King of Games, 2nd Variant (5e Class)
From D&D Wiki
- 1 King of Games
- 1.1 Unite To Duel
- 1.2 Creating a King Of Games
- 1.3 Class Features
- 1.4 Standard Duelist Equipment
- 1.5 Draw
- 1.6 Shadow Games
- 1.7 Scanning Cards
- 1.8 Thrown Card
- 1.9 Trap Card
- 1.10 Pro Duelist
- 1.11 Tributing
- 1.12 Soulbound
- 1.13 Side Deck
- 1.14 Trap Card 2
- 1.15 Gaming Expertise
- 1.16 Monster Reborn
- 1.17 Trap Card 3
- 1.18 Dueling Spirit
- 1.19 Destiny Draw
- 1.20 Double Summon
- 1.21 Extra Deck
- 1.22 Pot of Greed
- 1.23 Call To Arms
- 1.24 Trap Card 4
- 1.25 Egyptian Gods
- 2 Dueling Styles
- 2.1 Riding Duelist
- 2.2 Action Duelist
- 2.3 Spirit Duelist
- 2.3.1 Deck Master
- 2.3.2 Bonded Hearts
- 2.3.3 Duelist Empowerment
- 2.3.4 Mark of the Crimson Dragon
- 2.3.5 Head of the Crimson Dragon
- 2.3.6 Wings of the Crimson Dragon
- 2.3.7 Foot of the Crimson Dragon
- 2.3.8 Hand of the Crimson Dragon
- 2.3.9 Tail of the Crimson Dragon
- 2.3.10 Heart of the Crimson Dragon
- 2.3.11 The Crimson Dragon
- 3 Trap Card
- 4 Starting Millennium Cards
King of Games
The young duelist is at the end of the line. With they're back against the wall, they have but one option: to believe in the heart of the cards. With one last draw, the duelist looks at the card and smiles. "My deck", the duelist says, "has no pathetic cards..."
Unite To Duel
A Duelist at heart-Based off of Yu-gi-oh. This individual was blessed with a gift of special cards from the gaming god Atem. These cards can capture the souls of spells and creatures allowing you to play Yu-gi-oh while you play dungeons and dragons. A summoner/spell-caster whose possible actions are chosen at random. with an effective spell level of a full caster. This can be a confusing class, not recommended for beginners. Access to a monster manual is required for this class. It is recommended that you write down the spells and monsters you have on index cards, then label them with numbers corresponding to your deck size.
Creating a King Of Games
When creating a King of Games, the very first thing you need to know is how you got your millennium cards. Did you just happen upon them by some strange coincidence? Were they given to you by someone special? Did you acquire them by a sinister way like theft? Why do you use your deck? Do you plan on reaching the title of "King of Games" like the great Pharaoh, Atem, and others before you or will you use your deck for your own personal gain? What is your bond with your deck? Are the cards simply a means to an end for you? Do you truly believe in the heart of the cards or is every card in your deck just as replaceable as a rock?
- Quick Build
You can make a King of Games quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the soldier background. Third, choose dagger, explorers pack, and gaming set.
As a King of Games you gain the following class features.
- Hit Points
Armor: light, shields
Tools: gaming set
Saving Throws: wisdom, charisma
Skills: choose 2 of the following, slight of hand, insight, deception, perception, persuasion, arcana, performance
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- leather armor
- (a) an explorer's pack or or (b) scholar's pack
- (a) a gaming set or or (b) a musical instrument
|Features||Draw Die D/S/E||Summon CR level||Spell Level||—Spell Slots per Spell Level—|
|1st||+2||Draw, Shadow Games, Standard Duelist Equipment, Scanning Cards||1d4||1||1st||2||—||—||—||—||—||—||—||—|
|2nd||+2||Trap Card 1, Thrown Card||1d4||2||1st||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Pro Duelist Tributing||1d4||4||2nd||4||3||—||—||—||—||—||—||—|
|6th||+3||Side Deck, Trap Card 2||1d6/1d4||6||3rd||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Gaming Expertise||1d6/1d4||8||4th||4||3||3||2||—||—||—||—||—|
|9th||+4||Monster Reborn, Trap Card 3||1d6/1d4||9||5th||4||3||3||3||1||—||—||—||—|
|10th||+4||Duel Spirit, Destiny Draw||1d8/1d6||9||5th||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement, Double Summon||1d8/1d6||10||6th||4||3||3||3||2||1||—||—||—|
|14th||+5||Pot of Greed||1d8/1d6/1d4||11||7th||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||1d10/1d8/1d6||12||8th||4||3||3||3||2||1||1||1||—|
|17th||+6||Call to Arms||1d10/1d8/1d6||13||9th||4||3||3||3||2||1||1||1||1|
|18th||+6||Trap Card 4||1d10/1d8/1d6||13||9th||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||1d12/1d10/1d8||14||9th||4||3||3||3||3||2||1||1||1|
Standard Duelist Equipment
Starting at first level, you gain the standard duelist equipment listed below. These are magic items that are bound to every duelist. They are gifted to you by the god Atem and cannot be sold or traded. While they are indestructible, they can be lost, so make sure to keep good track of them. The combined weight of this equipment is 1lb.
