Card Summoner (5e Class)

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Card Summoner

An elf has dodged down an alleyway, injured from a scuffle with some bandits. She reveals a card from her deck, and a brief incantation later, she's fully healed and ready for round two.

A dragon approaches the town square, where only a half-orc stands to fight. With a flash, he draws a card. Seconds later, a barrage of meteors comes crashing into the dragon.

A halfling is trying to get a better deal on a sword from a stubborn blacksmith. As a last resort, he mutters the spell and reveals the card, summoning three thugs to help "persuade" the blacksmith.

Card summoner is a person that performs summonings of massive beasts, spells of devastating effect, incantations of healing and resurrection...you get the gist. However, unlike wizards where they learn spells from a book, or sorcerers that sort of just learn them, card summoners use a deck filled with runed cards of power to bring these spells into effect. Each deck is different, so how one card summoner uses their deck varies from another. Build yours today!

Backstory

There are many branches of spellcasting. Sorcerers, wizards, clerics, even paladins cast spells. There are some, however, whose power is not quite strong enough to cast spells outright. Many of these people choose to join a differing career, like becoming a rogue or a bard, where their slight magical potential is useful. Others, however, choose to acquire foci to dramatically enhance their magical power. These foci used to take on the form of large tablets that would remain in the abode, and called upon only when necessary. But with time came progress, which made these several ton tablets into papyrus cards. The wielders of these cards are known as Card Summoners.

Creating a Card Summoner

When creating a Card Summoner, you must ask yourself some questions. Why do you use cards instead of normal spellcasting? How did you learn to make a deck? Why do you use one specific deck over another?

Quick Build

You can make a Card Summoner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Sage background. Third, choose Scholars pack

Class Features

As a Card summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Card summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Card summoner level after 1st

Proficiencies

Armor: Light
Weapons: simple weapons and quarterstaffs
Tools: 2 of any choice
Saving Throws: Intelligence and Charisma
Skills: Choose up to four skills

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Quarterstaff or (b) Dagger
  • (a) light crossbow or (b) short bow
  • (a) Small pet of your choice or (b) Riding horse
  • (a) 2 person tent or (b) 2 health potions
  • If you are using starting wealth, you have 3d4 x 10 in funds.

Table: The Card summoner

LevelProficiency
Bonus
FeaturesMana
1st+2Deck Aspect11
2nd+22nd Set of Cards12
3rd+23rd Set of Cards, New First Card13
4th+2Ability Score Improvement, 4th Set of Cards, New Second Card14
5th+35th Set of Cards, New First Card, New Third Card15
6th+36th Set of Cards, New Second Card, New Fourth Card16
7th+37th Set of Cards, New Third Card, New Fifth Card17
8th+3Ability Score Improvement, 8th Set of Cards, New Fourth Card, New Sixth Card18
9th+49th Set of Cards, New Fifth Card, New Seventh Card19
10th+4Final Set of Cards, New Sixth Card, New Eighth Card20
11th+4New Seventh Card, New Ninth Card21
12th+4Ability Score Improvement, New Eighth Card, New Final Card22
13th+5New Ninth Card23
14th+5New Final Card24
15th+5Adept of the Deck25
16th+5Ability Score Improvement26
17th+6Expert of the Deck27
18th+628
19th+6Ability Score Improvement, Master of the Deck29
20th+6Card Mastery30

Deck aspect

Starting at first level, you decide between the deck that you wish to create a spell deck, necromancer deck, healing deck, summoner deck, each with their own spell lists.

The Power of Cards

Card Summoners use a power within themselves known as Mana. They do so by channeling it through their cards, bringing their collected cards into being. A Card Summoner's Mana pool is equal to their Card Summoner level plus ten, you regain Mana at a completion of a short or long rest.

Luck of the Card

At first level, Whenever you attempt to cast a spell through a set of cards, flip a coin to determine which spell to cast, this increases by the number of cantrips you have, for example if you have 3 cantrips roll a d4 (same thing if you have 4 cantrips just without the -1) with a -1, if you roll a 1 treat it as a 1, spells gained later on starts with a d4 -1 but once you gain your 5th spell roll a d6 with a -1 and treat 1's as a 1 (this can probably be explained better look to the discussion page and ask questions if needed help)

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spell deck

You want to be a wizard...but with CARDS? Then the Spell Deck is what you want. With powerful spells like Fireball and Wish at your disposal, your deck will sweep away the competition.

