Tarot Summoner


Creating A Tarot Summoner

As you make your Tarot Summoner character, think about your connection to where you learned your skills and spent your formative years. were you an orphan or a child left on the streets? Did your parents train you in your arts? Did you enter a secluded life to hide from a crime you committed? Or did you choose to find a mentor to train you?

Consider why you left. Did your mentor choose you for a particularly important mission beyond the others? Perhaps you were cast out because of some violation of the rules. Did you dread leaving, or were you happy to go? is there something you hope to accomplish outside in the world? Are you eager to return to your home?

Quick Build

You can make a Tarot Summoner quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Wisdom. Second choose the Entertainer background.


  • Hit Dice: 1d6 per Tarot Summoner level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Tarot Summoner level after 1st.


  • Armor: None
  • Weapons: Simple
  • Saving Throws: Intelligence, Charisma 
  • Skills: Choose any three from Animal Handling, Arcana,  History, Perception, Performance, Sleight of Hand and Stealth.


You start with the following equipment, in addition to the equipment granted by your background.

  • • (a) any simple weapon, (b) a dagger
  • • (a) a deck of 10 blank cards
  • • (a) a diplomat's pack or (b) an scholar's pack
  • • You start with a number of gold equal to the total of 3d4 x10  if you don't choose your basic equipment.

Diviner Deck

At 1st level, you choose the deck that you wish to build. The deck becomes bonded to you and you can dismiss it can call it to you at will. Over a long rest you can bond to your new deck if you change the cards in it. Any extra cards that don't go into your deck go into your extra deck. A deck that doesn't have a limit on how many cards it can have in it, but remain inactive and cannot be used to cast spells from. 

You have access only to cantrip cards and creature cards of CR 0 from the cards in your deck when you are not in combat and can cast them as normal, but follow the same rules. When you use a card it is sent to the discard deck and cannot be used again until you finish a long rest. You must have one hand to hold your cards and one hand to use/cast your cards. 

Any spell cards that have a non-consumable gold value are greyed out and unusable until you inscribe the item into your card. Once you do the item is consumed and the card becomes usable.

You can start combat against a creature you consider hostile. If you do this you can draw you cards as normal but must use your next card against the creature you consider hostile. If you do not any cards you used are canceled and you must send the rest of the cards in your hand to the discard pile.

Any spell cards that have a consumable gold value are greyed out and unusable until you inscribe the item into your card. Once you do the item is consumed and the card becomes usable. Once you use that card it becomes greyed out again and unusable until you inscribe them again with the correct item.

Destiny Draw

Starting at 1st level, when combat starts you randomly draw a number of cards equal to your Intelligence Modifier. At the start of your turn, you can draw a card from your deck at random as long as you don't exceed the number of cards equal to your Intelligence Modifier. Whenever you use a creature card or a spell card of 1st level or higher the card is sent to the discard deck where you can not draw from. Any cards you don't use during combat are shuffled back into your deck.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. 

Tribute Fusion

Starting at 18th level, you can create stronger creature and spell cards by combining two cards together. Only creature cards can be fused with other creature cards and the same is true with spell cards. Depending on the cards being fused, they gain the fused benefits:

Spell Cards: They gain the effects of both cards, their damage is added together. If one of the spells is a saving throw and the other is an attack roll you choose which one to use. If the the attack roll hits or they fail the saving throw it acts if the other was successful in hitting the target.  If two healing spell cards are fused, both dice are added together then maximized. 

Creature Cards: Its AC is +1 to whichever one is the highest and that becomes its new AC. The creature with the lowest hit points has them halved (rounded up), then added to the creature with the highest hit points and this becomes its new hit point maximum. Its Core stats become the highest one from either creature. It gains all resistances, immunities, vulnerabilities, languages, senses, speeds, reactions, features and attacks of both creatures. Its CR is whichever one of the creatures was the highest. The creature's size is the largest size between the two creatures, but takes the form of either creature.