Card Mystic

Card Mystics are diviners and manipulators of fate who speak in metaphor and flourish. They pull meaning from symbols and guide—or twist—fortunes with a practiced shuffle. More persuasive than clerics and less rigid than wizards, they are comfortable in courts and back alleys alike.

Class Features

Hit Die d8
Primary Ability Wisdom
Saving Throws Wisdom, Charisma

Proficiencies

Armor Light armor
Weapons Simple weapons
Tools Playing card set (tarot deck) proficiency, Calligrapher's supplies
Skills Choose two from Insight, Arcana, Deception, Persuasion, Sleight of Hand, Perception

Starting Equipment

• A tarot deck (attuned to you), a scholar's pack or a burglar's pack, leather armor, a dagger (or simple weapon), calligrapher's supplies.

Class Resources

Tarot Charges 0 (1 + proficiency bonus; regain on a short or long rest)

Class Abilities

Spellcasting

Spellcasting Ability Wisdom
Cantrips Known 3
Spells Known 1
Fate Reading
Level 1 Divination / Class Feature
Casting Time: 1 action
Range: 60 feet (varies by card)
Components: V, S, Tarot Deck
Duration: Varies with card effect

You draw a card from your tarot deck and resolve an effect tied to that card and whether it is upright or reversed. Card effects include healing, damage, buffs, debuffs, conditions, movement, social effects, and environmental changes. See the Tarot Card Effects list for each card's upright and reversed effects. Fate Reading consumes Tarot Charges rather than spell slots. Card Save DC = 8 + proficiency bonus + Wisdom modifier.

At Higher Levels:

You may spend extra Tarot Charges to draw additional cards (see Spread Mastery and subclass features).

Martial Abilities

Resource Tarot Charges
Quick Shuffle
Bonus Action 1 Tarot Charge Level 5

Spend 1 Tarot Charge and a bonus action to peek at the top card and optionally draw it.

Utility Effect
Duration: Instant
Card Bind
Reaction 1 Tarot Charge Level 6

Use a reaction and spend 1 Tarot Charge to bind a drawn card's effect to a creature, redirecting or centering area effects on that creature.

Control Effect
Duration: Varies with card
Spread Mastery
Action Extra Tarot Charges Level 3

Spend extra Tarot Charges to draw multiple cards in one Fate Reading (see class features).

Utility Effect
Duration: Instant
Destiny's Anchor
Reaction 1 Tarot Charge Level 9

Reaction: spend 1 Tarot Charge to turn a failed ally save into a success. Limited uses equal to Wisdom modifier per long rest.

Buff Effect
Duration: Instant
Deck Mastery
Action / Ritual 2 Tarot Charges Level 11

Spend 2 Tarot Charges to set orientation of one drawn card after drawing (or perform a 10-minute ritual to attune deck to an NPC for social bonus).

Utility Effect
Duration: Varies
Fated Weave
Action 3 Tarot Charges Level 13

Spend 3 Tarot Charges to weave two drawn cards into a combined effect.

Buff/Debuff Effect
Duration: Varies
Arcana Avatar
Bonus Action 4 Tarot Charges Level 17

Spend 4 Tarot Charges (bonus action) to assume the mantle of a major arcana for 1 minute, gaining abilities themed to that card and advantage on relevant saves.

Transformation Effect
Duration: 1 minute
Final Trump
Action 5 Tarot Charges Level 20

Spend 5 Tarot Charges to draw five cards and resolve one card twice (or double a major arcana). Cost reduces your maximum Tarot Charges temporarily.

Ultimate Effect
Duration: Instant
Tarot Echo
Bonus Action 1 Tarot Charge Level 14

Spend 1 Tarot Charge to mark a creature so that the next card effect on them is intensified.

Buff/Debuff Effect
Duration: Until used or long rest

Transformations

Arcana Avatar (example transformations)
1 minute 4 Tarot Charges Level 17

When you assume a major arcana's mantle (Arcana Avatar), you gain a concise set of benefits matching the card's theme (see Major Arcana entries which include a short transformation note). Example: The Chariot grants you teleport-dash and temporary AC; The Empress grants fast natural healing and camouflage; The Tower grants explosive force and temporary immunity to being charmed.

Changes:

Gain small bonuses or resistances themed to the card chosen, Gain advantage on saving throws tied to the card's domain

Special Actions:

Each Arcana gives one signature action while transformed (see card descriptions)

Limitations:

Can use once per long rest (unless regained by features), Uses 4 Tarot Charges

Class Features

Tarot Initiate (Level 1)

You begin play with a ritual tarot deck keyed to your soul (a unique item you can replace only with a long rest and a short ritual). You may use the deck to cast Fate Reading (see class abilities). You learn three cantrips chosen from the wizard and warlock cantrip lists. You have proficiency with your tarot deck as a focus for class features and with calligrapher's supplies. You may add your Wisdom modifier to any Performance or Sleight of Hand checks involving your deck.

Suit Style (Level 1)

At 1st level you choose a Suit Style: Wands, Cups, Swords, or Coins. Whenever Fate Reading draws a card of your chosen suit, you gain an immediate bonus effect (described under 'Suit Styles').