Millennium Cards= A set of 200 magical cards produced by the god Atem and given to worthy duelists. These cards can house the souls of creatures, magic, and items. These are displayed on the cards and referred to as monsters, spells, and traps. All of these Cards are initially blank and useless. they can only be "imprinted"(putting the soul of something onto a card) through class features. If these cards are left outside a soul "container"(Deck Box, Millennium Tin) for 1 hour the soul inside the Card is released and the Card returns to its blank state to be used again.
Dueling Deck= Choose a set of 3 monsters and one spell from the Starting Millennium Cards list(at the bottom of the class page). These cards become your dueling deck. Each Card in the Dueling Deck is given a number ranging from one to the highest number on your Draw Die shown in the Class Table. Cards in the dueling deck, side deck, or extra Deck can only be changed out (with cards from the millennium tin) during a long rest. Cards that are not in the deck can not be used.
Deck Box = This small magic Box which is usually fastened to your leg or hip that houses one of your dueling deck for easy access. It can house millennium cards up to the highest number of your draw die(shown in the Class Table) without their souls seeping out(acts as a "soul container"). A Deck Box may only contain up to 3 copies of a card.
Millennium Tin = This small metal box allows you to keep any Millennium cards that are not in a Deck without their souls seeping out(acts as a "soul container"). If you lose possession of this item, you can NOT return it to your hand like the Dueling Deck, you will have to find it.
Starting at first level, at the start of each of your turns you may roll the Draw Die and pull one card from your dueling deck(stationed in the deck box) based on the result of that roll. If you roll the number of a card you have already drawn you must go with the next lowest number. If there are no more cards with lower numbers you must go with the next highest number(this does not count as an action). The draw die starts as a 1d4 and increases as you gain levels indicated on the class table. As long as you have at least one card in your hand, you cannot hold anything else in that hand.
Starting at 1st level. You have the ability to transmit the souls within your Millennium Cards into a physical form. Theses forms cannot be extended beyond 30ft from your position(this is referred to as the Field). Any form that goes beyond this range is sent to a pocket dimension(referred to as the graveyard).
-As an action you may summon a Monster from a Millennium Card in your hand. Hold out a Monster card and will the soul of that monster to appear within 5ft of you. A Monster cannot be summoned in the same space as another creature/Monster or in midair(unless that monster has flight/hover). Monsters that you Summon can be a CR equal to your level or lower. You can send a monster from the field to the graveyard to summon a monster above your level. It takes another extra monster for every extra cr above your level. You can only have a maximum of three Monsters on your field at any time. This is increased to 4 at 10th level and to 5 at 15th level. You must state the monster you are summoning aloud.
-When holding a spell card in your hand you can cast it with it's casting time. As an action, hold out a Spell card and will the soul of that spell to appear somewhere on your Field. Spell requirements such as a target still apply. No materials are necessary to cast a spell this way. You must say "I activate (Spell name)" when you cast a spell. The King of Games 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. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells that require concentration are not usable in this class.
-As a bonus action you may "set" a Trap Card from your hand. Hold out a Trap Card and will the soul of that Trap to appear face down on the field. Traps Cards can only be activated when their activation conditions are met. Trap cards can only be gained through class features.
Any Millennium Card in your Hand or on the Field can be returned to the Dueling Deck at any Time. Any Spell or Trap used during combat or Monster killed in combat is sent to a pocket dimension referred to as the Graveyard and can only be returned to the Dueling Deck during a long rest. Monsters that are not killed or returned to the dueling deck disappear after 1 hour. You can use a bonus action to command all Monsters you have summoned to use their movement and attack a target creature. Monsters can be controlled separately. Lastly, you must state when you end your turn.
