Using AI to Make Adventures (5e Sourcebook)/Character Classes 2

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First Prompt[edit]

Create a new "card mage" character class for Dungeons & Dragons. Your task is to invent a unique class that utilizes a deck of cards based on the card game sets included in the Players Handbook (playing card set, three-dragon ante set) as a focus for casting spells. Your class should have a distinct playstyle, abilities, and flavor that fit within the existing D&D universe. As a "half spellcaster," your class should retain an arcane theme but also have some martial capabilities, including Extra Attack and weapon abilities that infuse the use of cards. Additionally, the class should be balanced in terms of power level and versatility and fit into any typical D&D campaign. Finally, consider the potential factions, organizations, and tournaments in the D&D universe that your card mage could be associated with.

Suggestions:

Consider the two different subclasses for the card mage, one that focuses on the "playing card set" and another that focuses on the "three-dragon ante" set. What are the differences between the two subclasses? How do they approach combat or spellcasting differently? What are their unique abilities or spells? Think about how the card mage's deck of cards will work. Will the player have a fixed number of cards, or will they draw from a larger deck during combat? Are there any limitations or rules for the deck of cards, such as card rarity or card types? Consider the potential spells that the card mage would have access to at different levels. How do these spells support the class's playstyle and flavor? Are there any spells that are unique to the card mage that other spellcasters do not have? Think about the potential roleplaying opportunities for the card mage, including how the character interacts with other party members and NPCs. What kind of personality or backstory would fit with this class? How might the character use their deck of cards outside of combat?


First Prompt Result[edit]

Introducing the Card Mage Class for Dungeons & Dragons!

The Card Mage is a half-spellcaster class that uses a deck of cards to cast spells and infuse their weapon attacks. They have a unique playstyle, abilities, and flavor that fits within the existing D&D universe. The class is balanced in terms of power level and versatility, and it can fit into any typical D&D campaign.

The Card Mage's Deck of Cards The Card Mage's deck consists of 52 cards, which are used to cast spells or infuse weapon attacks. Each card has a unique effect, and the player must carefully choose which cards to use in combat. The deck is replenished after a long rest, and the player may add or remove cards to their deck when they level up.

Subclasses The Card Mage has two different subclasses: the Playing Card set and the Three-Dragon Ante set.

The Playing Card Set subclass focuses on offense, utilizing cards that deal damage and apply status effects to enemies. This subclass has access to spells that deal damage, such as "Fireball" and "Lightning Bolt," as well as spells that can incapacitate or hinder enemies, such as "Sleep" and "Hold Person."

The Three-Dragon Ante set subclass, on the other hand, focuses on defense and support. This subclass has access to spells that heal allies, such as "Cure Wounds" and "Mass Healing Word," as well as spells that can provide buffs or protection, such as "Shield" and "Mage Armor."

Unique Abilities and Spells One unique ability that the Card Mage possesses is "Card Shuffle." This ability allows the player to shuffle their deck and draw a new hand of cards during combat, enabling them to adapt to changing situations. Another unique ability is "Card Trick," which allows the player to use their deck of cards to perform sleight of hand tricks and distract or deceive enemies or NPCs.

In addition to standard spells found in the Player's Handbook, the Card Mage has access to unique spells such as "Deck of Illusions," which allows the player to create illusions using their deck of cards, and "Card Blade," which infuses the player's weapon with magical energy to deal additional damage.

Roleplaying Opportunities The Card Mage could be associated with factions or organizations that specialize in gambling or games of chance, such as the Xanathar's Guild or the Harpers. Alternatively, the Card Mage could be a traveling performer, using their deck of cards to entertain crowds and earn money. As a half-spellcaster, the Card Mage may have a background in martial training or be a rogue who uses their deck of cards to supplement their skills in thievery and subterfuge.

Overall, the Card Mage is a unique and versatile class that brings a new dimension to spellcasting in Dungeons & Dragons. With their deck of cards and distinct subclasses, the Card Mage offers players a fun and creative way to engage with the game's mechanics and roleplay opportunities.

