Bearmit Crab's Cave

Cardcaptor Sakura Homebrew for 5e, part 3 - Clow Cards

And last but certainly not least is the actual Clow Cards themselves. In the series itself, the Clow Cards exist because Clow Reed foresaw Sakura Kinamoto and her immense magical powers, and made the cards and the sealing wand as a way to train her and help her develop her own powers, but we only really ever see her use the cards. Still, the fact that they exist as a training tool, rather than an independent power of their own influenced some of the design choices I made here - mostly how the cards don't cast the spells, but rather add the spell to your spells known/prepared and still require the character's spell slots to use.

One thing that is commented on throughout the series (and it part of the training aspect) is how some of cards are physically exhausting for Sakura to use, with the level of exhaustion decreasing as she gains more experience. Hence the weird exhaustion casting mechanic that really doesn't gel with 5e, but seems like a good way to adapt the source material, and give non-casters a chance to use a card if they happen to end up with one.

This exhaustion is also a major aspect of the second arc of the series, when Sakura is converting the cards from Clow Cards into Sakura Cards, which I represented with not allowing upcasting of the spells until after passing judgement, with the exhaustion casting mechanic.

Most of the cards just give access to an existing spell, mostly because coming up with 52 different effects felt exhausting. The primary vs secondary card split is based on the series, with the sealing mechanic limited to the Primary cards as part of the role (with the exception of the Wood, which is the only other card used in that manner in the series). That said, you can still knock a living Card down to 0 hp with an ability from a secondary card and capture it that way. But if you decide to use this, have a character start with a primary card to get them going.


Clow Cards

Wondrous Item. Legendary (requires attunement).

Each Clow Card provides access to different effects and abilities, but most frequently provides access to a spell by adding it to the attuned characters prepared or known spells. When casting a spell with a Clow Card, it still uses the casters spell slots, although the card replaces any material components used by the spell. If the caster does not have the right level spell slot, they may still cast the spell using the highest level spell slot they have, but when casting the spell in the manner, they gain 1 level of exhaustion for 2 x (level spell - Level of spell slot used) hours after using the card. This exhaustion cannot be removed by any manner other than the passage of time.

Clow Cards that have been released from the Clow Book frequently cause chaos until they are sealed by the bearer of the Sealing Wand. This chaos can range from mild tricks to active harm to innocents. Use the Living Spell stat block for any Clow Card acting in such a manner. Some Clow Cards, however, will be found as cards and will simply attune themselves to the first person to find them.

Clow Card require attunement. Someone not attuned to the Book of Clow can attune to 5 Clow Cards for one attunement slot. They collectively count as 1 attuned item for anything that counts the number of attuned items. Once all 52 Clow Cards are attuned to an individual, each individual will be judged by Yue.

Once someone has passed judgment by Yue, they can unlock greater power for each card. The first time they use a card after Judgement, they can use a 9th level spell slot (using the special exhaustion casting rules for the cards) to cast it instead. If they do so, the card allows them to upcast the spells contained within them going forward.

Casting a spell from a Clow Card always requires verbal, material, and somatic components. The material component in each case is the card itself, instead of what material component the spell may usually need. The clow cards can also be used for the material components of any divination spell.

Primary Cards

These six cards rule over the rest of the Clow Cards. In addition to their other abilities, they can be used to attempt to bind a Clow Card. As an action, the user can use one of these cards to attempt to bind a released Clow Card. The Clow Card must make a Constitution Save against the user's spell save DC. If the Card used to bind the released Clow Card is the one that rules over the card in question, it has disadvantage on the save.