When applicable your:
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can see into the very souls of all things and can capture them within your millennium cards. At 1st level, you gain the ability to spend 30 minutes to imprint a written spell equal to your highest spell level or lower(indicated on your class table) into a millennium card(becoming a spell card), or copying a spell cast at or near you while participating in a shadow game. You can also instantly imprint a defeated creature(must be defeated by a member of the party) into a millennium card(becoming a monster card) to be added into your millennium tin. The creature must have died in the last 10 minutes in order to be scanned. The stats and abilities of the creatures can be modified at the discretion of the DM, but the creatures traits are ignored. Any equipment the creature is wielding is also copied but can only be wielded by that creature.
At 2nd level, your skill with cards allows you to use any type of card offensively, even without spirits in them. On your turn, you can use your action to throw one card in your hand. Make an attack roll with Dex + Proficiency, with a range of 20/60. On a hit, deal 2d4 slashing damage. This damage increases by 2d4 at 5th level, 10th level, 15th and 20th level. If you are using you millennium cards, they don't need to be imprinted to be thrown, and always count as magical damage.
At 2nd level, you gain access to 3 trap cards, listed at the bottom of the page. When you choose these trap cards they are imprinted on your millennium cards. You can choose the same trap multiple times. You can "set" a trap card as a bonus action. Once a card is "set", you can't activate it until the restrictions on the card are met. You have to use your reaction in order to activate set trap cards. Set trap cards that have not been activated disappear after 10 minutes, and go to the graveyard.
At 3rd level, you develop your own style of dueling. Choose between Riding Duelist, Action Duelist, and Shadow Duelist all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.
Ability Score Increase
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.
At 4th level, you have become skilled at any and all games. Gain expertise with the gaming set and all other games you might play, no matter how alien or weird they are to your character.
At 4th level, you gain the ability to sacrifice weaker monsters you have summoned in order to bring out ones that are higher than your maximum CR level. As an action, when you attempt to Tribute Summon a monster that has a CR higher than your Summon CR level, you must send your monsters on the field to the graveyard in order to summon the Tribute Summon monster. The monsters you send to the graveyard must have a combined CR equal to or greater than the monster being summoned through tributes. For example, an adult red dragon has CR 17, so you could tribute 2 monsters with a CR of 9 to get a combined CR of 18, letting you summon the adult red dragon.
Starting at fifth level, your duelist equipment is bound to your soul and can be summoned to you from anywhere as a bonus action and you can store items inside your millennium cards.
Items in your millennium cards can be summoned at any time as a bonus action and remain for 24 hour unless unsummoned or destroyed. Destroyed items can be summoned again after a long rest.
At 6th level, gain a second deck box to prepare a Side Deck in that is always one Draw Die size lower than your dueling deck. This Deck must contain the maximum number of Cards equal to the highest number on your Draw Die before it can be Drawn from. At the start each of your turns you may choose to roll the Draw die for this Deck instead of your Dueling Deck. This deck can not contain any of the cards in any other deck(you can possess duplicates of the same card).
Trap Card 2
At 6th level, you may choose another 2 Trap Cards from the Trap Card list (at the bottom of the class page) to imprint onto a Card in your Millennium Tin. You may choose the same Trap Card more than once.
At 8th level, you have become an expert at any and all games. You can add your proficiency bonus in all gaming sets, letting you add your proficiency bonus to any rolls involving a gaming set, on top of your expertise.
At 9th level,you gain the ability to return your monsters to the field. A great sword plunges into ground like a tombstone and a monster rises from the ground in front of it. As a standard action, target a monster in your current dueling deck graveyard and bring it back to the field. You can only use this ability once per long rest.
Trap Card 3
At 9th level, you may choose two additional Trap Cards from the Trap Card list(at the bottom of the class page)to imprint onto a Card in your Millennium Tin. You may choose the same Trap Card more than once.
At 10th level, choose one of your captured creatures to become your dueling spirit (this spirit can be changed every 7 days). As long as your dueling spirit is in your dueling deck you can choose to draw it at the start of a turn instead of rolling the draw die. While the duel spirit is summoned you can choose to re-roll the first draw die of each turn, if re-rolled the second result must be used. When the spirit is sent to the graveyard, you may make two draw rolls at the start of your next turn. You can always see this monster as a ghostly spirit following you around (you, and those with true sight are the only ones who can see it).
