Duel Monster Summoner (5e Class)

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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: 1d4 per Duel Monster Summoner level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Duel Monster Summoner level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: Cards
Saving Throws: Wisdom
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.

Table: The Duel Monster Summoner

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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