King of Games (5e Class)
From D&D Wiki
- 1 King of Games
- 2 Class Features
- 2.1 Standard Duelist Equipment
- 2.2 Draw
- 2.3 Shadow Games
- 2.4 Trap Card
- 2.5 Dueling Style
- 2.6 Ability Score Increase
- 2.7 Pro Duelist
- 2.8 Scanning Cards
- 2.9 Tributing
- 2.10 Side Deck
- 2.11 Trap Card 2
- 2.12 Gaming Master
- 2.13 Trap Card 3
- 2.14 Monster Reborn
- 2.15 Dueling Spirit
- 2.16 Heart of the cards
- 2.17 Fan Base
- 2.18 Extra Deck
- 2.19 Pot of Greed
- 2.20 Dungeon Dice Monsters
- 2.21 Call To Arms
- 2.22 Trap Card 4
- 2.23 Double Summon
- 2.24 King of Children's Card Games
- 2.25 Egyptian Gods
- 3 Dueling Styles
- 3.1 Riding Duelist
- 3.2 Action Duelist
- 3.3 Shadow Duelist
- 4 Trap Card
- 5 Starting Millennium Cards
King of Games
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 1/2. 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
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 entertainer background. Third, choose dagger, short bow, explorers pack, and gaming set.
As a King of Games you gain the following class features.
- Hit Points
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Gaming set
Saving Throws: Wisdom, Charisma
Skills: Choose 2 of the following, Slight of hand, Insight, Deception, Perception, Performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dagger or (b) Sickle
- Leather armor
- (a) an explorer's pack or (b) scholar's pack
- a gaming set
|Features||Draw Die D/S/E||Summon CR level||Slot Level|
|1st||+2||Draw, Shadow Games, Standard Duelist Equipment||1d4||1||1st|
|4th||+2||Ability Score Improvement, Pro Duelist||1d4||4||1st|
|5th||+3||Scanning Cards, Tributing||1d6||5||2nd|
|6th||+3||Side Deck, Trap Card 2||1d6/1d4||6||2nd|
|8th||+3||Ability Score Improvement, Gaming Master||1d6/1d4||8||2nd|
|9th||+4||Monster Reborn, Trap Card 3||1d6/1d4||9||3rd|
|10th||+4||Duel Spirit, Heart of the cards||1d8/1d6||9||3rd|
|12th||+4||Ability Score Improvement, Fan base||1d8/1d6||10||3rd|
|14th||+5||Pot of Greed||1d8/1d6/1d4||11||4th|
|16th||+5||Ability Score Improvement, Dungeon Dice Monsters||1d10/1d8/1d6||12||4th|
|17th||+6||Call to Arms||1d10/1d8/1d6||13||5th|
|18th||+6||Double Summon, Trap Card 4||1d10/1d8/1d6||13||5th|
|19th||+6||Ability Score Improvement, King of Children's Card Games||1d12/1d10/1d8||14||5th|
Standard Duelist Equipment
Starting at 1st 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. They are indestructible, but are so small they don't add much in the case of defense. The combined weight of this equipment is 1lb.
Millennium Cards = A set of 100 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 mostly 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 imprinted on 4 of your Millennium Cards and 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. If you are somehow separated from the Dueling Deck, you can return it to your hand with a bonus action, along with the Millennium Cards that were in the deck. Additionally, you get your Deck Box back.
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. If you are somehow separated from the Deck Box, you can return it to your hand with a bonus action, along with the Millennium Cards that were in the box. Additionally, you get your Dueling Deck back.
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 1st 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. You can hold a maximum of three cards in your hand. As long as you have at least three cards in your hand, you cannot draw anymore cards. Additionally, you need to have one hand free to hold the cards.
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). To summon a Monster, that monsters challenge rating must be comparable to your level displayed in the class table. You can only have one Monster on your field at any time. This is increased to 2 at 10th level and to 3 at 15th level.
-When holding a spell card in your hand you can cast it with it's casting time. You cannot cast a spell with a casting time longer than 1 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 or concentration still apply. No material or somatic components are necessary to cast a spell this way. You must say "I activate (Spell name)" when you cast a spell.