Starting at 10th level, your will to win can manipulate fate in your favor. Before rolling your draw die, you can choose one card in your deck that you are drawing from, then roll 1D20. If you roll a number equal to or lower than your king of games level, you draw the designated card. Additionally, this effect works on any sort of deck of cards like the "deck of illusions" This chance automatically succeeds when you reach 20th level. You must wait 2 Turns before you can attempt to activate this Card.
At 12th level, you can summon an additional Monster from your hand as a bonus action. this ability can only be used twice per short rest.
At 13th level, you gain access to a third deck box to place your Extra Deck. This Deck Size is always one Draw Die Size lower than your Side Deck. At the start of each of your turns, you can choose to roll the Draw Die for this deck instead of your Dueling Deck. This deck can not contain any of the cards in any other deck (you can possess duplicates of the same card).
Pot of Greed
At 14th level, at the start of your turn you may roll two Draw Dice instead of one. These Cards drawn from the results of these Dice must be drawn from the same Deck. Use may this ability twice per short rest. User is required to state the effect of pot of greed when used.
Call To Arms
At 17th level, once per short rest you may call out a number before you roll your draw die. If you draw that monster and summon it this turn, you may summon a copy of that Monster. This monster does not count toward your monster limit.
Trap Card 4
At 18th level,you may choose another 2 Trap Card from the Trap Card list(at the bottom of the class page)to imprint onto a Card in your Millennium Tin. You may choose the same Trap Card more than once.
At 20th level, Your prowess as a king of games has earned you the favor of the 3 legendary Egyptian Gods. You choose one of the three Egyptian God cards to imprint onto a Card in your Millennium Tin. You must send 3 creatures that are on your field to graveyard to summon any of the 3 Egyptian Gods. As you know, these aren't just monsters, these are gods. These monsters can not be paralyzed, blinded, charmed, deafened, frightened, knocked prone, or be restrained. You can change what God card you have imprinted every 7 days.
Winged Dragon of Ra(Huge) - A golden dragon revered as the God of the Sun. Some say his presence signals the coming of the apocalypse
- (HP 350, AC=Yours +10, SPD 30ft flying, STR 17, DEX 16, CON 18, INT 30, WIS 18, CHA 12, CR 14, type dragon, immune - fire)
- Inferno: 1 action Ra creates a large ball of fire 30ft wide that descends to a point on the field dealing 10d6 fire damage to all creatures with the area.
- Tail whip: 1 action, range melee. Ra scrapes its tail across the ground dealing 3d8+Int slashing damage in a 15ft straight line adjacent to Ra.
- When the Winged Dragon of Ra is on the field, you can pay increments of 10HP to deal 2d12 damage to all enemy creature in your field for each increment paid this way.
Obelisk the Tormentor(Huge) - A monolithic blue giant revered as the God of the Land. Rarely moving, it was mistaken for a mountain for several hundred years
- (HP 400, AC=Yours +10, SPD 15ft, STR 30, DEX 12, CON 24, INT 12, WIS 12, CHA 10, type giant, CR 14, resistances - bludgeoning, piercing, slashing, force)
- Stomp: 1 action, Obelisk picks up and puts down one of his feet dealing 2d10 thunder damage to all adjacent creatures and knocking them prone on a failed constitution save. On a successful save, they take half the amount of damage and aren't knocked prone. (Save DC = Users Spell Save DC).
- Smash: 1 action, range 15 ft, Obelisk punches one creature within range with his enormous fist dealing 5d10+STR bludgeoning damage to that creature and if that creature is large or smaller, this attack also deals 3d10+STR bludgeoning damage to all creatures adjacent to that creature.
- When Obelisk the Tormentor is on the field, you can send two monsters on the field to the graveyard to deal 3d12 force damage to every enemy creature in your field.
Slifer the Sky Dragon(Huge) - A blood red dragon with two mouths revered as the God of the Sky. This great beast is seldom seen at as it does not like being below the clouds.
- (HP 200, AC=Yours +10, SPD 40ft flying, STR 17, DEX 30, CON 15, INT 20, WIS 20, CHA 10, CR 14, type dragon, immune - lightning)
- Lightning Breath: 1 action, Slifer fires a 20ft cone of lightning from his first mouth dealing 12d6 lightning damage to all creatures within the cone.
