Vion444
2017-05-24, 08:18 AM
Duelist
Duelists found magical cards embued with magic. These cards, when presented, allow for many things to occur. A monster may appear, or a spell like effect cast. Only the duelist knows for sure what may or may not happen.
Class Features
Hit die: 1d8
Hitpoints at first level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8(or 5) +constitution modifier
Proficiencies
See Wizard Level table for profeciency bonus
Armor: None
Weapons: Choice of single martial weapon, simple weapons
Saving Throws: Charisma, Wisdom
Skills: Choose two from History, Insight, Preception, Persuasion, Deception and investigation.
Equipment
You start with the following equipment. in addition to the equipment granted by your background:
Magical deck of 40 (already attuned)
Martial melee weapon (must be profecient) or shortsword
Martial ranged weapon (must be profecient) or shortbow
20 amunition for ranged weapon
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
Casting Cards:
At level 1 a dulist's max casting points is 5 plus their charisma modifier. Each level grants an extra 2 plus charisma modifier points for casting.
To cast a monster, expend points equal to it's level. Higher leveled monsters (5+) require that a previously summoned creature(s) be sent to the graveyard.
To cast a spell/trap expend 2 points. Spells go off immediately, while traps need a designated trigger, chosen by the caster. Some traps have limit on their triggers.
Upon use, the card gets burned and sent to the caster's "graveyard." The cards reappear to the duelist's deck once the light of dawn can be seen. Cards that are "banished" through the effects of another duelist cannot be regained until the duelist is able to find them again or gains a card to summon them to him/her.
Leveling up:
Level 1:
Lingering summon: At level 1 creatures of level 3 or below may linger until they choose to leave or the caster dismisses them.
Duelist's rest: Upon a short rest, the duelist may roll to regain 1d8 +char casting points. All casting points are recovered on a long rest.
Creature summon: Can have 1 +half char (rounded down) creatures summoned at the same time.
Level 3:
Duelist's path: A dueler chooses a path to take. They can choose Elementalist, Clan Duelist, or Caster. Each shall be detailed in a later post.
Level 4:
Ability score improvement
Level 6:
Creature Summon: Can have 2 + half char(rounded down) creatures summoned at the same time.
Duelist's path: Gain feature from Duelist's Path.
Duelists found magical cards embued with magic. These cards, when presented, allow for many things to occur. A monster may appear, or a spell like effect cast. Only the duelist knows for sure what may or may not happen.
Class Features
Hit die: 1d8
Hitpoints at first level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8(or 5) +constitution modifier
Proficiencies
See Wizard Level table for profeciency bonus
Armor: None
Weapons: Choice of single martial weapon, simple weapons
Saving Throws: Charisma, Wisdom
Skills: Choose two from History, Insight, Preception, Persuasion, Deception and investigation.
Equipment
You start with the following equipment. in addition to the equipment granted by your background:
Magical deck of 40 (already attuned)
Martial melee weapon (must be profecient) or shortsword
Martial ranged weapon (must be profecient) or shortbow
20 amunition for ranged weapon
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
Casting Cards:
At level 1 a dulist's max casting points is 5 plus their charisma modifier. Each level grants an extra 2 plus charisma modifier points for casting.
To cast a monster, expend points equal to it's level. Higher leveled monsters (5+) require that a previously summoned creature(s) be sent to the graveyard.
To cast a spell/trap expend 2 points. Spells go off immediately, while traps need a designated trigger, chosen by the caster. Some traps have limit on their triggers.
Upon use, the card gets burned and sent to the caster's "graveyard." The cards reappear to the duelist's deck once the light of dawn can be seen. Cards that are "banished" through the effects of another duelist cannot be regained until the duelist is able to find them again or gains a card to summon them to him/her.
Leveling up:
Level 1:
Lingering summon: At level 1 creatures of level 3 or below may linger until they choose to leave or the caster dismisses them.
Duelist's rest: Upon a short rest, the duelist may roll to regain 1d8 +char casting points. All casting points are recovered on a long rest.
Creature summon: Can have 1 +half char (rounded down) creatures summoned at the same time.
Level 3:
Duelist's path: A dueler chooses a path to take. They can choose Elementalist, Clan Duelist, or Caster. Each shall be detailed in a later post.
Level 4:
Ability score improvement
Level 6:
Creature Summon: Can have 2 + half char(rounded down) creatures summoned at the same time.
Duelist's path: Gain feature from Duelist's Path.