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