Warlock
Base Class: Warlock

You use cards from clash royale, your patron is the blue king from clash royale.

Cardcasting

At 1st level, you gain the ability to cast spells using your deck of Clash Royale cards. Your deck contains a number of cards equal to your warlock level plus your Charisma modifier. You can choose any combination of cards to make up your deck, but once chosen, the cards cannot be changed until you gain a level in this class.

To draw a card you must expend at least one spell slot and use elixir. You gain 2 elixir every turn. For example if a card costs 5 elixir and you have 4 elixir you can use a first level spell slot to both make up for the missing elixir, and fill the requirement of having to use a spell slot. Another example is if you have 2 elixir but want to use a card that costs 5, you can use a third level spell slot to fill in the missing elixir. And you can only have a max of 10 elixir.

  • Archers: Summon two Small creatures with 5 hit points each and 12 AC. They have ranged attacks that deal 1d6+1 piercing damage each.

  • Baby Dragon: Summon a Medium creature with 30 hit points and 14 AC. It has a ranged attack that deals 2d6 fire damage and can fly.

  • Bandit: Summon a Medium creature with 20 hit points and 16 AC. It has a melee attack that deals 1d8+2 slashing damage and can dash through enemies to avoid attacks.

  • Barbarians: Summon four Medium creatures with 15 hit points each and 15 AC each. They have melee attacks that deal 1d8+1 slashing damage each.

  • Bats: Summon five Small creatures with 5 hit points each and 12 AC each. They have melee attacks that deal 1d4+1 slashing damage each and can swarm enemies.

  • Bowler: Summon a Large creature with 60 hit points and 18 AC. It has a ranged attack that deals 3d8+2 bludgeoning damage and can knock back enemies.

  • Cannon Cart: Summon a Medium creature with 20 hit points and 14 AC. It has a ranged attack that deals 2d6 piercing damage and can be transformed into a cannon for increased damage.

  • Clone: Summon a duplicate of any previously summoned Clash Royale card. The duplicate has the same stats and abilities as the original, but the cloned version only has 1 hp

  • Dark Prince: Summon a Medium creature with 30 hit points and 16 AC. It has a melee attack that deals 2d6+2 slashing damage and can charge through enemies to deal extra damage.

  • Dart Goblin: Summon a Small creature with 10 hit points and 12 AC. It has a ranged attack that deals 1d6+1 piercing damage and can fire rapidly.

  • Electro Dragon: Summon a Large creature with 30 hit points and 16 AC. It has a ranged attack that deals 1d10 lightning damage and can chain to multiple enemies.

  • Electro Wizard: Summon a Medium creature with 20 hit points and 14 AC. It has a ranged attack that deals 2d6 lightning damage and can stun enemies.

  • Elite Barbarians: Summon two Medium creatures with 20 hit points each and 15 AC each. They have melee attacks that deal 1d10+2 slashing damage each and can dash through enemies.

  • Executioner: Summon a Medium creature with 30 hit points and 16 AC. It has a ranged attack that deals 2d10 slashing damage and can hit multiple enemies at once.

  • Fire Spirits: Summon three Small creatures with 5 hit points each and 12 AC each. They have a ranged attack that deals 1d4+1 fire damage each and can explode to deal extra damage.

  • Giant: Summon a Large creature with 80 hit points and 18 AC. It has a melee attack that deals 2d8+4 bludgeoning damage and can soak up a lot of damage.

  • Giant Skeleton: Summon a Large creature with 50 hit points and 12 AC. It has a melee attack that deals 1d10+4 bludgeoning damage and can drop a bomb on death that deals additional damage of 4d6+5 fire damage with a dex save.

  • Goblins: Summon three Small creatures with 7 hit points each and 12 AC each. They have a melee attack that deals 1d6 piercing damage each and can swarm enemies.

  • Goblin Barrel: Summon a group of Small creatures with 5 hit points each and 12 AC each. They can be thrown at enemies to deal 1d4 piercing damage each, and can be deployed in a specific location.

  • Goblin Gang: Summon six Small creatures with 5 hit points each and 12 AC each. They have melee attacks that deal 1d6 piercing damage each and can swarm enemies.

  • Golem: Summon a Huge creature with 120 hit points and 20 AC. It has a melee attack that deals 4d10+6 bludgeoning damage and can split into smaller creatures on death.

  • Graveyard: Summon a group of Small creatures with 5 hit points each and 12 AC each. They have a melee attack that deals 1d4+1 necrotic damage each, and can be deployed in a specific location the effect lasts for one minute and spawns 1 of the small creature every turn.

  • Hog Rider: Summon a Medium creature with 20 hit points and 16 AC. It has a melee attack that deals 2d6+2 slashing damage and can charge through enemies.

  • Ice Golem: Summon a Medium creature with 30 hit points and 14 AC. It has a melee attack that deals 1d8+2 bludgeoning damage and can explode to slow enemies.

  • Ice Spirit: Summon a Small creature with 5 hit points and 12 AC. It has a ranged attack that deals 1d4 cold damage and can freeze enemies.