Starting a Spell Deck

beginning at first level, you may pick two cantrips between acid splash, chill touch, firebolt, poison spray, ray of frost, or shocking grasp, you cannot cast any others besides the two you picked, for the two you picked you may spend 1 mana to cast one cantrip as a bonus action, you gain an additional cantrip at levels 3, and 5. Your spell save is 8 + proficiency bonus+ Intelligence modifier. Spells that require concentration is considered an instantaneous spell (durations still apply)

2nd set of cards

starting at 2nd level, you may pick three 1st level spells between burning hands, chromatic orb, thunderwave, natasha's hideous laughter, witchbolt, and magic missile, for the three that you picked, you may spend 2 mana to cast one spell as an action, you gain an additional first level spell at levels 4, and 6

3rd set of cards

starting at 3rd level, you may pick up to three 2nd level spells between cloud of daggers, flaming sphere, melfs acid arrow, scorching ray, and shatter, for the three that you picked you may spend 3 mana to cast one as an action, you gain additional 2nd level spells at levels 5 and 7

4th set of cards

starting at 4th level, you may pick up to three 3rd level spells between fireball, lightning bolt, sleet storm, stinking cloud, and vampiric touch, for the three that you picked you may spend 4 mana to cast one as an action you gain additional 3rd level spells at levels 6 and 8

5th set of cards

Starting at 5th level, you may pick up to three 4th level spells between evards black tentacles, ice storm, phantasmal killer, blight, fire shield, and fire wall for the three that you picked you may spend 5 mana to cast one as an action, you gain additional 4th level spells at levels 7 and 9

6th set of cards

Starting at 6th level, you may pick up three 5th level spells between cloud kill, cone of cold, insect plague, flamestrike, and contagion, for the three that you picked you may spend 6 mana to cast one as an action, you gain additional 5th level spells at levels 8 and 10

7th set of cards

starting at 7th level, you may pick up to three 6th level spells between chain lightning, circle of death, disintegrate, eyebite, and otiluke's freezing sphere, you may spend 7 mana to cast one as an action, you gain additional 6th level spells at levels 9 and 11

8th set of cards

Starting at 8th level, you may pick up to three 7th level spells between delayed blast fireball, finger of death, mordekainen's sword, prismatic spray, and symbol, you may spend 8 mana to cast one as an action, you gain additional 7th level spells at levels 10 and 12

9th set of cards

Starting at 9th level, you may pick up to three 8th level spells between control weather, incendiary cloud, sunburst, Earthquake, and tsunami, you may spend 9 mana to cast one as an action, you gain additional 8th level spells at levels 11 and 13

Final set of spell cards

At 10th level, you may pick up to three 9th level spells between Meteor swarm, power word kill, prismatic wall, wish, storm of vengeance, you may spend 10 mana to cast one as an action, you gain additional 9th level spells at levels 12 and 14

Necromancer deck

While other decks deal with bringing their cards into being, your deck is dedicated to bringing the dead to life. Zombies, vampires, and curses galore! Enjoy being master of death. Don't forget, all created, summoned, taken over creatures or constructs you obtain through this deck last for 8 hours, after of which they crumble away to dust, you communicate with them mentally or verbally and they take actions on your turn, the maximum number of creatures or constructs you can have is 8 at starting level and increases every level by your intelligence modifier, ask your DM for stats on creatures or constructs through this deck, including alignments.

