Zarion
2018-08-15, 03:21 PM
I was reviewing some old 3.5 3rd party material and found a class that I really like and decided to try and convert it to 5e. I've never created a 5e class before so I would be grateful for any advice on its balance level or suggestions for changes.
Here is the original class, it's copied almost perfectly from the original book.
https://www.dandwiki.com/wiki/Tarot_Mage_(3.5e_Class)
Here is a pdf of the original book itself.
http://www.magicgatebg.com/Books/Encyclopaedia%20Arcane%20-%20Tarot%20Magic.pdf
TAROT MAGE
As a tarot mage, you gain the following Class Features.
Hit Points
Hit Dice: 1d6 per tarot mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per tarot mage level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: tarot cards
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Starting Equipment
You start with the following items, plus anything provided by your background.
(a) a Quarterstaff or (b) a Dagger
(a) a Scholar's Pack or (b) an Explorer's Pack
a Tarot Deck
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting
2
-
-
-
-
-
-
-
-
2nd
+2
Tarot Draw
3
-
-
-
-
-
-
-
-
3rd
+2
Create Minor Arcana
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
4
3
-
-
-
-
-
-
-
5th
+3
4
3
2
-
-
-
-
-
-
6th
+3
Tarot Draw Feature
4
3
3
-
-
-
-
-
-
7th
+3
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
4
3
3
2
-
-
-
-
-
9th
+4
Create Major Arcana
4
3
3
3
1
-
-
-
-
10th
+4
Tarot Draw Feature
4
3
3
3
2
-
-
-
-
11th
+4
4
3
3
3
3
1
-
-
-
12th
+4
Ability Score Improvement
4
3
3
3
3
1
-
-
-
13th
+5
4
3
3
3
3
1
1
-
-
14th
+5
Tarot Draw Feature
4
3
3
3
3
1
1
-
-
15th
+5
4
3
3
3
3
1
1
1
-
16th
+5
Ability Score Improvement
4
3
3
3
3
1
1
1
-
17th
+6
4
3
3
3
3
1
1
1
1
18th
+6
Tarot Draw Feature
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
3
3
3
3
2
1
1
1
20th
+6
Three Card Spread
4
3
3
3
3
2
2
1
1
Spellcasting
Tarot Deck
At 1st level, you have a Tarot Deck containing six Minor Arcana and three Major Arcana (except for XXI - The World) of your choice. Each time you gain a tarot mage level, you can add two Minor Arcana of your choice to your Tarot Deck for free. Each of these Minor Arcana must allow the casting of a spell for which you have Spell Slots.
Casting Spells
The tarot mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Just as a wizard must have his spellbook in order to prepare spells, the tarot mage must have his tarot cards, both Minor Arcana and Major Arcana, through which to focus arcane power. The Tarot Mage does not need to specify individual spells per day: As long as a tarot mage has a certain tarot card and he is of the requisite level, the mage can cast any spell associated with the card from the Tarot Mage spell list.
Spell Mimic
In addition, a tarot mage may cast spells from the wizard spell list using the appropriate combination of Minor Arcana. These spells utilize the same spell slots as the normal Tarot Mage spells. Each suit of the Minor Arcana corresponds to two of the arcane schools. Except for cantrips, spells need two cards to be cast; the first corresponds to the level of the arcane school and the second corresponds to the particular effect. Both cards must be revealed when the spell is cast, and are returned to your deck when the spell is finished.
For example, in order to cast magic missile, the tarot mage must have the Two of Swords and the Page of Swords as well as a spell slot of 1st level or higher available. The Two of Swords allows the mage to cast a first level Evocation spell and the Page of Swords defines the evocation as magic missile.
Number
Spell Level
Ace
Cantrip
Two
1st
Three
2nd
Four
3rd
Five
4th
Six
5th
Seven
6th
Eight
7th
Nine
8th
Ten
9th
Suit
Arcane School
Pentacles
Conjuration and Transmutation
Cups
Enchantment and Illusion
Swords
Evocation and Necromancy
Wands
Abjuration and Divination
Spellcasting Ability
Intelligence is your spellcasting ability for your tarot mage spells, since you learn your spells through dedicated study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tarot mage 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 can use your tarot deck as a spellcasting focus for your tarot mage spells.
Tarot Draw
When you reach 2nd level you begin drawing from your Tarot Deck, you draw a card at random from all Major Arcana, each card grants features, you can choose to draw a card upon a short rest, and always draw a card upon a long rest. When a new card is drawn, its features replace the previous cards features. You gain additional features at 2nd level and again at 6th, 10th, 14th, and 18th level.
