Base Class: Warlock
The Duelist’s Magic
For a Pact of the Duelist warlock, magic is not about brute strength or an expansive array of spells but about balance, timing, and harnessing the power within their cards. Duelists imprint powerful entities or observed spells onto blank Millennium Cards, transforming them into Monster or Spell cards. These cards remain in their deck, waiting to be drawn and unleashed at the perfect moment. Each card drawn is an unpredictable but potent weapon that can turn the tide of battle in an instant.
Duelists carry their Dueling Deck within a Deck Box at their hip and store their extra cards within a Millennium Tin, only switching cards out during periods of rest. This system makes each card feel precious, rewarding Duelists for their forethought in deciding what to bring into a fight and keeping them light on their feet. They may seem like gamblers, but Duelists know the odds—winning is just a matter of playing the right hand.
Tactical Mastery
Every Duelist is a performer, treating battles as carefully planned displays of magic and strategy. While their magic requires precise management, those who underestimate a Duelist’s deck find themselves overwhelmed by summoned allies, potent spells, and perfectly timed counterattacks. The unpredictability of their abilities demands that they pick their battles wisely, but when a Duelist has prepared, few can match their versatility and skill.
For a Pact of the Duelist warlock, magic is more than raw power; it’s about playing the odds, outsmarting opponents, and delivering the perfect blow exactly when it’s needed.
Level 1: Duelist Equipment
Duelist Equipment
At 1st level, you gain special equipment that is bound to you and cannot be sold or traded:
Millennium Cards
A set of 20 magical cards produced by the spirit of the Millennium Puzzle. These cards can house the essence of creatures and spells . All cards are initially blank and can be imprinted through your features. Whenever you gain a level, you gain 5 additional blank Millennium Cards.
Dueling Deck
A deck of Millennium Cards, each card is numbered from one to twenty, matching your Draw mechanic. Cards can only be changed during a long rest. It may only contain up to 3 copies of the same Monster or Spell Card. At 10th level, you may create a 2nd Dueling Deck if you have enough Monster Cards. You may swap which Dueling Deck you are using on a Short Rest.
Duel Disk
A ornate artifact shaped like a half disk with a slot for a Dueling Deck, when an imprinted Millennium card is placed on its surface it activates the magic within the Duel Disk. It is worn on the same hand used to hold any drawn Millennium cards from the Dueling Deck,
Deck Box
A magical box fastened to your hip or leg that houses your Dueling Deck for easy access.
Millennium Tin
A small metal box that stores any Millennium Cards not currently in your Dueling Deck.
Starting Millennium Cards
Choose 20 CR 1/4 or lower creatures to imprint onto your Blank Millennium Cards into Monster Cards to add to your Dueling Deck. You may choose the same creature more than once, with no more than three copies of the same creature.
Level 1: Shadow Games
Beginning at 1st level, you gain the ability to draw power from your cards through three interconnected features: Imprint, Draw, and Shadow Games.
Imprint: As a Duelist, you can imprint a dead creature's essence (one killed by you or an ally) into a blank Millennium Card, turning it into a "Monster Card." The creature’s Challenge Rating (CR) must be equal to or lower than your Proficiency Bonus. Imprinting preserves the creature’s statistics, allowing it to serve as a summoned creature. During a long rest, you may choose to turn an imprinted card back into a blank card.
Spell Imprinting: You can imprint a spell from a scroll to imprint a spell into a blank Millennium Card, turning it into a "Spell Card." You cannot imprint spells that would exceed your current Pact Slot Level or add these imprinted cards to your deck.
Draw: At the start of each of your turns, roll a d20. Draw the card from your Dueling Deck corresponding to the result of that roll. If the number drawn has already been used, choose the next lowest or highest number available. As long as you have at least one card in your hand, you cannot hold anything else in that hand.
Summon Monster: Once per turn, as a free action you may summon a creature from a Monster Card in your hand to a space within 5 feet of you. (Maximum of 3 controlled monsters at a time.) The creature obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the creature where to move (no action required by you). You can use a Magic Action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the creature takes the Dodge action.
Graveyard Return: If a creature is defeated or a spell is cast, it is sent to a pocket dimension called the "Graveyard." Cards may only return from the Graveyard to it's deck after a long rest.
Level 6: Spell Activation
At 6th level, you gain the ability to add any Spell Cards into your Dueling Deck. In Addition, You may cast a Spell Card using the Magic Action, Spell Cards follows the spell’s original action requirements. You may upcast a spell by expending a Warlock spell slot. (You may also choose to use the Ready Action to cast a Spell Card, following the normal rules for Readying a Spell.)
Additionally, you gain the ability to cast Counterspell with a range of 30 feet. If successful, you may imprint the negated spell onto one of your blank Millennium Cards, subject to the limitations of the Spell Imprinting feature. You may only cast Counterspell this way once per long rest.
Level 10: Fusion Summon
At 10th level, you gain the power to Fusion Summon, allowing you to merge two or more creatures into a single powerful entity.
Fusion Deck: You gain an Extra Deck of up to 8 Monster Cards with a Challenge Rating higher than your Proficiency Bonus, or Spells Cards with a Spell Level higher than your current Pact Slot Level. These Cards cannot be played like those from your Dueling Deck and may only be Fusion Summoned or Casted. Fusion Cards may be changed on a long rest.
Fusion Requirements: Send Monster Cards from your hand or Summoned Monster Cards to the Graveyard with a total CR equal to or exceeding the CR of the Monster Card you wish to Fusion Summon from your Extra Deck. You may also send Spell Cards from your hand with a total Spell Level equal to or exceeding the Level of the spell you wish to cast from your Extra Deck. (If you exceed the Spell's Level with the discarded Spell Cards, the spell is upcast by the amount up to 9th level.)
Fusion Summon Limit: You may Fusion Summon or Cast once per combat, with an additional use at 14th level.
Level 14: Heart of the Cards
At 14th level, your connection with your deck reaches its peak, allowing you to draw the exact card you need in critical moments.
Effect: Once per combat encounter, before rolling your Draw Die, you may choose any card in your deck to draw. Additionally, you may use this feature with any deck of cards that is not your Extra Deck, such as the Deck of Illusions. If you do not know the deck’s exact contents, this feature has no effect.
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