Starting a Necromancer Deck

beginning at first level, you may pick two cantrips between Ray of frost, chilling touch, spare the dying, zone of the dead (halves the movement speed of all creatures within 10ft radius of your choice), or life tap (30ft range, on hit creature makes a constitution save, on fail takes 1d6 necrotic damage and you gain that as temporary hitpoints, on pass they are not damaged, this increases to 2d6, 3d6, and 4d6 at levels 5, 9, and 11) you cannot cast any others besides the two you picked, for the two you picked you may spend 1 mana to cast one cantrip as a bonus action, you gain an additional cantrip at levels 3, and 5 . Your spell save is 8 + proficiency bonus+ Intelligence modifier. Spells that require concentration is considered an instantaneous spell (durations still apply)

2nd set of cards

starting at 2nd level, you may pick three 1st level spells between Witchbolt, ray of sickness, false life, bane, or inflict wounds for the three that you picked, you may spend 2 mana to cast one spell as an action, you gain an additional first level spell at levels 4, and 6

3rd set of cards

starting at 3rd level, you may pick up to three 2nd level spells between Crown of madness, web, spiritual weapon, summon undead (creates a zombie, ask your dm for stats), or blindness/deafness, for the three that you picked you may spend 3 mana to cast one as an action, you gain additional 2nd level spells at levels 5 and 7

4th set of cards

starting at 4th level, you may pick up to three 3rd level spells between Animate dead, bestow curse, remove curse, vampiric spell, graveyard (whenver you summon a zombie in the radius of this graveyard of 15ft, you create an additional undead, and they gain +5 movement speed in this radius), for the three that you picked you may spend 4 mana to cast one as an action you gain additional 3rd level spells at levels 6 and 8

5th set of cards

Starting at 5th level, you may pick up to three 4th level spells between evards black tentacles, blight, mordekainens faithful hound, phantasmal killer, Undead wall (within 15ft length 10ft thick, you create a wall of undead that has a hp of 30, and if any creature enters 5ft of it, they must make a dexterity check on fail, they are grabbed and grappled being bit for 1d8 + your spell casting modifier) for the three that you picked you may spend 5 mana to cast one as an action, you gain additional 4th level spells at levels 7 and 9

6th set of cards

Starting at 6th level, you may pick up three 5th level spells between cone of cold, contagion, bigby's hand, mislead, Create Skeletons (you create up to three skeleton undead of your choice, ask dm for stats), for the three that you picked you may spend 6 mana to cast one as an action, you gain additional 5th level spells at levels 8 and 10

7th set of cards

starting at 7th level, you may pick up to three 6th level spells between circle of death, eyebite, and otiluke's freezing sphere, create undead, magic jar, and wall of ice you may spend 7 mana to cast one as an action, you gain additional 6th level spells at levels 9 and 11

8th set of cards

Starting at 8th level, you may pick up to three 7th level spells between finger of death, Summon Zombie horde (within 20ft, summons 10 zombies), Gaze of the Deathly Hallow (120 ft Constitution save, on fail 5d10 nectrotic damage), plague (If your target dies within 1d4 rounds, it becomes an undead zombie, 15ft), Summon Shadow's (creatures within 30ft centered you must make a wisdom save, on fail a shadow is summoned behind them ask you DM, for shadow stats) you may spend 8 mana to cast one as an action, you gain additional 7th level spells at levels 10 and 12

9th set of cards

Starting at 9th level, you may pick up to three 8th level spells between Trap the soul, antimagic field, demiplane, Feeblemind, and mind blank you may spend 9 mana to cast one as an action, you gain additional 8th level spells at levels 11 and 13

Final set of Necromancer Cards

At 10th level, you may pick up to three 9th level spells between power word kill, Imprisonment, Summon mass scarecrows (Within 50ft with of you, you create up to 12.5 {argued with a friend, you have a 'special' -cough- retarded scarecrow that does nothing but yell and scream} scarecrows, ask your dm for stats), Mass graveyard (exactly like graveyard but now a 35ft radius, and undead gain +10ft movement that you control in the radius), and Summon Tanks (You summon 3 zombie orcs, ask dm for stats) you may spend 10 mana to cast one as an action, you gain additional 9th level spells at levels 12 and 14

Healing deck

Instead of Summoning explosive magic or terrifying beasts, you dedicated yourself and your deck to healing yourself and your companions. A noble choice, and just as versatile as any of the other decks.

