Discussion:Critique - Arcane Duelist

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2605:E000:2F01:C000:7C51:449B:3C5B:BE2 19:02, 21 June 2017 (MDT)[edit]

<-- working on a new class and need some feedback, thnx --> arcane duelist

 after years of study under some of the most powerful wizards in the country it was 

determined that you had very little to almost no magical capabilities. so you were cut off from the acadamy, however the mages that had taught you for years decided to not give up on you and instead bestowed upon you a deck of arcane cards crafted from some of thier many spellbooks

hit dice - 1d8 save throws - intelligence, dexterity weapons - daggers armor - none abilities (choose two) - arcana, history, sleight of hand, investigation, perception tools - deck of cards equipment - explorer's pack, two daggers, deck of cards

arcane deck - 16 cards - level 1

 on your turn as an action you can draw a card and target either yourself or another

creature with its effect, your dc save is 8 + your proficiency + your intelligence and your attack bonus is equal to your proficiency + intelligence

 however before you draw a card you must first roll a 1d8 to determine if the spell

is a tier one effect or tier two effect

 at level five, tier one and tier two are split and 8 more additional cards appear in 

your collection, tier three and tier four. you know roll two dice which are 1d4's the first roll determines the tier and the second roll determines the spell.

 at tenth level the first roll is 1d6 and at fifteenth level the first roll is 1d8, to 

determine the tier of the effects

 each time 

tier I

 1 - fire bolt 
 2 - acid splash 
 3 - ray of frost
 4 - poison spray

tier II

 (5) 1 - chromatic orb
 (6) 2 - magic missile
 (7) 3 - mage armor
 (8) 4 - find familiar

(5th level)

tier III

 1 - invisibility
 2 - misty step
 3 - mirror image
 4 - darkness

tier IV

 1 - fireball
 2 - lightning bolt
 3 - sleet storm
 4 - fly

(9th level)

tier V

 1 - fire shield
 2 - ice storm
 3 - greater invisibility
 4 - wall of fire

tier V!

 1 - cone of cold
 2 - wall of stone
 3 - legend lore
 4 - force wall

(13th level)

tier VII

 1 - arcane gate
 2 - chain lightning
 3 - wall of ice
 4 - magic jar

tier VII

 1 - finger of death 
 2 - reverse gravity
 3 - teleport
 4 - symbol

expertise - level 2

 choose two skills or one skill and your deck of cards, your proficiency is doubled

duelist archetype - level 3

healing hand

card healer tier I (level 3) - whenever a card effet deals damage to creature you regain health equal to the cards tier plus your intelegence modifier

card healer tier II (level 6) - if your health is at max when you try regain health you instead gain temporary health (max 20)

card medic tier I (level 10) - the healing effects when you deal damage now not only affect yourself but also one additional creature

card medic tier II (level 14) - if the creature you are trying to heal is at max they instead gain temporary health (max 20)

card shark

duplicate (level 3) - when you cast a card effect you can choose to duplicate it, a duplicated card can be used anytime, however the card disapears after 24 hours have passed. you cannot control more than one duplicate at a time and you cannot duplicate a duplicate

another one (level 6) - as a bonus action you can draw a second card

reactive (level 10) - as a reaction, when attacked, you can draw a card and target that creature

expert pull (level 14) - when a card you pull drops a creature to 0 hit points you can draw another card

aggressive hand

fighter tier I (level 3) - gain proficiency with longswords, shortswords, long bows, short bows, light armor, and medium armor. as a bonus action you can attack with a melee or ranged weapon. you also get your choice of a short bow and 20 arrows or one martial weapon

fighting style II (level 6) - gain one fighting style (archer, dueling, and defence), gain proficiency either strength or dexterity saving throws

fighter tier III (level 10) - after you draw a card you can make one melee attack or ranged attack

fighter tier IV (level 14) - increase your constitution and strength/dexterity modifier by 4, your maximum for those abilities is now 24

ability score improvement - level 4

deck improvement - level 5

archetype feature - level 6

expertise - level 7

 choose two skills (not previously chosen), your proficiency is doubled

ability score improvement - level 8

deck improvement - level 9


archetype feature - level 10

nothing - level 11

ability score improvement - level 12

deck improvement - level 13

archetype feature - level 14

ability score improvement - level 16

nothing - level 17

ability score improvement - level 18

nothing - level 19

patron magic - level 20

 after long practice with your collective patrons spells you have unlocked some of thier

best one's. a seperate deck of 20 cards appears and can draw from it instead of your arcane deck, however you can only draw from this deck a number of times equal to your intelligence modifier. the roll for this deck is 1d20

1 zone of chaos

2 tasha's hideous laughter 3 tenser's floating disc 4 melf's acid arrow 5 nystul's magic aura 6 leomund's tiny hut 7 evard's black tentacles 8 leomund's secret chest 9 mordenkaine's faithful hound 10 mordenkaine's private sanctum 11 otiluke's resilient sphere 12 bigby's hand 13 rary's telepathic bond 14 drawmij's instant summon 15 otiluke's freezing sphere 16 otto's irrisistable dance 17 mordenkaine's magnificent mansion 18 mordenkaine's sword

19 time stop

20 choose a patron spell

zone of chaos - roll 1d12

 1 for 1 hour every creature within 300 feet teleports to the nearest tavern
 2 for 1 hour every creature within 300 feet are put to sleep
 3 for 1 hour every creature within 300 feet becomes invisible
 4 for 1 hour every creature within 300 feet sheds bright light
 5 cast halucinatory terrain 
 6 cast control weather
 7 cast plant growth
 8 cast gust of wind
 9 polymorph into a giant crocodile
 10 polymorph into a tyrannosaurus rex
 11 polymorph into a mammoth
 12 polymorph into a giant ape
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