Fate's Charge (Tarot Charges) (Level 1)

You have a pool of Tarot Charges you can spend to draw cards with Fate Reading. You regain all charges after a short or long rest. At 1st level you have a number of charges equal to 1 + your proficiency bonus. Drawing a card costs 1 charge. Many features let you spend extra charges to draw more or alter draws.

Resource Cost: Tarot Charges (1 + proficiency bonus, regain on a short or long rest)

Fate Reading (Level 1)

Fate Reading (class spell, unique): Casting Time: 1 action. Range: 60 feet (effects vary). Components: V, S, Tarot Deck. You spend 1 Tarot Charge and draw a single card from your deck (random). Roll or determine whether the card is upright or reversed (50/50) unless you or a feature manipulates orientation. Resolve the effect tied to that card and orientation. Many card effects allow a saving throw; the DC for those saves is 8 + proficiency bonus + your Wisdom modifier. Unless an effect specifies duration, the effect is instantaneous. At higher levels you may spend extra charges to draw additional cards and combine or choose results (see Spread Mastery and higher-level features). Fate Reading does not use spell slots and is not a wizard/warlock spell; it is a class ability.

Resource Cost: 1 Tarot Charge (more for multi-draw)

Guiding Cantrips (Level 2)

Your cantrips from wizard and warlock lists scale normally with your level. When you cast a cantrip that deals damage, you may reroll one damage die once per round if you recently drew a card of your Suit Style since your last turn.

Divine Calling (Level 3)

At 3rd level you choose a Divine Calling: Bad Omen, Astrologist, or Foreteller, which grants features at 3rd, 6th, 10th, 14th, and 18th levels.

Spread Mastery (Level 3)

Beginning at 3rd level, you may spend an additional Tarot Charge to draw a second card during Fate Reading. At 7th level, you may spend up to 2 extra charges to draw up to three cards; at 15th you may spend up to 4 extra charges to draw up to five cards. When multiple cards are drawn, you reveal them all and resolve them in the order drawn. If effects would contradict, you choose the order of resolution. Some subclass features interact with multi-card draws.

Resource Cost: Extra Tarot Charges

Quick Shuffle (Level 5)

Starting at 5th level you can spend 1 bonus action and 1 Tarot Charge to reshuffle your deck and peek at the top card, seeing its identity and orientation. You may then choose to draw it or leave it.

Resource Cost: 1 Tarot Charge, bonus action

Card Bind (Level 6)

At 6th level you may use your reaction and spend 1 Tarot Charge to bind a drawn card's effect to a creature within 60 feet as the card resolves, forcing that creature to be the target of the card's effect if it is a valid target. If the card would normally create an area effect, the area is centered on the bound creature.

Resource Cost: 1 Tarot Charge (reaction)

Destiny's Anchor (Level 9)

At 9th level you gain a reaction that lets you spend 1 Tarot Charge to negate one failed saving throw made by an ally within 30 feet. The ally succeeds instead. You can use this reaction a number of times equal to your Wisdom modifier (minimum once), regaining uses on a long rest.

Resource Cost: 1 Tarot Charge (reaction)

Deck Mastery (Level 11)

At 11th level you can spend 2 Tarot Charges as part of Fate Reading to intentionally set the orientation of one drawn card (upright or reversed) after it is drawn but before its effect resolves. Additionally, once per long rest you can perform a 10-minute ritual to attune your deck to a specific NPC or creature; while attuned, Fate Reading draws have a +2 bonus to any social checks against that creature's influence.

Resource Cost: 2 Tarot Charges or 10-minute ritual

Fated Weave (Level 13)

At 13th level you can spend 3 Tarot Charges to weave the effects of two drawn cards into a single combined effect. The DM adjudicates interactions; when in doubt, you may choose to instead resolve them sequentially.

Resource Cost: 3 Tarot Charges

Arcana Avatar (Transformation) (Level 17)

At 17th level you may spend 4 Tarot Charges to assume the mantle of a major arcana card for 1 minute (bonus action to activate). Choose any major arcana card; you gain benefits reflective of that card (a concise list is offered in the major arcana descriptions; treat it as the card's 'transformation' changes). While transformed you have advantage on saving throws tied to that card's theme. Once you use this feature, you cannot use it again until you finish a long rest.

Resource Cost: 4 Tarot Charges (bonus action)

Final Trump (Capstone) (Level 20)

At 20th level you may spend 5 Tarot Charges to draw five cards and choose one of them to resolve twice (targeting may be different). If any of the cards drawn are major arcana, you may double that major arcana's effect instead of resolving a second time. Using Final Trump reduces your maximum Tarot Charges by 1 until you finish a long rest.

Resource Cost: 5 Tarot Charges

Tarot Echo (utility) (Level 14)

You may spend 1 Tarot Charge to mark a creature you can see; the next time you draw a card that would affect that creature, the effect is intensified: durations are doubled, or healing/damage is increased by one step (e.g., healing +1d6), at the DM's judgment. Mark lasts until used or until long rest.

Resource Cost: 1 Tarot Charge

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