Creature Caller

Introduction

The creature caller deck allows you to summon forth creatures from your deck that obey your every command. These creatures serve you and can be commanded mentally or vocally. You also have access to a small amount of spells from the Paladin and Ranger spell list.

Level     Spell Level      Number of Copies    Summon CR Level
1st                  -                           -                                 1/4
2nd               1st                       2                                 1/4
3rd                1st                       3                                  1/2
4th                 1st                      4                                  1/2
5th                 2nd                    2                                  1
6th                 2nd                    3                                  1
7th                 2nd                    3                                  2
8th                 2nd                    3                                  2
9th                 3rd                     2                                  3
10th               3rd                      3                                  3
11th                3rd                      3                                  4
12th               3rd                      3                                  4
13th                4th                     2                                  5
14th                4th                     3                                  5
15th                4th                     3                                  6
16th                4th                     3                                  7
17th                5th                     2                                  8 
18th                5th                     2                                  9
19th                5th                     2                                  10
20th               5th                     2                                  Any


Creature Summoning

At 1st level, you gain the ability to summon creatures from the cards in your deck, doing this takes an action and can summon them adjacent to you as long as there is room for the size of the creature. You can control a number of summons equal to half your proficiency bonus (rounded down) and they use your same initiative, but cannot take any actions the turn they are summoned. You can have as many creature cards in your deck, but cannot exceed your maximum deck size (which is determined by your Intelligence score). The table above determines the highest CR creatures you can have in your deck. You can communicate telepathically with your summon up to 1 mile. When you summon a creature it lasts for up to 1 minute, or dismiss it with a bonus action. If at any point your hit points drop to 0, your creatures disappear and you lose those creatures until you regain them back when you finish a long rest. If a creature you summon has ammunition, it is summoned with a full stack of ammunition for one carrying case (ex. 20 arrows in a quiver). When the creature disappears so does all of its ammunition. 

On each of your turns, you can use an Action to mentally Command any creature you summoned if th creature is on the same plane as you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the Commands to each one). You decide what action the creature will take and where it will move during its turn. If no Command is given to your summons they use their action to dodge.

When you are able to cast Spells, you can't cast concentration spells or concentrate on them while you summon or have a summon active. 

Creature Pool

At 1st level, you start with 1 copy of 6 different beast or humanoid creatures of CR 1/4 or less. Your deck can contain no more than 4 copies of any creature card. Whenever you gain a level you choose 1 beast or humanoid of a CR for which you have access too and that you have seen, then add it to your extra deck. You must have blank cards to add these new creatures or you can copy over one of your previous cards, if you do this it cannot be a card that was obtained using the Absorption feature and cannot be one of your Companion Cards.

Companion Bond

Starting at 1st level, you choose 2 beasts of CR 0 or lower to act as companion cards. Your companions act independently of you, but it always obeys your commands. When the companion drops to 0 Hit Points, it morphs back into its card and either returns to your hand or deck, your choice. While your companion is within 1 mile of you, you can communicate with it telepathically. As a bonus action, you can dismiss your companion. It disappears and returns to your hand or deck, your choice. Your companions last longer than your normal summons and can last a number of hours equal to your tarot summoner level. If your companion dies out of combat then you cannot summon that companion again until you finish short or long rest.

Spellbinding

At 2nd level, you know how to bind spells to your cards. When you find a spell of 1st level or higher that is on one of your lists, you can add it to a blank card if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can add the spell to your deck just like your other spells as long as you have have room.

Preparing and Using Cards

Your intelligence determines the size of your deck, you can only have a number of copies of each card determined by their character and spell level as shown in the table. To cast one of these spells. you must have the card in your hand. You regain all expended cards when you finish a long rest.

You prepare the deck of spells that are available for you to cast. To do so, choose a number of cards from your extra deck of cards equal to your Intelligence. The spells must be of a level for which you have spell access to (see table above).

You can change your list of prepared spells when you finish a short rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your tarot summoner spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell Attack modifier = your proficiency bonus + your Intelligence modifier.

Spellcasting Focus

You use your deck as a spellcasting focus for your spells.

Learning Spells of 1st Level and Higher

Each time you gain a tarot summoner level, you can add one spell of your choice to your extra deck. Each of these spells must be of a level for which you have spell level for. as shown on the Creature Caller table. On your adventures. you might find other spells that you can add to your extra deck. When you come across these you must have a blank card to transcribe the spell on. A deck of 20 blank cards cost 10GP on average.

Using a Card at a higher level

If you manage to have two of the same spell card in your hand you can discard both of them and cast it the spell at its next level as long as you have access to that spell level. If you have three of the same spell card you can discard all three to cast it at the next level as long as you have access to that spell level and choose one::

  • The damage is maximized
  • All creatures affected by the spell have advantage or disadvantage on the saving throw

True Pull

Starting at 2nd level, after you draw your initial hand, when you wish to draw a card you can forgo that draw and instead draw a creature card with a CR of 0 or lower. The CR goes up at certain levels up to 1/4 at 5th level, 1/2 at 9th level, 1 at 13th level, 2 at 17th level, 3 at 20th level.

Primal Link

Also at 2nd level, You can cast spells through your familiar as if it has cast them itself, but you must be within 100 feet of it and the familiar uses its reaction to cast the spell. Otherwise the spell is cast as if you had done so yourself. 

Absorption

Starting at 6th level, as an action, you can expend one of your cards in hand and target a creature you can see within 60ft, make a ranged spell attack and if you hit you deal 1d10 + tarot level + Intelligence modifier psychic to that creature. If the creature drops to 0 hit points with this damage it must make a Wisdom Saving Throw, on a failure the creature melds into one of your blank cards from your extra deck and becomes a permanent card. This creature must be equal to or lower then your tarot level and you must have a blank card available. It can be a creature of any type and doesn't have to be a beast or humanoid. A wish spell can release the creature or something of a similar power. 

Transcendence 

Also at 6th level, whenever you summon a creature its weapon attacks are considered magical when determining resistances.

Expendable Summons

At 10th level, you gain the ability to sacrifice your summoned creatures to heal yourself and your allies. As an action, you can dismiss one of your summoned creatures and distribute its remaining hit points to any creatures you can see within 60ft.

Limitless Summoning

Starting at 20th level, you are no longer restricted by the CR restrictions when adding a creature card to your deck or when using your absorption feature.