The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by goroiamanuci, 2023-05-09 16:25:20

Duelist v1

Duelist v1

Table Of Contents Duelist 3 The Spell Deck 3 Manufactured Magic 3 Creating a Duelist 3 Class Features 4 Spellcasting 4 Collection 5 Trap Cards 5 Monster Cards 5 Ability Score Improvement 5 Magic Pack 5 Heart of Creation 5 Collections 6 Ancient 6 Ancient Spells 6 Improved Magical Critical 6 Loyal Servant 6 Proper Sequencing 6 Superior Magical Critical 6 Ritual 7 Ritual Spells 7 Bound Spirit 7 Sacrificial Rites 7 Double Summon 8 Super Polymerize 8 Tactician 9 Tactical Spells 9 Tightly Wound Spring 9 Perfect Opening 9 Backup Plan 9 Master of Surprise 9 Transformation 10 Transformation Spells 10 Transformation 10 Consistent Power 10 Blinding Speed 10 Spell Barrier 10 Mighty Blow 10 Performer 11 Performer Spells 11 Natural Performer 11 Trade Secrets 11 The Show Must Go On! 11 Instant Tempo 11 Bonding 12 Bonding Spells 12 Spell Link 12 Positive Relations 12 Pain Passage 12 Multilink 12 Duelist Spell List 13 Duelist Signature Spells 14 Additional Spells Index 15 Credits: 16 Mechanics Credit 16 Art Credits 16 2 ITEM WIZARD | DUELIST


Duelist he goblins are hot on their trail, bringing with them a swarm of green fury, until a smiling half-elf draws just the right card, and a blazing explosion sends the goblins reeling. A normally-quiet tiefling cackles maniacally as they sacrifice two of their beasts to form a mighty dragon that thunders against the sky. A frantic gnome shouts the words to a spell he’d been holding onto until just the right moment, providing just enough of a chance for his friends and himself to escape in the chaos. The Spell Deck Cards are a unique form of magic, bound, at least in theory, by the same magic as a spell scroll. However, when enough magic is condensed into one place, it begins taking on properties all its own. As such, the mighty spell deck was born. Only those keen enough (or foolish enough) to experiment with the power of these potent cards can wield their might properly. Manufactured Magic Duelists exist because a critical mass of magical knowledge or scrolls came to exist in the same area at the same time, allowing them to gain unique properties. As such, Duelists are able to do things with magic that other casters simply cannot. Springing traps and summoning creatures to fight for them with ease. Duelists tend to thrive when they utilize their powers in combination with teammates, but have just enough tricks up their sleeves to protect themselves in a pinch, allowing them to support their team from a bit closer, though the exact nature of their role in a party will vary with the cards in their collection. That said, it’s not very common to meet a duelist, especially in places where magic is either uncommon, or the idea of storing magic makes people uneasy. Creating a Duelist Duelists, due to the amount of time they spend studying magic, tend to be a bit off. That doesn’t meant that they’re neccessarily reclusive or have no sense of selfpreservation, but it takes a bit of guts to experiment with magical objects until you learn to wield them. Duelists also tend to have patrons or come from wealthy families, as both the cost to create a spell deck and the means to live comfortably while learning to use one are by no means cheap. That said, there’s nothing stopping a cunning urchin with an eye for valuable paper from scrounging a spell deck together. Someone with the wits to gather the cards would likely be intelligent enough to put them to good use. Mechanically, Duelists are full-casters with an array of abilities that make their spells unique. This means that trying to learn how to play as one all at once is a bad idea, as many of the rules aren’t likely to seem to fit together all at once. Rather, just take each ability and spell you get piecemeal, and experiment with them until you get a better grasp of what they really do. This can help you reflect the idea that your character is still figuring out what all of their spells can actually do. That said, once you get a better understanding of how to take advantage of the unique interactions your spells and abilities have, you’ll find that there’s a real powerhouse waiting to be unleashed! Just don’t lose your spell deck and manage your spell slots carefully, and soon, you’ll be a first rate Duelist with a first rate deck! Quick Build You can make a duelist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the Noble or Sage background if you wish to be an affluent mage or the Urchin background if you wish to be a self-taught duelist. 3 ITEM WIZARD | DUELIST