-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 facedown on the field. Traps Cards can only be activated when their activation conditions are met. Trap cards can only be gained through class features. You have to state how many cards you place facedown.
Any Millennium Card in your Hand or on the Field can be returned to the Dueling Deck at any Time, with the exception of Trap cards on the field. 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, and are sent to the graveyard. 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
At 2nd level, you gain access to 2 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 meet. 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 choose one of the three dueling styles and gain those abilities.
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. 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.
Starting at 5th level, you have seen into the very souls of all things and can capture them within your millennium cards. You gain the ability to spend 30 minutes to imprint a written spell, like a scroll or page of a spell book, equal to your highest spell level or lower (indicated on your class table) into a millennium card, becoming a spell card. After coping that spell into your millennium card, the written spell is destroyed. Leveled spells such as magic missile copied this way do not scale with your character level. You can only copy a spell with a casting time that is 1 action, bonus action, or reaction. 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. You can imprint a creature onto a card even if you can't normally summon it. Additionally, any imprinted creature has its soul captured into the card, preventing it from going to the afterlife or being revived, unless the soul is set free, or the card is destroyed. 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 was wielding is also copied but can only be wielded by that creature.
At 5th 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.
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 two other Trap Cards from the Trap Card list (at the bottom of the class page) to imprint onto Cards 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.
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 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 action, target a monster in your graveyard and bring it back to the field. You can only use this ability once per long rest.
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, and can go away from you (you, and those with true sight are the only ones who can see it).
Heart of the cards
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 percentile dice. If you roll a number equal to or lower than your King of Games level, you draw you 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 7 days before you can use this ability, or your DM lets you use it again.
Starting at 12th level, your skill has gained a following in large cities and towns. Whenever you enter a town for the first time, roll a dice equal to your main deck dice. That many people in the town know who you are and are treated as NPC contacts. Additionally, you can add your proficiency modifier to skills you make with a gaming set, on top of expertise.
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.
Dungeon Dice Monsters
At 16th level, you have the ability to master games you have just picked up. Whenever you make a check with a gaming set, you can treat a d20 roll of 14 or lower as a 15.
Call To Arms
At 17th level, you may call out a monster card before you roll your draw die. If you summon that Monster during this turn, you summon a perfect copy of that Monster, making a second copy of it on the field. This monster does not count toward your monster limit. You can use this ability once per short rest.
Trap Card 4
At 18th level,you may choose another three 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 18th level, you can summon an additional Monster from your hand as a bonus action. This ability can only be used twice per short rest.
King of Children's Card Games
At 19th level, your fame has reached the ears of many bards and similar storytellers. They wish to document your story and adapt it into a story that children could enjoy. Your Fan base number is now equal to 1d100 whenever you enter a town with at least that much population (You have become ye olde TV show). Additionally, whenever you make a check with a gaming set, the total is doubled.
At 20th level, you choose one of the three Egyptian God cards to imprint onto a Card in your Millennium Tin. You can change what God card you have imprinted every 7 days. And yes, they always hit.
Winged Dragon of Ra(Gargantuan) - A golden dragon revered as the God of the Sun. Some say his presence signals the coming of the apocalypse
- (HP 150, AC 17, SPD 30 ft flying, STR 17, DEX 16, CON 18, INT 18, 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 5d6 fire damage to all creatures with the area.
- Tail whip: 1 action, range 10 ft. Ra scrapes its tail across the ground dealing 3d8+STR 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 10 HP to deal 2d12 damage to all enemy creature in your field for each increment paid this way. This does not require an action.
Obelisk the Tormentor(Gargantuan) - A monolithic blue giant revered as the God of the Land. Rarely moving, it was mistaken for a mountain for several hundred years
- (HP 200, AC 18, SPD 15ft, STR 24, 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 3d10 thunder damage to all creatures within 300 ft 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(Gargantuan) - 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 125, AC 17, SPD 40ft flying, STR 16, DEX 20, 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 8d6 lightning damage to all creatures within the cone.
- Tail whip: 1 action, range 10 ft, Slifer scrapes its tail across the ground dealing 3d8+STR 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 per turn, for each Slifer on the field.
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.