Starting a Healing Deck

beginning at first level, you may pick two cantrips between Spare the dying, light, sacred flame, and Wrap the left arm (heal target creature for 1d4 + spell casting ability modifier) you cannot cast any others besides the two you picked, for the two you picked you may spend 1 mana to cast one cantrip as a bonus action, you gain an additional cantrip at levels 3, and 5 . Your spell save is 8 + proficiency bonus+ Intelligence modifier. Spells that require concentration is considered an instantaneous spell (durations still apply)

2nd set of cards

starting at 2nd level, you may pick three 1st level spells between Curewounds, healing word, Detect poison/disease, false life, and Good berries, for the three that you picked, you may spend 2 mana to cast one spell as an action, you gain an additional first level spell at levels 4, and 6

3rd set of cards

starting at 3rd level, you may pick up to three 2nd level spells between prayer of healing, blindness/deafness, zone of truth, lesser restoration, and silence for the three that you picked you may spend 3 mana to cast one as an action, you gain additional 2nd level spells at levels 5 and 7

4th set of cards

starting at 4th level, you may pick up to three 3rd level spells between Beacon of hope, mass healing word, revify, Speak with dead, and daylight for the three that you picked you may spend 4 mana to cast one as an action you gain additional 3rd level spells at levels 6 and 8

5th set of cards

Starting at 5th level, you may pick up to three 4th level spells between banishment, death ward, locate creature, confusion, and aura of life for the three that you picked you may spend 5 mana to cast one as an action, you gain additional 4th level spells at levels 7 and 9

6th set of cards

Starting at 6th level, you may pick up three 5th level spells between Greater restoration, mass curewounds, raise dead, awaken/hallow, and geas for the three that you picked you may spend 6 mana to cast one as an action, you gain additional 5th level spells at levels 8 and 10

7th set of cards

starting at 7th level, you may pick up to three 6th level spells between Heal, hero's feast, word of recall, otto's irresistible dance, and Mass suggestion and wall of ice you may spend 7 mana to cast one as an action, you gain additional 6th level spells at levels 9 and 11

8th set of cards

Starting at 8th level, you may pick up to three 7th level spells between Regenerate, Resurrection, teleport, symbol, and reverse gravity you may spend 8 mana to cast one as an action, you gain additional 7th level spells at levels 10 and 12

9th set of cards

Starting at 9th level, you may pick up to three 8th level spells between Holy aura, Control weather, antimagic field, power word stun, and feeble mind you may spend 9 mana to cast one as an action, you gain additional 8th level spells at levels 11 and 13

Final set of spell cards

At 10th level, you may pick up to three 9th level spells between Gate, Mass heal, True Resurrection, wish, and power word heal you may spend 10 mana to cast one as an action, you gain additional 9th level spells at levels 12 and 14

Summoner

There wasn't a dragon there a minute ago. Now there is, thanks to your choice of the Summoner's deck! Whether it be summoning a steed, a combat ally, or just a cat to pet like a James Bond villain, the choice is yours. Note: All summoning must happen within 30 feet of you, Don't forget, all created, summoned, taken over creatures or constructs you obtain through this deck last for 8 hours, after of which they crumble away to dust or disappear, you communicate with them mentally or verbally and they take actions on your turn, the maximum number of creatures or constructs you can have is 8 at starting level and increases every level by your intelligence modifier, ask your DM for stats on creatures or constructs through this deck including alignment.

Starting a Summoner deck

beginning at first level, you may pick two cantrips between awakened shrub (ask dm for stats), Summon cat (ask dm for stats), Hawk (ask dm for stats) giant fire beetle (ask dm for stats) you cannot cast any others besides the two you picked, for the two you picked you may spend 1 mana to cast one cantrip as a bonus action, you gain an additional cantrip at levels 3, and 5

2nd set of cards

starting at 2nd level, you may pick three 1st level spells between Unseen servant, Giant (you summon 1 giant crab, ask dm for stats), Camel (you summon 1 camel, ask dm for stats), guard (you summon 2 guards, ask dm for stats), and poisonous snake (you summon 3 poisonous snakes, ask dm for stats) for the three that you picked, you may spend 2 mana to cast one spell as an action, you gain an additional first level spell at levels 4, and 6

