On a fail, the caster takes the damage instead. On a success that creature takes 1d4 +char magic damage. If they do, they roll a d20 ranged attack on a target creature. Starting at level 3 a caster may expend 1 less point to cast a card.Ĭasting burn: Starting at level 3, a caster my expend 1 cast point after casting a card.
Each shall be detailed in a later post.Ĭreature Summon: Can have 2 + half char(rounded down) creatures summoned at the same time.ĭuelist's path: Gain feature from Duelist's Path.Ĭasters focus their time studying how to more efficiently cast their cards. They can choose Elementalist, Clan Duelist, or Caster. All casting points are recovered on a long rest.Ĭreature summon: Can have 1 +half char (rounded down) creatures summoned at the same time.ĭuelist's path: A dueler chooses a path to take. Lingering summon: At level 1 creatures of level 3 or below may linger until they choose to leave or the caster dismisses them.ĭuelist's rest: Upon a short rest, the duelist may roll to regain 1d8 +char casting points. Cards that are "banished" through the effects of another duelist cannot be regained until the duelist is able to find them again or gains a card to summon them to him/her. Upon use, the card gets burned and sent to the caster's "graveyard." The cards reappear to the duelist's deck once the light of dawn can be seen. Spells go off immediately, while traps need a designated trigger, chosen by the caster. Higher leveled monsters (5+) require that a previously summoned creature(s) be sent to the graveyard. To cast a monster, expend points equal to it's level.
Each level grants an extra 2 plus charisma modifier points for casting.
(a) a Dungeoneer's Pack or (b) an Explorer's PackĪt level 1 a dulist's max casting points is 5 plus their charisma modifier. Martial ranged weapon (must be profecient) or shortbow Martial melee weapon (must be profecient) or shortsword in addition to the equipment granted by your background: Skills: Choose two from History, Insight, Preception, Persuasion, Deception and investigation. Weapons: Choice of single martial weapon, simple weapons See Wizard Level table for profeciency bonus Hit Points at Higher Levels: 1d8(or 5) +constitution modifier Hitpoints at first level: 8 + constitution modifier Only the duelist knows for sure what may or may not happen. A monster may appear, or a spell like effect cast. These cards, when presented, allow for many things to occur. Duelists found magical cards embued with magic.