Number
Name
Ability Score
Meta
Suit
0
The Fool
None
None
None
I
The Magician
Intelligence
Extend
Pentacles
II
The High Priestess
Wisdom
Extend
Cups
III
The Empress
Constitution
Extend
Swords
IV
The Emperor
Charisma
Extend
Wands
V
The Hierophant
Dexterity
Distant
Pentacles
VI
The Lovers
Charisma
Distant
Cups
VII
The Chariot
Dexterity
Distant
Swords
VIII
Strength
Strength
Distant
Wands
IX
The Hermit
Wisdom
Quickened
Pentacles
X
Wheel of Fortune
Intelligence
Quickened
Cups
XI
Justice
Wisdom
Quickened
Swords
XII
The Hanged Man
Dexterity
Quickened
Wands
XIII
Death
Intelligence
Heightened
Pentacles
XIV
Temperance
Intelligence
Heightened
Cups
XV
The Devil
Intelligence
Heightened
Swords
XVI
The Tower
Strength
Heightened
Wands
XVII
The Star
Constitution
Twinned
Pentacles
XVIII
The Moon
Dexterity
Twinned
Cups
XIX
The Sun
Constitution
Twinned
Swords
XX
Judgement
Constitution
Twinned
Wands
XXI
The World
All
All
All
Ability Score Enhancement
Beginning at 2nd level, when you draw a card you gain your proficiency bonus to the specified ability score. As normal, you cant increase an ability score above 20 using this feature.
Extra Spells
Starting at 6th level, you can use an additional number of spell slots within the specified suit equal to your Intelligence modifier. These can be used on spells up to a maximum level equal to your Intelligence modifier, capped at 5. You regain all additional spells when you finish a short rest.
Suit Metamagic
Beginning at 10th level, you can apply the specified metamagic effect to any spell within the specified suit. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short rest.
Deck Metamagic
Starting at 14th level, you can apply the specified metamagic effect to any spell. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.
Extreme Ability Score
Beginning at 18th level, your maximum for the specified ability score is increased to 24, and the card can increase the specified ability score past 20.
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 cant increase an ability score above 20 using this feature.
Create Minor Arcana
At 3rd level, the tarot mage gains the ability to create additional Minor Arcana. Each Minor Arcana requires 50 gp of inks and material to craft, and takes at least 8 hours to complete.
Create Major Arcana
At 9th level, the tarot mage gains the ability to create additional Major Arcana. Each Major Arcana requires 100 gp of inks and material to craft, and takes at least 16 hours to complete. Except for XXI The World, which requires 200 gp of inks and material to craft, and takes at least 32 hours to complete.
Three Card Spread
At 20th level, when you draw a card for your Tarot Draw, you instead draw three cards and select the desired card from those.
Here is the original class, it's copied almost perfectly from the original book.
https://www.dandwiki.com/wiki/Tarot_Mage_(3.5e_Class)
Here is a pdf of the original book itself.
http://www.magicgatebg.com/Books/Encyclopaedia%20Arcane%20-%20Tarot%20Magic.pdf
TAROT MAGE
As a tarot mage, you gain the following Class Features.
Hit Points
Hit Dice: 1d6 per tarot mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per tarot mage level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: tarot cards
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Starting Equipment
You start with the following items, plus anything provided by your background.
(a) a Quarterstaff or (b) a Dagger
(a) a Scholar's Pack or (b) an Explorer's Pack
a Tarot Deck
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting
2
-
-
-
-
-
-
-
-
2nd
+2
Tarot Draw
3
-
-
-
-
-
-
-
-
3rd
+2
Create Minor Arcana
4
2
-
-
-
-
-
-
-
4th
+2
Ability Score Improvement
4
3
-
-
-
-
-
-
-
5th
+3
4
3
2
-
-
-
-
-
-
6th
+3
Tarot Draw Feature
4
3
3
-
-
-
-
-
-
7th
+3
4
3
3
1
-
-
-
-
-
8th
+3
Ability Score Improvement
4
3
3
2
-
-
-
-
-
9th
+4
Create Major Arcana
4
3
3
3
1
-
-
-
-
10th
+4
Tarot Draw Feature
4
3
3
3
2
-
-
-
-
11th
+4
4
3
3
3
3
1
-
-
-
12th
+4
Ability Score Improvement
4
3
3
3
3
1
-
-
-
13th
+5
4
3
3
3
3
1
1
-
-
14th
+5
Tarot Draw Feature
4
3
3
3
3
1
1
-
-
15th
+5
4
3
3
3
3
1
1
1
-
16th
+5
Ability Score Improvement
4
3
3
3
3
1
1
1
-
17th
+6
4
3
3
3
3
1
1
1
1
18th
+6
Tarot Draw Feature
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
4
3
3
3
3
2
1
1
1
20th
+6
Three Card Spread
4
3
3
3
3
2
2
1
1
Spellcasting
Tarot Deck
At 1st level, you have a Tarot Deck containing six Minor Arcana and three Major Arcana (except for XXI - The World) of your choice. Each time you gain a tarot mage level, you can add two Minor Arcana of your choice to your Tarot Deck for free. Each of these Minor Arcana must allow the casting of a spell for which you have Spell Slots.