Second Prompt[edit]

Please create the game statistics for the class, formatting it as it would appear in the Player's Handbook.

Second Results[edit]

CARD MAGE
Half-Spellcaster

Class Features Hit Dice: 1d8 per Card Mage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Card Mage level after 1st Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons, cards
Tools: None
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Acrobatics, Arcana, Deception, Insight, Sleight of Hand, and Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• A deck of cards (52 cards)
• (a) A simple weapon or (b) a martial weapon
• (a) A light crossbow and 20 bolts or (b) any simple weapon
• (a) Studded leather armor or (b) scale mail armor
• A shield
• A spellbook

Spellcasting
As a Card Mage, you cast spells using your deck of cards. You must have a hand of cards to cast spells, and each card can only be used once per hand. You can add or remove cards from your deck when you level up.

Cantrips
At 1st level, you know two cantrips of your choice from the Card Mage spell list. You learn additional cantrips as you gain levels in this class, as shown in the Cantrips Known column of the Card Mage table.

Spell Slots
The Card Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Card Mage spell list. The Spells Known column of the Card Mage table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the Card Mage spells you know and replace it with another spell from the Card Mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your Card Mage spells, since you use your deck of cards and your knowledge of magic to cast your spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Card Mage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Card Shuffle
At 2nd level, you can use an action to shuffle your deck and draw a new hand of cards, enabling you to adapt to changing situations. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses of it after a long rest.

Subclass
At 3rd level, you choose a subclass that focuses on either the Playing Card Set or the Three-Dragon Ante Set, both detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement
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. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Card Trick
Starting at 6th level, you can use your deck of cards to perform sleight of hand tricks and distract or deceive enemies or NPCs. You can attempt to deceive a creature as an action, using your proficiency with cards. The DC for this deception is equal to the target creature's passive Insight score.

Deck Mastery
At 10th level, you have become a master of your deck of cards. You can now use any card in your deck as a bonus action, rather than using an action. In addition, you have advantage on all Sleight of Hand checks made with your deck of cards.

Card Blade
At 14th level, you have learned to infuse your weapon with magical energy using your deck of cards. As a bonus action, you can imbue your weapon with magic until the end of your turn. When you hit a creature with a weapon attack using a magic-infused weapon, the target takes an extra 1d8 damage of the same type dealt by the weapon. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses of it after a long rest.

Deck of Illusions
At 18th level, you have learned to use your deck of cards to create illusions. As an action, you can use your deck of cards to create one or more illusory objects or creatures within 60 feet of you. The objects or creatures last for 1 minute, and you can create one object or creature for each card in your hand. Each object or creature must be within 30 feet of another object or creature you create, and they must all be of the same type (e.g., all objects or all creatures). The objects or creatures can't deal damage or cause harm, but they can move and make sounds as you wish. This feature can be used once per long rest.

Playing Card Set and Three-Dragon Ante Set Subclasses
At 3rd level, you choose a subclass that focuses on either the Playing Card Set or the Three-Dragon Ante Set.

Playing Card Set
The Playing Card Set subclass focuses on offense, utilizing cards that deal damage and apply status effects to enemies.

1st Level: Playing Card Spells (Chaos Bolt, Magic Missile)
3rd Level: Ace of Spades (infuses weapon with magic, deals extra damage on hit)
7th Level: Queen of Hearts (charms enemies, forcing them to attack their allies)
11th Level: Jack of Clubs (teleport behind an enemy and attack them from behind)
15th Level: Joker (summons a magical creature to fight for you)

Three-Dragon Ante Set
The Three-Dragon Ante Set subclass focuses on defense and support.

1st Level: Three-Dragon Ante Spells (Cure Wounds, Shield)
3rd Level: The Red Dragon (infuses weapon with fire magic, deals extra fire damage on hit)
7th Level: The Gold Dragon (grants resistance to damage for one ally)
11th Level: The Silver Dragon (casts "Fly" on one ally)
15th Level: The Platinum Dragon (summons a powerful dragon ally to fight for you)