Base Class: Wizard
A summoner expands their arcane collection to master new strategies in battle. Their spellbook usually takes the form of a deck of cards which they keep in a metal piece of equipment called a Duel Disk. They play these cards on the Duel Disk, which functions as their spellcasting focus to project magic straight from the cards into the real world.
Trap Cards
Starting at 2nd level, you learn how to imbue cards with latent magic. As an action, choose a 3rd level or lower spell you’ve prepared that has a casting time of an action, bonus action or reaction. You expend a spell slot equal to the spell’s level to create a magical trap card. You can then use your reaction at any time to expend the trap card and cast the spell. You can only have one trap card at a time, and a trap card loses its power after ten minutes or when it’s activated.
Monster Cards
Starting at 2nd level, you gain cards that summon magical monsters. As an action, you can expend a 1st level spell slot or higher to throw down a monster card up to 30 feet away in an unoccupied location you can see. This immediately summons a monster from the card in either defense or attack position (your choice). You can verbally command the monster as a bonus action every turn. It shares your initiative, acting immediately after you. You may only have one of these monsters active at any one time, which can be dispelled by having it drop to 0 hit points or dismissing it as an action.
Effect Monsters
Starting at 6th level, you learn to enhance your monster cards with a special effect. Choose one effect listed below; the monsters summoned by your Monster Cards feature now always benefit from that effect. You can choose a different effect at the end of every long rest.
Limit breaker: After summoning your monster, it can immediately make an attack (in Attack Position) or provide +5 AC to you until the start of your next turn (in Defense Position).
Grave sacrifice: Your monster may use its action to immediately drop to 0 hit points at the start of its turn and deal 1d6 force damage to every creature adjacent to it.
Arcane spark: Choose 1 cantrip from the wizard spell list. The monster can cast this spell as an action using your wizard spellcasting ability modifier.
Cure: As an action, the monster can heal you for 1 hit point up to three times if you are adjacent to it.
Position swap: After summoning your monster, it can immediately swap places with you. The distance swapped can be no more than 60 feet.
Tribute Summon
Starting at 10th level, you can use your action to summon a powerful monster. Your current active monster is immediately dispelled. Immediately afterwards you summon a new, improved monster and become unable to summon any other monsters until your next long rest. Use the same monster statblock with the following modifications:
-Double its maximum hit points.
-It gains another use of its Declare Attack action every turn (in attack mode) or gains an extra reaction it can make every round (in defense mode).
Synergy
Starting at 14th level, the cards in your deck occasionally line up to give you an unforeseen edge in combat. At the start of each of your turns, roll a d6. On a 6, you can take one additional action until the end of your turn. Once this feature activates, you must finish a short or long rest before it can be used again.
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