The ebb and flow of life has suffused you with the arcane power of the mortal experience within the universe itself. These sorcerers or their ancestors have been tied directly to the weave of the world itself or have been directly chosen by the Fates. Regardless, all sorcerers feel this connection to the innate magic of Discordia and can freely pull and manipulate this power.
hit dice:
See Sorcerer
hit points at 1st level:
See Sorcerer
hit points at higher levels:
d10 per Major Arcana level
armor proficiencies:
See Sorcerer
weapon proficiencies:
See Sorcerer
tools:
See Sorcerer
saving throws:
See Sorcerer
skills:
See Sorcerer
starting equipment:
See Sorcerer
spellcasting:
See Sorcerer
class features:
Arcane Magic
1st-level Major Arcana feature
You learn additional spells when you reach certain levels in this class, as shown on the Major Arcana Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or a divination spell from the sorcerer, warlock, or wizard spell list.
Major Arcana Spells
Sorcerer Level |
Spells |
1st |
Bless, Faerie Fire |
3rd |
Locate Object, Calm Emotions |
5th |
Bestow Curse, Magic Circle |
7th |
Arcane Eye, Phantasmal Killer |
9th |
Flame Strike, Scrying |
Cartomancy
1st-level Major Arcana feature
You gain proficiency with playing card sets and when making a History, Insight, or Sleight of Hand check related to or using a playing card set, you are considered proficient in that skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Also at 1st-level, you are able to use magic that comes in a tarot deck. Each card has one or more options you can use. If the option is a spell, you must expend a slot of the spell’s level or higher to cast it. After you use one of the options, the card fades from existence until you finish a long rest.
When you finish a long rest, shuffle all cards back into the deck, including those you have drawn, used and discarded. Then, draw a number of cards equal to your maximum hand size.
Hand Size
1st-level Major Arcana feature
As an action you can draw cards from your deck to keep them in your hand, which are the cards you can use. At 1st-level you can keep a maximum of 3 cards in your hand.
As a bonus action, you can discard any number of cards from your hand. You can spend 1 sorcery point for each card to shuffle it into your deck instead.
Your hand size increases to 4 at 6th-level, to 5 at 14th-level and to 6 at 18th-level.
Quick Draw
6th-level Major Arcana feature
When you roll for Initiative, you can choose to discard a number of cards in your hand to recover a spell slot equal to the number of cards discarded, if this were to leave you with no cards in your hand, you can draw 3 cards.
Fortune Telling
14th-level Major Arcana feature
You gain the ability to briefly read the fate of someone with your cards. While you have your tarot deck, you can cast the Augury, Divination, and Commune spells without expending material components. You can only cast them as rituals.
Card Master
18th-level Major Arcana feature
You can focus your energy into a particular card from your deck. You can spend 5 sorcery points to play a card directly from your deck. After you use the card, shuffle your deck. You can use this feature only once per turn.
Card List
I. The Magician
- This card represents power and concentration.
- When you cast a spell, you can use this card to use the Empowered Spell metamagic option without expending sorcery points.
II. The High Priestess
- This card represents intuition and knowledge.
- As an action when you use this card, you have advantage on all Intelligence ability checks, you are proficient for the next minute or until you lose your concentration (as if you were concentrating on a spell).
III. The Empress
- This card represents femininity and beauty.
- As an action when you use this card, you have advantage on all Charisma skill checks, you are proficient for the next minute or until you lose your concentration (as if you were concentrating on a spell).
IV. The Emperor
- This card represents authority and structure.
- As an action you can cast either the Command or Geas spell.
V. The Hierophant
- This card represents religion and tradition
- As an action when you use this card, you have advantage on all Wisdom skill checks, you are proficient for the next minute or until you lose your concentration (as if you were concentrating on a spell).
VI. The Lovers
- This card represents love and union
- As an action when you use this card, for the next minute or until you lose your concentration (as if you were concentrating on a spell) you and one creature within 10 feet you choose have advantage on attack rolls and spell attacks if both attack the same target one each round.
VII. The Chariot
- This card represents will power and determination
- When you make a Constitution saving throw to maintain concentration, you can use your reaction and spend this card to gain advantage on that roll.
VIII. Justice
- This card represents justice and law.
- As an action you can cast either the Detect Evil and Good or Dispel Evil and Good spell.
IX. The Hermit
- This card represents introspection and inner guidance.
- As an action you can cast either the Identify or Legend Lore spell.
X. Wheel of Fortune
- This card represents good luck and karma.
- When you make an attack roll, an ability check or a saving throw, you can use this card and roll a d8 and add it to the result. You choose to use this card after you roll the die, but before the outcome is determined.
XI. Strength
- This card represents inner strength and courage.
- As an action when you use this card, for the next minute or until you lose your concentration (as if you were concentrating on a spell) you cannot be frightened or charmed. If you are charmed or frightened when you use this card, the effect is suspended until the card effect ends.
XII. The Hanged Man
- This card represents sacrifice and letting go.
- When you use this card, you have disadvantage on attack rolls and a creature you can see within 60 feet of you gains advantage on attack rolls until the start of your next turn.
XIII. Death
- This card represents the end and change.
- As an action when you use this card, pick one or more cards from your hand and discard them. Then, draw the same number of cards you have discarded from your deck. Finally shuffle the cards you discarded by this card back into your deck.
XIV. Temperance
- This card represents balance and purpose.
- As an action when you use this card, for the next minute or until you lose your concentration (as if you were concentrating on a spell), you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
XV. Devil
- This card represents fire and wrath.
- When you deal damage with an attack or a spell, you can use this card and change the damage type of the spell to fire.
XVI. The Tower
- This card represents upheaval and destruction.
- When you deal damage with an attack or a spell, you can use this card and change the damage type of the spell to necrotic.
XVII. The Star
- This card represents hope and renewal.
- As an action you can cast either the bless or remove curse spell.
XVIII. The Moon
- This card represents illusion and confusion
- When a creature within 60 feet you can see makes a saving throw you can use your reaction and use this card to give disadvantage to that roll.
XIX. The Sun
- This card represents warmth and vitality.
- As an action you can cast either the Cure Wounds or Heal spell.
XX. Judgment
- This card represents judgment and rebirth.
- As an action you can cast either the Bane or Zone of Truth spell.
XXI. The World
- This card represents completion and travel.
- As an action when you use this card, you can spend up to 5 sorcery points to recover cards you previously have discarded. For each sorcery point you spend you can shuffle one card back to your deck.
0. The Fool
- This card represents free-spirit and spontaneity.
- When you use this card, roll a d100. If the result is 50 or lower, you can choose and cast any 1st-level spell. If the result is 51 or higher, the DM chooses the spell you cast.
subclass options:
Level | Abilities |
---|
1 | Arcane Magic, Major Arcana Spells, Cartomancy, Hand Size |
6 | Quick Draw |
14 | Fortune Telling |
18 | Card Master |