hand back into your deck and shuffle it.
  Queen of Cups
  Cups, also called chalices, represent emotions—
  particularly love. Guided by the Queen of Cups, 
  the cardcaster’s flowing affection rallies their 
  allies and keeps their foes at bay.
  Cantrips
  You know the cantrips friends and ray of frost.
  Sincerity
  Your open heart easily connects with others. You 
  gain proficiency in Insight and Persuasion, and 
  you gain message as a bonus cantrip.
  Toast to Friendship
  Starting at 2nd level, your affection for others 
  imbues you both with vitality. When you activate 
  a card power that targets at least one friendly 
  creature you can see, both you and one target of 
  your choice gain temporary hit points equal to 
  your Intelligence modifier + your cardcaster level.
  Floweth Over
  Starting at 6th level, when you use a card power 
  to cast a spell with the range of self, at your 
  option it instead has a range of 30 feet and targets 
  a friendly creature you can see. If the spell has a 
  duration based on concentration, the target of the 
  spell must maintain that concentration.
  Queen’s Entourage
  Starting at 10th level, you can communicate 
  telepathically with any creature you can see 
  within 60 feet of you. You don’t need to share a 
  language with the creature for it to understand 
  your telepathic utterances, but the creature must 
  be able to understand at least one language. 
   At your option, you can establish simultaneous 
  telepathic communication with up to five 
  other friendly creatures you can see within 
  range. Members of the group can telepathically 
  communicate with each other as well.
  Court of Cups
  Starting at 14th level, all the face cards of Cups 
  shield you from malign forces of water and heart. 
  You gain resistance to acid, cold, necrotic, and 
  psychic damage. e
  
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