  • Inferno Dragon: Summon a Large creature with 60 hit points and 18 AC. It has a ranged attack that deals increasing amounts of fire damage over time.

  • Inferno Tower: Summon a stationary structure with 100 hit points and 20 AC. It has a ranged attack that deals increasing amounts of fire damage over time.

  • Knight: Summon a Medium creature with 20 hit points and 16 AC. It has a melee attack that deals 1d8+2 slashing damage and can soak up a lot of damage.

  • Lava Hound: Summon a Large creature with 80 hit points and 18 AC. It can fly and has a ranged attack that deals 2d4 fire damage.

  • Lava Pup: Summon three Small creatures with 10 hit points each and 12 AC each. They have a ranged attack that deals 1d4 fire damage each.

  • Lumberjack: Summon a Medium creature with 20 hit points and 16 AC. It has a melee attack that deals 1d8+2 slashing damage and can rage to attack faster.

  • Mega Knight: Summon a Large creature with 80 hit points and 18 AC. It has a melee attack that deals 2d10+4 bludgeoning damage and can jump to deal extra damage.

  • Miner: Summon a Medium creature with 35 hit points and 14 AC. It has a melee attack that deals 1d8+2 slashing damage and can be deployed to specific locations.

  • Minion Horde: Summon six Small creatures with 10 hit points each and 12 AC each. They have a ranged attack that deals 1d6+1 acid damage each and can swarm enemies.

    Minions: Summon three Small creatures with 10 hit points each and 12 AC each. They have a ranged attack that deals 1d6+1acid damage each and can fly.

  • Musketeer: Summon a Medium creature with 20 hit points and 16 AC. It has a ranged attack that deals 2d6+2 piercing damage and can shoot accurately.

  • Mini P.E.K.K.A.: Summon a Medium creature with 30 hit points and 16 AC. It has a melee attack that deals 2d8+4 slashing damage and can deal extra damage to constructs and other mechanical enemies. Additionally, it has the ability to charge at a target, gaining advantage on the attack roll and dealing an additional 1d6 damage on a hit.
  • Night Witch: Summon a Medium creature with 20 hit points and 16 AC. It has a melee attack that deals 1d8+2 slashing damage and can spawn bats.

  • P.E.K.K.A: Summon a Large creature with 50 hit points and 18 AC. It has a melee attack that deals 3d8+6 slashing damage and can deal extra damage to tanks.

  • Princess: Summon a Small creature with 5 hit points and 12 AC. It has a ranged attack that deals 2d4 piercing damage and can shoot accurately from a distance.

  • Rage: Summon a spell that affects all allies within a certain radius. It increases their speed and attack rate for a short period of time.

  • Skeleton Army: Summon six Small creatures with 5 hit points each and 12 AC each. They have a melee attack that deals 1d4 piercing damage each and can swarm enemies.

  • Skeletons: Summon three Tiny creatures with 1 hit point each and 10 AC each. They have a melee attack that deals 1d4 piercing damage each and can distract enemies.

  • Sparky: Summon a Huge creature with 50 hit points and 18 AC. It has a ranged attack that deals 4d10+4 damage with splash of 20 feet but takes 3 turns to charge up.

  • Three Musketeers: Summon three Medium creatures with 20 hit points each and 16 AC each. They have a ranged attack that deals 2d8+2 piercing damage each and can shoot accurately.

  • Valkyrie: Summon a Medium creature with 20 hit points and 16 AC. It has a melee attack that deals 1d8+2 slashing damage and can hit multiple enemies at once.

  • Witch: Summon a Medium creature with 20 hit points and 16 AC. It has a ranged attack that deals 1d6+2 damage and can spawn skeletons.

  • Wizard: Summon a Medium creature with 20 hit points and 16 AC. It has a ranged attack that deals 2d8+2 damage and has the aoe attack of 20 ft

  • X-Bow: Summon a stationary structure with 30 hit points and 18 AC. It has a ranged attack that deals 1d4+2 piercing damage but can shoot 6 times.

  • Zap: Summon a spell that deals 3d6 lightning damage and stuns enemies long enough to get rid of their bonus action for their next turn and get's rid of their reaction.

Royale Familiar

At 6th level, you gain a Royale Familiar that aids you in battle. You can choose any creature from the Clash Royale game to serve as your familiar. Your familiar can use any abilities or attacks that it has in the game, but it has hit points equal to your warlock level plus your Charisma modifier times 2. If your familiar is reduced to 0 hit points, it disappears and you cannot summon it again until you complete a long rest.

 

Legendary Strike

At 10th level, you can use your bonus action to draw a Legendary card from your deck and cast it without expending a spell slot at half the elixir (rounded up). Legendary cards are the most powerful cards in the game, and they can have a devastating effect on your enemies. But takes a long rest to recharge.

Elixir Advantage

At 14th level, you gain the ability to draw two cards from your deck instead of one when you cast a spell. Additionally, you now make 3 elixir a turn now instead of 2.

Previous Versions

Name Date Modified Views Adds Version Actions
4/15/2023 5:09:55 AM
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