- Tail whip: 1 action, range melee, Slifer scrapes its tail across the ground dealing 3d8+Dex slashing damage in a 15ft straight line adjacent to Slifer.
- When Slifer the Sky Dragon is on the field, your field size is reduced by 10ft. Whenever a enemy creature enters your field, you can have Slifer attack them with their second mouth. They take 2d12 lightning damage for each card in your hand. You can use this ability an amount equal to your wisdom modifier.
While every king of games can summon monsters, cast spells and set traps, most try to specify into a style to supplement and compliment their monsters and abilities.
This agile Duelist is almost always atop their mount, granting them superb field navigation and area control.
At 3rd level, you gain the ability to mount any non-flying summoned monster (that follows the typical mounting rules) and gain the following benefit: Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet. Your connection with your summoned monster allows you to mentally command your mount rather than needing to give it verbal commands.
At 7th level, as long as you are mounted your field becomes 50ft. You may now summon monsters up to 15ft away.
Starting at 11th level, flying creatures are now capable of being the users mount. Your mounts ignore difficult terrain.
The ARC Of Victory
At 15th level, your bravery to rage into battle atop your monsters has earned you the favor of the mythical Odd Eyes Pendulum Dragon earning you the right to add his card to your deck. Odd Eyes Pendulum dragon can only be summoned twice per long rest.
- (HP 125, AC 14, SPD 50ft flying, STR 16, DEX 14, CON 20, INT 12, WIS 16, CHA 10, CR 7 Dragon)
- Pendulum Tail Swipe: Odd Eyes makes two consecutive attacks with its tail (reach 10 ft, +8 to hit, 2d6+Str bludgeoning)
- Spiral Flame Strike (Recharge 5-6):60 foot line. Dex saving throw dc 15, deal 10d8 Fire damage on a failed save, or half as much on a successful one.
- Reaction Force: When Odd Eyes attacks a creature with a CR higher than its own, damage dealt by Odd Eyes doubles.
For the Duelist who is quick on their feet and wants to fight alongside their monsters until everyone is vanquished.
Strength of Bond
Starting at 3rd level, you use the energy of your fallen monsters as your own.
- Gain proficiency with Martial Weapons and Medium Armor.
- For every Millennium card in your Graveyard add +1 to your attack roll.
At 7th level, you get tougher the longer the battle. Gain +1 AC for each card in your graveyard.
At 11th level, you can create a soul rope between you and you monsters to help keep you alive. When you take damage you can split that damage evenly between yourself and the monsters you control.
At 15th level, your courage and will to battle side by side with your monsters has earned you the favor of the fabled number monster, Number 39: Utopia earning you the right to add this card to your deck. Number 39: Utopia (Guargantuan) is an ancient warrior sworn to protect his master to the very end. Number 39: Utopia can only be summoned three times per long rest
- (HP 350, AC 24, SPD 40ft, STR 28, DEX 18, CON 28, INT 16, WIS 16, CHA 15, Humanoid)
- This monster occupies the same space as you. Whenever you attack, Utopia strikes the target alongside you. The effect of "Spirit Barrier" works for Utopia as well, meaning when Utopia takes damage you may allow the damage to be split between another nearby creature
- Extra Attack: Utopia can make two Attacks per turn
- Rising Sun Slash: 1 action, range melee. +15 to hit. 5d12+8 magical Slashing damage.
- Light Wing Shield: When any attack is made against a creature within your field (including ones made by you or Utopia), you may sacrifice a monster or 10 health to stop the attack action made by the creature. This must be done before damage is rolled. Can be done on any creatures turn but can only be done twice per round.
- Rank-Up-Magic Numeron Force:When Utopia is Summoned on the Field you can Tribute it and play Utopia Ray V. It keeps the Same Statistic as Utopia but gain the following.
- Rank-Up-Magic Numeron Force: When Utopia is Summoned on the Field you can Tribute it and play Utopia Ray Victory. It keeps the Same Statistic as Utopia but gain the following.
Utopia Ray V
- Once per Round when someone gets attacked in your Field as a reaction you can use a 3rd level spell slot or Higher to make the target of the attack the attacker and if it hits it take extra damage equal to half of your level rounded down.
