Base Class: Wizard
You have access to the ancient card game once played by Tieflings from eons ago called “Showdown”, now translated into the common language. This set of cards in particular were known to cause harm to not only their opponent, but possibly themselves. At the 3rd-level, you can hold a maximum of 20 cards in your deck.At the beginning of each encounter, the player draws 4 cards from the top of their deck.
At the beginning of their own turn, they draw 1 card from the top of their deck. The max amount of cards you can have in your hand by the end of your turn is 6. The player has access to 3 monster zones and 5 spell/trap zones. The monsters will share the armor rating of the player. Another thing to add: level 1-4 monsters roll 1d4, 5-6 roll 2d6, 7-8 roll 3d6, and 9-10 roll 4d10 + the player’s intelligence modifier. Along with this when a monster is summoned, depending on the star rating, the player gains temporary hit points equal to the star rating of the monster that’s summoned. Monsters with a 1-4 star rating can be summoned without tributing a monster. 5 and 6 star monsters need to tribute 1 monster on the field, while 7 and 8 need 2 monsters on the field, with 9 and 10 needing 3 on the field as tribute. Summoning a monster is a Main Action, attacking is a command that doesn’t require a bonus action. When that monster is destroyed, the hit points disappear. If the damage exceeds the monster’s star rating, the remaining damage goes towards the player’s hit points. In a situation where 2 monsters have different star ratings and the one with the higher star rating gets destroyed exceeding the temporary hit points, the damage will reflect on the player’s hit points. Trap cards, unlike monster/spell cards, must be used and float around the player before they can be activated by an enemy. Traps also act as Bonus Actions. They are reaction based and require a certain action to happen before they can be triggered. Normal spell and trap cards disappear after they are played. But if a continuous spell/trap is played, the card turns into a floating projection that requires concentration to maintain. If the player’s concentration is broken, the continuous spell/trap is destroyed. When a card is destroyed, the card is unable to be used (unless another card can access those destroyed cards) until the next rest. If a monster was summoned but wasn’t destroyed, they can be placed back into the deck.
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