3rd set of cards

starting at 3rd level, you may pick up to three 2nd level spells between find steed, blink dog (you summon 2 blink dogs, ask dm for stats), Giant poisonous snake (you summon 2, ask dm for stats), swarm of rats (ask dm for stats), and grimlock (you summon 1, ask dm for stats) for the three that you picked you may spend 3 mana to cast one as an action, you gain additional 2nd level spells at levels 5 and 7

4th set of cards

starting at 4th level, you may pick up to three 3rd level spells between conjure animals, phantom steed, Giant wasps (you summon two, ask dm for stats), Swarm of instects (summon 2, ask dm for stats) and thugs (you summon 3, ask dm for stats) for the three that you picked you may spend 4 mana to cast one as an action you gain additional 3rd level spells at levels 6 and 8

5th set of cards

Starting at 5th level, you may pick up to three 4th level spells between conjure minor elementals, conjure woodland beings, giant insect, mordekainen's faithful hound, and death dog (you summon 2 death dogs, ask dm for stats) for the three that you picked you may spend 5 mana to cast one as an action, you gain additional 4th level spells at levels 7 and 9

6th set of cards

Starting at 6th level, you may pick up three 5th level spells between Conjure elemental, bearded devil (summon 3, ask dm for stats) Summon wrymling (summon 2, Your choice in color, ask dm for stats), killer whale (summon 5, ask dm for stats), and doppelganger (summon 2, ask dm for stats) for the three that you picked you may spend 6 mana to cast one as an action, you gain additional 5th level spells at levels 8 and 10

7th set of cards

starting at 7th level, you may pick up to three 6th level spells between create undead, conjure fey, unicorn (summon 1, ask dm for stats), troll (summon 2 trolls, ask dm for stats), and vampire spawn (summon 3, ask dm for stats) you may spend 7 mana to cast one as an action, you gain additional 6th level spells at levels 9 and 11

8th set of cards

Starting at 8th level, you may pick up to three 7th level spells between conjure celestial, mammoth (summon 2, ask dm for stats), t-rex (summon 2, ask dm for stats), summon medusa (summon 1, ask dm for stats), and Oni (summon 2, ask dm for stats) you may spend 8 mana to cast one as an action, you gain additional 7th level spells at levels 10 and 12

9th set of cards

Starting at 9th level, you may pick up to three 8th level spells between clone, animal shapes, chain devil (summon 2, ask dm for stats), archmage (summon 3, ask dm for stats), and summon vampire (summon 1, ask dm for stats) you may spend 9 mana to cast one as an action, you gain additional 8th level spells at levels 11 and 13

Final set of Summoner Cards

At 10th level, you may pick up to three 9th level spells between adult dragon (your choice of color, only 1, ask dm for stats), Pit fiend/2 chain devils (summons what you read, ask dm for stats), Kraken (summon what you read, ask dm for stats), lich (summon what you read, ask dm for stats), and Balor (summon 2, ask dm for stats) you may spend 10 mana to cast one as an action, you gain additional 9th level spells at levels 12 and 14

Adept of the deck

At level 15, your proficiency in your deck has caused you to start construction of a side deck. It must be a deck type you have not yet built (e.g. you can't have two summoner decks). Select one cantrip, two 1st level spells and one 2nd level spell from that specified deck to add to your side deck. It costs one action to swap from your main deck to your side deck. Also, spells from your main deck now cost a bonus action to use. At level 16, select an additional 2nd level spell to add to your side deck

Expert of the deck

at level 17, you've gotten really good at balancing both your deck and your side deck. Select two 3rd level spells and one 4th level spell from the specified deck type to add to your side deck. At level 18, select an additional 4th level spell to add to your side deck

Master of the deck

at level 19, you're an expert in using dual-decks. Select two 5th level spells and one 6th level spell from the specified deck type to add to your side deck. Furthermore, it only costs a bonus action to swap decks.

Card mastery

at level 20, You may cast all cards as bonus actions.

Multiclassing


Prerequisites. To qualify for multiclassing into the Card Summoner class, you must meet these prerequisites: 16 Intelligence and 13 Charisma.

Proficiencies. When you multiclass into the Card Summoner class, you gain the following proficiencies: Quarterstaffs.



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