- Its Damage is now Necrotic
- Also if Utopia Ray V is Attacking you can lose 20 hitpoints and make the attack an auto crit but you loose out on your multiattack for this round. With this ability you can also lose 20 hp and gain an additional attack dice on top. This must be stated before the attack is called. This can be done an amount of times equal to your wisdom modifier rounded down.
Utopia Ray Victory
- Hope Blade Double Victory Slash: Utopia Ray Victory can make 4 attacks instead of 2 but the damage is reduced to 3d10+7 Radiant
- Victorious Might & Will: While Utopia ray Victory is out any friendly creature within your field can not be dropped unconcious or die. If they are making death saving throws while in your field they stop making them until they exit your field. If turns have passed and the creature leaves out of your field the creature must make all saves the moment they leave. Friendly Creatures that are within your field also gain a bonus to there attacks, Saving throws, and damage equal to your wisdom modifier while Utopia Ray victory is on the Field.
This Duelist believes that the strength of their monsters is all that it takes to win.
Starting at 3rd level, you may designate one monster in your decks as your "Deck Master." This monster is designated at the end of a long rest, and is able to be changed during a long rest. Instead of using the draw ability, you may instead call out the name of the deck master to special summon it. Neither you or your deck master may attack the turn this effect is activated, however you can still command your monsters. When your deck master is on the field, you and your field gain an effect. The type of monster determines the effect. Additionally, your deck master only leaves the field if it is killed or you decide to send it to the graveyard.
- Aberration: All monsters you control have advantage on intelligence, wisdom, and charisma saving throws.
- Beast: All beast monsters you control gain Pack Tactics and get an additional +10 to their existing speed.
- Celestial: You may sacrifice one monster by sending it straight to the graveyard to distribute 1d10 healing among creatures equal to the sacrificed creatures CR (Round to 1 if lower than 1). You may target the same creature multiple times.
- Construct: You may sacrifice one monster by sending it straight to the graveyard to distribute 1d10 force damage among creatures equal to the sacrificed creatures CR (Round to 1 if lower than 1). You may target the same creature multiple times.
- Dragon: All monsters you control on the field can not have their attacks negated, nor do they ever get disadvantage.
- Elemental: Whenever an elemental damage attack connects, you may use your reaction to call to your elemental Deck Master to either assist the attack to double the damage, or absorb the attack and take the damage itself. This does not work on Area of Effect spells and effects.
- Fey: You can command your Deck Master to cast Bless at a level equal to half the CR of the Deck Master (Rounded up)
- Fiend: You can command your Deck Master to cast Bane at a level equal to half the CR of the Deck Master (Rounded up)
- Giant: All monsters you control add 4 to their Strength Score.
- Humanoid: An amount of creatures equal to the Deck Masters CR gain one of the following feats, "Great Weapon Master", "Sharpshooter", "Spell Sniper." This choice is left to the creature getting blessed.
- Monstrosity: Once per battle, your Deck Master may use their action to release an unholy roar. An amount of enemies equal to half the CR of the Deck Master must make a wisdom saving throw against the users Spell Save DC or be frightened for one minute.
- Ooze: When an Ooze monster you control is defeated, it erupts violently. Creatures within 15 feet of the Ooze when it dies must make a dexterity saving throw equal to the users Spell Save DC. The damage depends on the killing blow, copying the damage and amount of dice of the strike that finished it off, converting physical into force. Psychic damage negates this effect
- Plant: All plant monsters you control grow bark armor and grow sharp thorns, granting an additional +1 AC and dealing an extra 1d6 physical damage when attacking.
- Undead: All Undead monsters you control gain "Undead Fortitude." If a monster already had this ability, the Save DC takes a -5.
Starting at 7th level, your experiences have strengthened your monster's resilience and connection to the spirit realm.
- Your monsters gain health equal to their CRx5 (Rounded to 1 if less than 1)
- Your monsters attacks count as magical for the sake of overcoming resistances
Starting at 11th level, your creatures become covered with a thin layer of air from the spirit realm, granting it the following effects:
- When a monster is dealt melee damage, deal 1d8 force damage to the creature that attacked it. This health can not be recovered.
- Monsters gain resistance to force damage. If the monster already had resistance, it gains immunity. If it had immunity, it gains force absorption equal to half the damage it would have taken.