Casting Spells
The tarot mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Just as a wizard must have his spellbook in order to prepare spells, the tarot mage must have his tarot cards, both Minor Arcana and Major Arcana, through which to focus arcane power. The Tarot Mage does not need to specify individual spells per day: As long as a tarot mage has a certain tarot card and he is of the requisite level, the mage can cast any spell associated with the card from the Tarot Mage spell list.
Spell Mimic
In addition, a tarot mage may cast spells from the wizard spell list using the appropriate combination of Minor Arcana. These spells utilize the same spell slots as the normal Tarot Mage spells. Each suit of the Minor Arcana corresponds to two of the arcane schools. Except for cantrips, spells need two cards to be cast; the first corresponds to the level of the arcane school and the second corresponds to the particular effect. Both cards must be revealed when the spell is cast, and are returned to your deck when the spell is finished.
For example, in order to cast magic missile, the tarot mage must have the Two of Swords and the Page of Swords as well as a spell slot of 1st level or higher available. The Two of Swords allows the mage to cast a first level Evocation spell and the Page of Swords defines the evocation as magic missile.
Number
Spell Level
Ace
Cantrip
Two
1st
Three
2nd
Four
3rd
Five
4th
Six
5th
Seven
6th
Eight
7th
Nine
8th
Ten
9th
Suit
Arcane School
Pentacles
Conjuration and Transmutation
Cups
Enchantment and Illusion
Swords
Evocation and Necromancy
Wands
Abjuration and Divination
Spellcasting Ability
Intelligence is your spellcasting ability for your tarot mage spells, since you learn your spells through dedicated study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tarot mage 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 can use your tarot deck as a spellcasting focus for your tarot mage spells.
Tarot Draw
When you reach 2nd level you begin drawing from your Tarot Deck, you draw a card at random from all Major Arcana, each card grants features, you can choose to draw a card upon a short rest, and always draw a card upon a long rest. When a new card is drawn, its features replace the previous cards features. You gain additional features at 2nd level and again at 6th, 10th, 14th, and 18th level.
Number
Name
Ability Score
Meta
Suit
0
The Fool
None
None
None
I
The Magician
Intelligence
Extend
Pentacles
II
The High Priestess
Wisdom
Extend
Cups
III
The Empress
Constitution
Extend
Swords
IV
The Emperor
Charisma
Extend
Wands
V
The Hierophant
Dexterity
Distant
Pentacles
VI
The Lovers
Charisma
Distant
Cups
VII
The Chariot
Dexterity
Distant
Swords
VIII
Strength
Strength
Distant
Wands
IX
The Hermit
Wisdom
Quickened
Pentacles
X
Wheel of Fortune
Intelligence
Quickened
Cups
XI
Justice
Wisdom
Quickened
Swords
XII
The Hanged Man
Dexterity
Quickened
Wands
XIII
Death
Intelligence
Heightened
Pentacles
XIV
Temperance
Intelligence
Heightened
Cups
XV
The Devil
Intelligence
Heightened
Swords
XVI
The Tower
Strength
Heightened
Wands
XVII
The Star
Constitution
Twinned
Pentacles
XVIII
The Moon
Dexterity
Twinned
Cups
XIX
The Sun
Constitution
Twinned
Swords
XX
Judgement
Constitution
Twinned
Wands
XXI
The World
All
All
All
Ability Score Enhancement
Beginning at 2nd level, when you draw a card you gain your proficiency bonus to the specified ability score. As normal, you cant increase an ability score above 20 using this feature.
Extra Spells
Starting at 6th level, you can use an additional number of spell slots within the specified suit equal to your Intelligence modifier. These can be used on spells up to a maximum level equal to your Intelligence modifier, capped at 5. You regain all additional spells when you finish a short rest.
Suit Metamagic
Beginning at 10th level, you can apply the specified metamagic effect to any spell within the specified suit. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short rest.
Deck Metamagic
Starting at 14th level, you can apply the specified metamagic effect to any spell. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.
Extreme Ability Score
Beginning at 18th level, your maximum for the specified ability score is increased to 24, and the card can increase the specified ability score past 20.
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 cant increase an ability score above 20 using this feature.
Create Minor Arcana
At 3rd level, the tarot mage gains the ability to create additional Minor Arcana. Each Minor Arcana requires 50 gp of inks and material to craft, and takes at least 8 hours to complete.
Create Major Arcana
At 9th level, the tarot mage gains the ability to create additional Major Arcana. Each Major Arcana requires 100 gp of inks and material to craft, and takes at least 16 hours to complete. Except for XXI The World, which requires 200 gp of inks and material to craft, and takes at least 32 hours to complete.
Three Card Spread
At 20th level, when you draw a card for your Tarot Draw, you instead draw three cards and select the desired card from those.