Card Effect Rules Over
The Dark The possession of this card gains access to the following spells:
Any level - Darkness
4th level spell - Shadow of Moil
8th level spell - Maddening Darkness, Demiplane (The demiplane is filled with darkness that only the owner of the card can see through and that can only be dispelled through The Light card)
The Change; The Dream; The Erase; The Illusion; The Silent; The Sleep; The Time
The Earthy Possessing this card allows the user to cast Mold Earth as a cantrip. They also gain access to the following spells:
1st level spell - Earth Tremor
2nd level spell - Maximillian's Earthen Grasp
3rd level spell - Erupting Earth
5th level spell - Transmute Rock, Wall of Stone
6th level spell - Bones of the Earth, Move Earth
8th level spell - Earthquake
The Flower; The Libra; The Lock; The Loop; The Maze; The Mirror; The Sand; The Shield
The Firey Possessing this card allows the user to cast Firebolt and Produce Flame as a cantrip. They also gain access to the following spells:
1st level spell - Burning Hands
2nd level spell - Scorching Ray, Flaming Sphere
3rd level spell - Fireball
4th level spell - Wall of Fire
5th level spell - Immolation, Flame Strike
7th level spell - Fire Storm
8th level spell - Incendiary Cloud
The Arrow; The Fight; The Power; The Shot; The Sword; The Through; The Thunder; The Twin
The Light Possessing this card allows the user to cast Light as a cantrip. They also gain access to the following spells:
3rd level spell - Daylight
5th level spell - Wall of Light, Dawn
6th level spell - Sunbeam
8th level spell - Sunburst
The Big; The Create; The Glow; The Little; The Return; The Shadow; The Sweet
The Watery Possessing this card allows the user to cast Shape Water as a cantrip. They also gain access to the following spells:
1st level spell - Create or Destroy Water
3rd level spell - Tidal Wave, Wall of Water
4th level spell - Control Water, Watery Sphere
5th level spell - Maelstrom
8th level spell - Tsunami
The Bubbles; The Cloud; The Freeze; The Mist; The Rain; The Snow; The Wave; The Wood
The Windy Possessing this card allows the user to cast Gust as a cantrip. They also gain access to the following spells:
1st level spell - Warding Wind
2nd level spell - Gust of Wind
3rd level spell - Wind Wall
5th level spell - Control Winds
7th level spell - Whirlwind
The Dash; The Float; The Fly; The Jump; The Move; The Song; The Storm, The Voice

Secondary Cards

Card Effect Ruled By
The Arrow Transforms the Sealing Wand into a magical shortbow that creates its own ammunition. After level 5 the shortbow is a +1, after level 10 it is a +2, after level 15 it is a +3. Lasts for 1 hour or until dismissed.

Uses a 1st level spell slot and requires concentration.
The Firey
The Big Casts Enlarge.

Uses a 1st level spell slot.
The Light
The Bubbles Produces a large amount of soap bubbles in a 10ft cube, instantly cleaning anything in the area. The bubbles cover the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the Duration.

When the bubbles appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Uses a 1st level spell slot.
The Watery
The Change Swaps 2 beings as if they are both affected by Magic Jar. Can be used 1/day. If not reverted within 1 week, change becomes permanent.

Uses a 6th level spell slot
The Dark
The Cloud Allows caster to create and disperse clouds in the sky and to manipulate clouds in any way they want for 1 hour.

Uses a 2nd level spell slot and requires concentration.
The Watery
The Create As a bonus action while concentrating on an Illusion spell of 1st level or higher, you can choose one object or creature that is part of the illusion and make that object or creature real. The object or creature acts in the manner you instruct it when making it real. The object or creature disappears when the illusion ends and ceases to act if you lose concentration on it.

Uses a 3rd level spell slot and requires concentration.
The Light
The Dash Doubles the targets speed and lets them Dash as a bonus action for 1 minute.

Uses a 1st level spell slot and requires concentration.
The Windy
The Dream Casts Dream.

Uses a 5th level spell slot.
The Dark
The Erase Casts Modify Memory, but only to remove an object or event from a creatures memory.

Uses a 5th level spell slot.
The Dark
The Fight Makes the user's unarmed attacks do 1d4+Spellcasting Modifier. At level 10 it scales to 1d6+Spellcasting Modifier. Lasts for 1 hour, until dismissed, or until the user loses concentration.

Uses a 1st level spell slot and requires concentration.
The Firey
The Float Casts Levitate.

Uses a 2nd level spell slot.
The Windy
The Flower Casts Plant Growth - but limited to the instant option and only affecting flowers.

