Base Class: Sorcerer
You are a master of duels, a king of card games. Your innate magic comes from the Heart of the Cards and your trust in your deck. You might trace your lineage to an ancient pharaoh, or perhaps you were trapped in a millenium item until freed by a kind being.
The power of the cards you wield allows you to summon a plethora of strange creatures.
Duel Monsters
As a summoner, you can access to all spells that involve the summoning or raising of creatures.
Monster Cards
Starting at 1st level, you learn to craft Monster Cards. During a short rest you can use any amount of spell slots to turn Summoning spells into Monster Cards, with each Monster Card costing a spell slot of the spell level equal to the spell being crafted. This works as following:
- You can have a number of Monster Cards equal to your proficiency bonus.
- Crafting these cards ignores the material cost of the spells.
- You can have only one Monster Card for each spell, and only at the spell's base level.
- If you are at your monster card limit, you must choose an old card to get replaced by the new card.
Monster Cards have the following effects:
- As an action you can activate any of the Monster Cards in your possession, doing this will allow you to cast the spell associated with the card without expending a spell slot.
- Creatures summoned with Monster Cards will gain an attack bonus equal to your spellcasting modifier.
- When one of your summoned creatures hit with an attack you can expend a sorcery point, this will let you add your spellcasting modifier to the damage roll.
- When a Monster Card is used, that card will be unusable until you finish a long rest.
Heart of the Cards
Starting at 1st level, your trust in the Heart of the Cards allows your monsters to overcome great odds. When a creature under your control misses an attack, you can make the creature re-roll the attack.
If the attack succeeds, you can’t use this feature again until you finish a short rest.
Shadow Realm
When you reach 6th level in this class, you learn how to send dying creatures to the shadow realm. This works as following:
- When a creature reaches 0 hitpoints while being within 15ft. of you, you can use your reaction and expend a spell slot and a sorcery point to send the creature to the shadow realm.
- The spell slot must be at least equal to double the creature's CR. Otherwise the reaction will fail.
- When you send a creature to the shadow realm you gain a Shadow Monster Card, this card does not count against your Monster Card limit.
Shadow Monster Cards work as following:
- You can use an action to activate a Shadow Monster Card, this will destroy the card.
- The card will summon an amount of creatures of a CR equal to half the spell slot level consumed, rounded up. (For example a 2nd level spell slot can summon 4 monsters of CR 1/4)
- The creatures follow your commands, but are not fully under your control.
- Using a new Shadow Monster Card will cause the creatures of the previous shadow monster card to disappear.
- Creatures of a CR of 3 or higher require concentration.
- Creatures will disappear when concentration is broken, when the encounter ends or when 10 minutes have passed.
Synchro Summon
At 14th level, you gain the ability synchro summon. By spending 2 sorcery points, you can summon two additional Monster Cards or Shadow Monster Cards.
Monster Sacrifice
Starting at 18th level, you can sacrifice an active Monster Card and a sorcery point to activate Shadow Monster Cards. Doing so will have the following effects:
- The Active Monster Card creatures will disappear and the creatures from the Shadow Monster Card will appear on spots of your choice where the previous creatures stood. If all spots are filled in, the remainder of creatures are summoned on locations within 30ft. of your choice.
- The Shadow Monster Card will not be used up.
- The Shadow Monsters will be able to immediately make an attack if they are near an enemy.
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