Base Class: Wizard
Hailing from the plane of Amonkhet, the Chosen of the God-Pharaoh channels its mana into a magical artifact constructed by the most powerful being of the plane named the God Pharaoh. The God Pharaoh implemented part of its essence into the artifact that allows its wielder to have a significant advantage in The Trials of the Second Sun. The winner of these trials is prophesied to become a God-Eternal of its own desires and be gifted immortality.
Shadow Summon
Starting at 2nd level you have learned how to begin to truly master the artifact and unlock its true capabilities to produce magical effects and creatures to fight on your behalf.
The artifact manifests itself into a form that symbolizes the virtues of its wielder.
The Deck of the God Pharaoh
Once per short or long rest, you can draw three cards from the deck. The cards disappear when you use this feature again. When cards are drawn, roll on the Shadow Deck Table below three times.
As an action, a card can be used to summon its respective spell or creature. A spell cast with a card takes effect instantaneously. The spell acts as though you are the one casting that spell.
At 2nd level, only one creature card can be in play at a time. A creature conjured in this way disappears after 1 hour, when you use this feature again, or dismiss the creature. In combat, a conjured creature acts as part of your initiative. When a conjured creature drops to 0 Hit Points, it disappears, leaving behind no physical form. The card reappears into the deck. While your creature is within 100 feet of you, you can command it telepathically.
You can dismiss your creature as a bonus action. It disappears into a pocket dimension where it awaits your summons. The card reappears into the deck.
Shadow Deck Table
| Roll 1d30 | CARD TYPE | EFFECT/MONSTER |
|---|---|---|
| 1 | Monster | Zombie |
| 2 | Spell | Acid Splash |
| 3 | Monster | Skeleton |
| 4 | Spell | Blade Ward |
| 5 | Monster | Kenku |
| 6 | Spell | Chill Touch |
| 7 | Monster | Giant Centipede |
| 8 | Spell | Dancing Lights |
| 9 | Monster | Poisonous Snake |
| 10 | Spell | Fire Bolt |
| 11 | Monster | Scorpion |
| 12 | Spell | Friends |
| 13 | Monster | Jackal |
| 14 | Spell | Light |
| 15 | Monster | Awakened Shrub |
| 16 | Spell | Mage Hand |
| 17 | Monster | Crawling Claw |
| 18 | Spell | Mending |
| 19 | Monster | Giant Fire Beetle |
| 20 | Spell | Minor Illusion |
| 21 | Monster | Homunculus |
| 22 | Spell | Poison Spray |
| 23 | Monster | Blood Hawk |
| 24 | Spell | Ray of Frost |
| 25 | Monster | Swarm of Insects |
| 26 | Spell | Shocking Grasp |
| 27 | Monster | Hoard Scarab |
| 28 | Spell | True Strike |
| 29 | Monster | Cockatrice |
| 30 | Monster | Pseudodragon |
Gift of the Pharaoh
At 6th level, your mastery grows. You can now draw five cards. Additionally, you learn how to focus the potential of the deck, allowing you to conjure more powerful creatures. You gain the Shadow Deck Upgrade Table below.
Shadow Deck Upgrade Table
| ROLL 1D30 | CARD TYPE | EFFECT/MONSTER |
|---|---|---|
| 1 | Monster | [Tooltip Not Found] |
| 2 | Spell | Acid Splash |
| 3 | Monster | [Tooltip Not Found] |
| 4 | Spell | Blade Ward |
| 5 | Monster | [Tooltip Not Found] |
| 6 | Spell | Chill Touch |
| 7 | Monster | [Tooltip Not Found] |
| 8 | Spell | Dancing Lights |
| 9 | Monster | [Tooltip Not Found] |
| 10 | Spell | Fire Bolt |
| 11 | Monster | [Tooltip Not Found] |
| 12 | Spell | Friends |
| 13 | Monster | [Tooltip Not Found] |
| 14 | Spell | Light |
| 15 | Monster | [Tooltip Not Found] |
| 16 | Spell | Mage Hand |
| 17 | Monster | [Tooltip Not Found] |
| 18 | Spell | Mending |
| 19 | Monster | [Tooltip Not Found] |
| 20 | Spell | Minor Illusion |
| 21 | Monster | [Tooltip Not Found] |
| 22 | Spell | Poison Spray |
| 23 | Monster | [Tooltip Not Found] |
| 24 | Spell | Ray of Frost |
| 25 | Monster | [Tooltip Not Found] |
| 26 | Spell | Shocking Grasp |
| 27 | Monster | [Tooltip Not Found] |
| 28 | Spell | True Strike |
| 29 | Monster | [Tooltip Not Found] |
| 30 | Monster | [Tooltip Not Found] |
The Second Sun
At 10th level, your connection with the deck deepens. You can now draw seven cards from the deck. You gain the ability to have up to two creatures in play at a time.
Whenever you cast a wizard spell of 3rd level or lower on your turn, you can cast it as if you were in the conjured creature’s space, instead of your own. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Chimera of Naktamunv
At 14th level, your connection with the deck deepens. You can expend two creature cards to pick a creature with special abilities from the Fusion Table.
Fusion Table
| ROLL 1D10 | CARD TYPE | MONSTER |
|---|---|---|
| 1 | Monster | [Tooltip Not Found] |
| 2 | Monster | [Tooltip Not Found] |
| 3 | Monster | [Tooltip Not Found] |
| 4 | Monster | [Tooltip Not Found] |
| 5 | Monster | [Tooltip Not Found] |
| 6 | Monster | [Tooltip Not Found] |
| 7 | Monster | [Tooltip Not Found] |
| 8 | Monster | [Tooltip Not Found] |
| 9 | Monster | [Tooltip Not Found] |
| 10 | Monster | [Tooltip Not Found] |
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