Uses a 1st level spell slot.
The Earthy
The Fly If user is below 10th level, causes the Sealing Wand to grow wings and operate like a Broom of Flying until dismissed. If user is above 10th level, causes wings to grow from the users back, giving them a fly speed of 60 ft. Wings last for 1 hour or until dismissed.

Uses a 3rd level spell slot and requires concentration
The Windy
The Freeze Allows you to freeze all water in a 100 ft cube. The water unfreezes in 1 hour.

Uses a 2nd level spell slot.
The Watery
The Glow Casts Dancing Lights, but can create up to 20 lights.

Uses a 1st level spell slot and requires concentration.
The Light
The Illusion Cast Major Image.

Uses a 3rd level spell slot.
The Dark
The Jump Casts Jump.

Uses a 1st level spell slot.
The Windy
The Libra Casts Zone of Truth.

Uses a 2nd level spell slot.
The Earthy
The Little Casts Reduce.

Uses a 1st level spell slot
The Light
The Lock Casts Arcane Lock but can only be opened by the Sealing Wand in its key form.

Uses a 2nd level spell slot.
The Earthy
The Loop Allows user to link to spaces together of their level in width and infinite height. Lasts for 1 hour.

Uses a 3rd level spell slot.
The Earthy
The Maze Casts Maze.

Uses a 7th level spell slot.
The Earthy
The Mirror Casts Simulacrum, but only takes 1 action, and the simulacrum only has 1 hp.

Uses a 6th level spell slot.
The Earthy
The Mist Casts Fog Cloud, but all creatures and objects within the area of the fog take 1d6 acid damage each turn.

Uses a 2nd level spell slot.
The Watery
The Move Uses Minor Conjuration class feature.

Uses a 1st level spell slot.
The Windy
The Power Raises the user's strength to 24 for 1 hour.

Uses a 3rd level spell slot and requires concentration.
The Firey
The Rain Casts Control Weather, but only allows the user to change the precipitation level while warm. Can change things two levels at a time.

Uses a 4th level spell slot.
The Watery
The Return Allows the user to witness events from the past in an event. How far back you can witness depends on spell slot used. The Light
The Sand Casts Move Earth, but only effects sand and effects up to 100 ft. Changes happen in 6 seconds.

Uses 1st level spell slot.
The Earthy
The Shadow Summons a Shadow under the control of the user.

Uses 2nd level spell slot.
The Light
The Shield Casts Shield or Wall of Force at their normal spell slots. The Earthy
The Shot Casts Magic Missile.

Uses a 1st level spell slot.
The Firey
The Silent Casts Silence.

Uses a 2nd level spell slot.
The Dark
The Sleep Casts Sleep at 5th level.

Uses a 4th level spell slot.
The Dark
The Snow Casts Control Weather, but only allows the user to change the precipitation level while cold. Can change things 2 levels at a time.

Uses a 4th level spell slot.
The Watery
The Song Casts Minor Illusion to perfectly mimic someone's voice.

Uses a 1st level spell slot
The Windy
The Storm Casts Call Lightning.

Uses a 3rd level spell slot.
The Windy
The Sweet Makes all food within 30 ft unbearably sweet.

Uses a 1st level spell slot.
The Light
The Sword Transforms the Sealing Wand into a magical rapier. After level 5 the rapier is a +1, after level 10 it is a +2, after level 15 it is a +3

Uses a 1st level spell slot and requires concentration.
The Firey
The Through Casts Etherealness.

Uses a 7th level spell slot.
The Firey
The Thunder Casts Lightning Bolt.

Uses a 3rd level spell slot.
The Firey
The Time Casts Time Stop.

Uses a 9th level spell slot.
The Dark
The Twin Creates a duplicate of the targeted creature or object. Duplicate lasts for user's level in minutes and follows the commands of the user.

Uses a 4th level spell slot.
The Firey
The Voice Steals a target creature's voice for user's level in minutes.

Uses a 1st level spell slot.
The Windy
The Wave Casts Control Water, but is limited to the Redirect Flow option.

Uses a 2nd level spell slot.
The Watery
The Wood Casts Entangle or Wall of Thorns at their normal spell slots.

Can also be used like a Primary Clow Card to bind another Clow Card without using a spell slot.
The Watery

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