Mark of the Crimson Dragon
At 15th level, your bond with your monsters has gained you the favor of the legendary Crimson Dragon and thus you have earned the right to use his disciples, the signer dragons. Choose one mark of the Crimson Dragon to determine which Signer Dragon card you gain. When a signer Dragon is summoned, the mark of the Crimson Dragon that corresponds will appear on your right arm and glow with a dim light. Each signer Dragon comes with their own unique ability. You may only have one mark at a time and may switch during a long rest. The signer dragons can be summoned twice per long rest.
Head of the Crimson Dragon
- Stardust Dragon: 30 foot cone. Radiant.
- Victim Sanctuary: When any creature within your field tries to use a damaging spell, You can use your reaction to send this Dragon to the graveyard and stop the spell and any added effects (as if using the "counterspell" spell). Deal 3d10 radiant damage to the creature that attempted to use the spell. Stardust Dragon returns to the field at the end of your next turn.
Wings of the Crimson Dragon
- Red Dragon Archfiend: 30 foot cone. Fire.
- Absolute Power Force: When this Dragon uses the attack action and successfully hits, deal 4d8 fire damage to all enemy creatures within your field. Send all other creatures you control that did not make the attack action this turn to the graveyard.
Foot of the Crimson Dragon
- Black Rose Dragon: 30 foot cone. Psychic.
- Black Rose Gale: When this Dragon is summoned, you can choose to immediately send it to the graveyard to deal 10d12 psychic damage to all creatures (enemy and ally alike) within your field and send all creatures and trap cards you control to the graveyard.
- Black Binding Bloom: As a bonus action, you can send one plant creature from your hand or deck(whichever deck this card was in) to the graveyard. Choose any one Creature within your field and lower the targets AC by 5 until the end of your turn.
Hand of the Crimson Dragon
- Ancient Fairy Dragon: 30 foot cone. Radiant.
- Eternal Sunshine: As an action, you can summon any CR 5 or lower creature from your deck(whichever deck this card was in). The summoned creature can not make the attack action on the turn it is summoned. As a bonus action, you can send one or more creatures on your field to the graveyard, heal yourself or allied creature within your field for 1d10. The number of die you may use increases for each creature sent to the graveyard (2 creatures = 2d10, 3 creatures = 3d10, etc).
Tail of the Crimson Dragon
- Black-Winged Dragon: 30 foot cone. Necrotic.
- Damage Drain: When any creature within your field successfully uses a damaging spell, instead of having the target creature take damage, you can use your reaction to instead have this Dragon card drop the number of d10s it rolls for its breath weapon by 2 (min. 0d10). This ability can not be used if the Black-Winged Dragon used the attack action this round. The Black-Winged dragon can not make an attack action in the same round in which this ability was used.
- Black Orb Blast: As an action, you can target a single creature within your field. That creature takes (x)d10 necrotic damage and has an ability score of your choice lowered by x where x is the number of times the damage drain ability has been used. After using this ability, Black-Winged Dragon's breath weapon goes back to full power and the number of damage drains used is reset to 0.
Heart of the Crimson Dragon
- Life Stream Dragon: 30 foot cone. Force.
- Beautiful life: When this Dragon is summoned, you can heal yourself or an allied creature within your field for an amount equal to 1/4 the chosen creature's max HP rounded up. This can only be done once per combat. If the creature is already at max hit points or this amount would heal them for over their max hit points, all excess is turned into temporary hit points. Whenever Life Stream Dragon would take fatal damage, you may send one spell card from your deck (The same deck this card was in) to the graveyard to have it survive with 1 HP.
All Signer Dragons have the same stats, but a varied appearance and different breath weapons
- STR: 23 DEX: 14 CON: 21 INT: 16 WIS: 13 CHA: 20 HP: 200 AC: 18 SPEED: 40 foot walking, 80 foot flying Dragon
- Breath Weapon (Recharge 5-6): Dex saving throw dc 20, deal 16d10 damage on a failed save, or half as much on a successful one.
- Damage Resistance: The Signer Dragons have resistance to their damage type
- Multiattack: The dragons can make two attacks with their claws (+10 to hit, 2d8+6 slashing)
The Crimson Dragon
During a long rest, you may also choose to instead of taking only 1 mark of the Crimson Dragon, you take all of them, allowing you to summon The Crimson Dragon itself to the battlefield. Upon summoning the Crimson Dragon all signer marks appear on your back and glow bright red. After summoning the Crimson Dragon, it can not be summoned again for twenty days nor can you summon a Signer Dragon for 5 days.