Odd Eyes Pendulum Dragon
At 15th level, gain an "Odd Eyes Pendulum Dragon" card. Odd Eyes Pendulum Dragon(large), or "Odd Eyes" for short, is a mystical dragon made of an unknown metallic alloy covered in four large colored orbs. (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)
- Backswing: When Odd Eyes attacks a monster with a greater CR than it, damage dealt by Odd Eyes doubles.
- Dimensional Protection: Once per round, Odd Eyes can detach one of the four orbs connected to itself to intercept an attack by another creature. All damage dealt is instead shifted to another plane, negating damage against the target. Odd Eyes can not use this effect until the start of its next turn. All orbs are regained at the end of a long rest.
This Duelist 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 Two Monster Millennium cards in your Graveyard, add +1 to your attack roll.
At 7th level, you can seep your fallen monsters toughness as your own. Gain +1 AC for every two monsters 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 use a reaction and split that damage evenly between yourself and the the nearest monster you control.
Spirit of the Six Samurai
At 15th level, gain "Spirit of the Six Samurai" monster card. Spirit of the Six Samurai (Medium) is an ancient warrior sworn to protect his master to the very end.
- (HP 125, AC same as yours, SPD moves with you, STR 18, DEX 8, CON 18, INT 16, WIS 16, CHA 15) CR 0
- Ghostly Strike: 1 action, range 5ft. +9 to hit. 2d8+4 slashing damage.
- This monster is invisible and occupies the same space as you. Whenever you attack, the Spirit strikes the target alongside you. If you were to take damage, Spirit of the Six Samurai would take that damage instead. The effect of "Spirit Barrier" can not be applied when Spirit of the Six Samurai takes damage.
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. Having a deck master use an activated ability can be used when you command all of your monsters. 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 attack that deals cold, fire, lighting, or thunder damage hits, 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.
However, having your Deck Master destroyed comes with great risk. If your Deck master is killed by something besides you, you take 2d10 necrotic damage per challenge rating of your deck master that can't be reduced. Examples, CR 1 is 2d10, CR 5 is 10d10, etc. If the CR is less than 1, round to 1.
Shadow Filled Hearts
Starting at 7th level, your experiences have strengthened your monster's resilience and connection to the shadow 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 shadow realm, granting it the following effects:
- When a monster is dealt melee damage, deal 1d8 necrotic damage to the creature that attacked it. This health can not be recovered.
- Monsters gain resistance to necrotic damage. If the monster already had resistance, it gains immunity. If it had immunity, it heals hit points equal to half the damage it would have taken.
At 15th level, gain 5 cards titled:
- Malefic Blue Eyes White Dragon: 60 foot line. Force.
- Malefic Cyber End Dragon: 30 foot cone. Lightning.
- Malefic Rainbow Dragon: 60 foot line. Radiant.
- Malefic Red Eyes Black Dragon: 30 foot cone. Fire.
- Malefic Stardust Dragon: 30 foot cone. Cold.
- No two Malefic cards can be in the same deck. No two Malefic cards can be on the field at the same time. All Malefic monsters 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 SPD: 40ft walking, 80ft flying, Dragon, Huge, CR 12
- Breath Weapon (Recharge 5-6): All breath weapons use your spell save DC for a dexterity saving throw and deal 10d10 damage on a failed save, or half as much on a successful one.
- Damage Resistance: The Malefic Dragons have resistance to their damage type
- Multiattack: The dragons can make two attacks with their claws (+10 to hit, 2d8+6 slashing)
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 in your field 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 besides the attacking creature. If the creature doesn't want to be teleported, it must succeed a wisdom saving throw or be teleported to your position and you to their position. If the creature doesn't resist, they are still teleported to your position and you to their position. The attack then continues against the teleported creature with the same attack roll.
You may activate this card when a creature in your field casts a spell. 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 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. On a failed save, a hole 5ft wide and 25ft deep opens up underneath that creature, falling prone. 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 1d12 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 attacks you with a melee weapon. As this trap card is activated, a sword flies from a portal to send an enemy within 10ft of you to the Shadow Realm, inducing insanity at the sight of the lost souls. The target returns after 1 turn 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)