Duel Monster Summoner (5e Class)
Duel Monster Summoner[edit]
This class was designed as an experiment with my friend to try to use a yu-gi-oh deck in D&D, so if your going to use this you'll need a deck.
<!-Introduction Leader->[edit]
Creating a Duel Monster Summoner[edit]
- Quick Build
You can make a Duel Monster Summoner quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Gambler background.
Class Features
As a Duel Monster Summoner you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Duel Monster Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Duel Monster Summoner level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: Cards
Saving Throws: Wisdom and Intelligence
Skills: Choose 3 from. Arcana, History, Religion, Perception, deception or persuasion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A duel disk
- A strange necklace
- If you are using starting wealth, you have None(Spent it all on cards) in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Duel |
2nd | +2 | Ability score improvement |
3rd | +2 | Archetype choice |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability score improvement |
7th | +3 | Extra Attack |
8th | +3 | Ability Score Improvement |
9th | +4 | Archetype |
10th | +4 | Ability score improvement |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | Extra Attack |
14th | +5 | Ability score improvement |
15th | +5 | Archetype choice |
16th | +5 | Ability Score Improvement |
17th | +6 | Extra Attack |
18th | +6 | Extra Attack |
19th | +6 | Ability Score Improvement |
20th | +6 | Archetype |
Duel[edit]
Starting at 1st level, anything involving battle will have you use your Duel Disk and Duel Deck. You are considered proficient when using these items.
When entering a battle, you go into your Duel Mode. You draw your starting hand (5 cards from your Main Deck. However, having more than 6 cards in hand at the end of your turn will require you to discard cards of your choice until you have 6 cards in hand.) and can Normal Summon 1 Level 1-4 monster without tribute per turn as a bonus action, and spend attack actions to normal summon more monsters. Every start of your turn, as a free action, you must draw 1 card. You can only Normal Summon 1 monster per turn (unless by using a spell or trap card that says otherwise.) and can control said monster at will without concentration. When you would Summon a monster, treat it as a friendly NPC with the following:
1. Lv/Rank 1-2 monsters have an AC of 12.
2. Lv/Rank 3-4 monsters have an AC of 14.
3. Lv/Rank 5-6 monsters have an AC of 18.
4. Lv/Rank 7-8 monsters have an AC of 22.
5. Lv/Rank 9-11 monsters have an AC of 25.
6. Lv/Rank 12 monsters have an AC of 28.
XYZ monsters get an extra 2 AC, Synchro monsters gain a +2 to saves, Fusion Monsters gain a +2 to attack rolls, Link monsters attack first and Pendulum monsters get 10 more HP per rank.
All monsters have 10 in all their stats + their monster level, they can get their stats above 20 with this.
All monsters have 15 hp per rank.
You use your attack action for your cards attack, the attack roll is 1d20+your wisdom modifier+the monsters level. Every 100 attack power on the card is a d4. When a summon is killed by battle you lose 1 HP.
Air=Force
Earth=Bludgeoning
Fire=Fire
Water=Cold
Light=Radiant
Dark=Necrotic
Divine=Magical, Radiant
Aqua=Elemental
Beast=Beast
Beast Warrior=Aberration
Creator God=Celestial
Cyberse=Fey
Dinosaur=Beast
Divine beast=Aberration
Dragon=Dragon
Fairy=Fey
Fiend=Demon
Fish=Beast
Insesct=Beast
Illusion=Elemental
Machine=Construct
Plant=Aberration
Psychic=Aberration
Pyro=Elemental
Reptile=Beast
Rock=Elemental
Sea Serpent=Beast
Spellcaster=Humanoid
Thunder=Elemental
Warrior=Humanoid
Winged beast=Aberration
Wyrm=Dragon
Zombie=Humanoid
EFFECTS
Destroying=The target takes a critical hit from either the monster who has the effect, or a monster of your choice if spell/trap.
Negating=Removes a characters turn.
Changing Battle Positions=Knock the target Prone.
Banish(also Negating summons)=Banish them to some random realm.
Summon from graveyard=freely play a card from your hand.
Burn damage=for every 100 burn damage on the card deal 1d6 damage to the target.
Returning to the hand-knocks them a 100 ft away from combat, Returning to the deck-knocks them 100 ft away and stuns them until your next turn.
Tributing opponent's monster-you banish them to another plane of existence(no concentration needed to keep them there, there stuck until they find a way back).
Opponent discards a card-they are completely disarmed(weapons, clothes, armor and if its a spell caster losses one spell slot).
Opponents cant summon monsters-enemy's cant come within a 10 ft sphere of you.
Taking control of an opponents monster-charm an enemy of your choice.
Enemy summoning from the hand or deck-roll on a random encounter table, from the deck rolls 5 times.
Alternate win conditions-you send every enemy to the shadow realm.
Lifepoint Gain=for every 100 lp gain gain 1d6 temporary HP.
8000 lifepoints. If you run out of lp your HP is set to zero and you start rolling death saving throws.(used for effects that sacrifice lp)
Subclass Feature[edit]
At 3rd level level, you chose an archetype. Choose between Main Character, Villain and cheater detailed at the end of the class description. Your choice grants you features at 3rd level, 9th level, 15th level and 20th level.
Ability Score Improvement[edit]
When you reach 2nd level, 4th, 6th, 8th, 10th, 12th, 14th, 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.
Extra Attack[edit]
You can attack multiple times.
Main Character[edit]
You're the main character
- Heart of the cards
You can pick one "signature card" from your deck and separate it from your deck, you always start your duel with that card in your hand.
- Mulligan
you can reroll your hand(not including your signature card)
- Why wont you die
Double LifePoints.
- Signature
Your signature card is treated as a level 10 once it hits the field.
Villain[edit]
You're the Villain
- Hired thugs
you have 5 knights and 30 thugs on your payroll, you snap your finger to summon as many of these Hired Thugs as you want, and if they die you simply get a new one.
- Money
Even you aren't sure where your money comes from. You gain 100 GP after every long rest.
- Higher Level
Add 2 stars/level too your summons.
- Shadow realm
If your summon kills someone their soul is banished to the shadow realm, and thus they cant be revived(even by gods or with wish).
Cheater[edit]
- Cheated draw
Whenever an enemy misses an attack, you draw a card. Also you don't have a hand limit.
- Cheat dice
Roll your hit dice and instead of healing draw that many cards. Once per short rest.
- Stacked Deck
You can choose the top 15 cards of your deck.
- Pay Attention
You can summon from your extra deck for free, once per long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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