Spiritualist
Introduction
This sub class allows the Tarot Summoner to have a full range of spells up to 9th level. It takes its spells from the Bard, Cleric, Druid, Sorcerer and Wizard Spell lists.
Level Cantrips Spell Level # of Spell Copies # of Spell Level Allowed in Deck
1st 3 1st 3 Any
2nd 3 1st 4 Any
3rd 3 2nd 2 Any
4th 4 2nd 3 Any
5th 4 3rd 2 6
6th 4 3rd 3 6
7th 4 4th 2 5
8th 4 4th 3 5
9th 4 5th 2 4
10th 5 5th 3 4
11th 5 6th 1 3
12th 5 6th 2 3
13th 5 7th 1 2
14th 5 7th 2 2
15th 5 8th 1 1
16th 5 8th 1 1
17th 5 9th 1 1
18th 5 9th 1 1
19th 5 9th 1 1
20th 5 9th 1 1
Spellbinding
At 1st 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.
Cantrips
At 1st level, you gain three cantrips cards of your choice from the bard, cleric, druid, sorcerer or wizard spell list. When you use cantrip cards they are not discarded after use, instead they remain in your hand or you can shuffle it back into your deck. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.
Starting Deck
At 1st level, you have one copy of 6 different cards of your choice from the bard, cleric, druid, sorcerer or wizard spell list.
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. Your deck can contain a number of spells of a certain level determined by the table above. 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 long 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 spell card 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. You must have blank cards to add these spells to your extra deck, or you can copy over a previous spell card. Each of these spells must be of a level for which you have spell level for. as shown on the Spiritualist 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
Foresee
Starting at 2nd level, when combat starts and you draw your hand of cards you can choose to draw one less card and search your deck for a cantrip card and add it to your hand. You can do this whenever you draw a card after your initial draw. This increases to higher spell level as you gain levels in this class. It goes up to a 1st level spell at 5th level, 2nd level spell at 9th level, 3rd level spell at 13th level, 4th level at 17th level.
New Deck+
Also at 2rd level, you can now create more decks to suit your needs. You can have a number of decks equal to your Intelligence Modifier, but only one can be active at a time. Each deck must be unique and cannot contain any of the same cards as any other deck except cantrips. This constraint is changed at certain levels. It goes up to a 1st level spell at 5th level, 2nd level spell at 9th level, 3rd level spell at 13th level, 4th level at 17th level. You can switch your active deck during a short rest.
Empowering Flow
Starting at 6th level, you add your spellcasting ability modifier to all your damaging spell cards. Also, you can use an action and bonus action spell card of 1st level or higher on the same turn.
Gambit
At 10th level, you try to predict the notions and movements of your enemies. As an action you can imbue a 5ft cube area within 5ft of you with one of your cards, these last for 1 minute or until you move. The card disappears as it normally would when you use it. When you do it gains the following benefits based on if its a ranged spell or not:
Melee/Touch Spells: Any creature that moves into that space triggers the effect of the spell and the spell is cast as though the creature was surprised.
Range Spells: When a creature makes a ranged attack at you, you can use your reaction to cast the spell before the incoming attack as long as its in the spells range.
Also, if a creature would cast a spell that has the same name as a card you used for Gambit and is within 60ft, you can use your reaction to dismiss your Gambit card of the same name and counterspell it regardless of the level cast.
You can only have a number of Gambit cards activated at one time equal to your Intelligence Modifier.
Heart of the Cards
Starting at 20th level, whenever you take damage from a hostile creature you can search your deck for any card and add it to your hand. Also, you are no longer restricted by the maximum number of cards in your hand.