- STR: 32 DEX: 18 CON: 24 INT: 20 WIS: 18 CHA: 20 HP: 1 AC: All attacks hit the Crimson Dragon without fail unless a critical fail is rolled by the attacker SPEED: 50 foot walking, 100 foot flying Dragon
- Damage Immunity: Force, Necrotic, Radiant, Fire, Psychic, Slashing, Piercing and Bludgeoning from non magical attacks.
- Divine Anger: As a bonus action, you may call upon one of the 6 Signer Dragons to appear on the field. Only one Signer Dragon can be on the field at any given time. Each of your turns, you may replace the Signer Dragon currently on the field with a different one. Stardust Dragon can not be switched out while in the graveyard due to its own ability. You must wait until Stardust comes back to the field. If The signer dragon currently on the field is sent to the graveyard (including by Black Rose Dragon's own ability), a new Signer Dragon can not be summoned until the end of the next full round after the Signer Dragon is sent to the graveyard (I.E if the dragon was sent to the graveyard on round 1, a new one may not be summoned until round 3). HP is shared between Signer Dragons when switched.
- Divine Protection: As long as there is a Signer Dragon on the field, The Crimson Dragon can not be the target of a creatures attack action or damaging spell. The Crimson Dragon is not affected by Red Dragon Archfiend's or Black Rose Dragon's destruction abilities.
As this trap card is activated a blue and purple intangible vortex arises from the card absorbing the kinetic energy of target. You may activate this card when a creature declares an attack. That attack roll becomes a zero. That monster is then unable to attack until the end of your next turn.
As this trap card is activated two purple cylinders appear with question marks on them. The force of the attack enters one cylinder and appears out the other in the direction of your opponent. You may activate this card when a creature would deal non-melee damage to you or your monsters, such as a spell or arrow. The attacking creature takes that damage instead. This does not work on spells or abilities that are area of effect, such as dragon's breath attack or the fireball spell.
As this trap card is activated a small golden robot with incredible psychic abilities points at a distant creature and switches your positions before disappearing. You may activate this card when you would be hit by an attack. choose a creature within 15ft that must succeed a wisdom saving throw against the users Spell Save DC or be teleported to your position and you to their position. The attack then continues against the teleported creature as normal.
As this trap card is activated a stone slab with a magical circle engraved on it appears behind the creature using the spell, negating its spell. That spell is then unable to be cast by the target creature until "Magic Jammer" is restored to your deck.
As this trap card is activated a purple rift tears through time and space pulling the creature into who knows where before disappearing. You may activate this card when a creature in your field deals at least 20 damage to you or your monsters. That creature must succeed a Wisdom saving throw against the users Spell Save DC or be banished to a dimension of your choice for 3 turns.
As this trap card is activated a hole opens up underneath the target creature. You may activate this card when a creature comes within 10ft of you. That creature must succeed a dex saving throw against the users Spell Save DC. On a failed save, a hole 5ft wide and 25ft deep opens up underneath that creature. The creature must succeed on an athletics or acrobatics roll equal to or greater than the users Spell Save DC. The hole fills back up after 3 turns. If the creature has not escaped by then, they are buried alive and begin suffocating once they run out of air.
As this trap card is activated a small tornado surrounds the creature you are attacking. You may activate this card after you deal damage to a creature. Deal 1d8 more Force damage to that creature. Then set a Trap Card from one of your Decks. You can only use one "Dust Tornado" once per turn.
As this trap card is activated a wall of mist surrounds you obscuring your position. You may activate this card when a creature within 15ft of you or your monsters makes an attack. Hostile creatures within 15ft of you or your monsters get disadvantage on attack rolls. On each of your turns, sacrifice 1d8 health or end this card's effect. This penalty increases by 1d8 every subsequent turn, becoming 2d8 the second turn after you activated this card, and so on. You can choose to not pay the health at the start of your turn, if so, stop this effect.
You may activate this card when a creature within your field makes an attack action towards another creature. As this trap card is activated, a sword flies from a portal to send an enemy to the Shadow Realm, inducing insanity at the sight of the lost souls. The target returns after 2 turns with Short Term Madness. In the event the creature needs a source, the user who played "Lightforce Sword" is the source of the effect, such as a source of fear for the creature.
Starting Millennium Cards
Monsters(choose 3 of 5)
Spells(choose 1 of 3)