Class Features As a Duelist, you gain the following class features: Hit Points Hit Dice: 1d6 per Duelist level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (4) + your Constitution modifier per Duelist level after 1st. Proficiencies Armor: None. Weapons: Daggers, darts, slings, quarterstaffs. Tools: Calligrapher’s Tools and Playing Cards. Saving Throws: DEX, INT Skills: Pick 2 from Arcana, Acrobatics, History, Slight of Hand, Religion, and Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a sling and 30 rocks (b) any simple weapon. (a) a scholar’s pack or (b) an explorer’s pack A Duelist Disk and a spell deck (your spell deck acts as your arcane focus, can be purchased for 15 gp). A Duelist Disk is a trinket you can strap to your wrist that may hold your spell deck. Since you must hold your spell cards in hand while using a Duelist Disk, you still only have 1 free hand while using it. Spellcasting As a master of the cards, you can cast spells. Cantrips At first level, you know four cantrips of your choice from the Duelist spell list. You learn additional Duelist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Duelist table. Spell Slots The Duelist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Duelist spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the Duelist spell list. The Spell Known column of the Duelist table shows when you learn more Duelist spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Duelist table. Additionally, when you gain a level in this class, you can choose one of the Duelist spells you know from this feature and replace it with another spell from the Duelist spell list. The new spell must also be of a level for which you have spell slots on the Duelist table. Duelist Level Proficiency Bonus Features Cantrips Known Spells Known — Spell Slots Per Spell Level — 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Collection 4 2 2 — — — — — — — — 2nd +2 Trap Cards 4 3 3 — — — — — — — — 3rd +2 Monster Cards 4 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 5 5 4 3 — — — — — — — 5th +3 - 5 6 4 3 2 — — — — — — 6th +3 Collection feature 5 7 4 3 3 — — — — — — 7th +3 - 5 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 5 9 4 3 3 2 — — — — — 9th +4 - 5 10 4 3 3 3 1 — — — — 10th +4 Magic Pack 6 11 4 3 3 3 2 — — — — 11th +4 - 6 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — — 13th +5 - 6 13 4 3 3 3 2 1 1 — — 14th +5 Collection feature 6 13 4 3 3 3 2 1 1 — — 15th +5 - 6 14 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 — 17th +6 Magic Pack 6 15 4 3 3 3 2 1 1 1 1 18th +6 Collection feature 6 15 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1 20th +6 Heart of Creation 6 15 4 3 3 3 3 2 2 1 1 4 ITEM WIZARD | DUELIST


Spellcasting Ability Intelligence is your spellcasting ability for your Duelist spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Duelist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use a spell deck as your spellcasting focus for your Duelist spells. Collection At first level, you select what kind of spell cards make up the majority of your collection, determining the nature of your magic. Trap Cards Starting at second level, you’ve gained access to a crafty type of card which allows you to spring devious traps against your opponents once they are triggered. When you cast a spell using the Ready action, if the trigger for the Ready action does not occur, you regain a spell slot with a level equal to the spell slot you spent when you cast the spell. If you are attacked while you are concentrating on a spell cast with the Ready action, you may use the spell as though the trigger condition for the Ready action had been met, selecting the attacker as the target of the spell, so long as the attacker is a valid target for the spell. If you do, the trigger is considered to have occured. If you cast a spell with the Ready action and it requires a target to make a saving throw, you may subtract 1d4 from that creature’s saving throw. Monster Cards At third level, you learn how to properly wield the might of cards which summon powerful creatures to aid you. You learn the spells listed in the Monster Cards table at the corresponding Duelist level and when casting a spell from this table, it requires no material components. If you take damage while concentrating on a conjuration spell which summon exactly one creature, you have advantage on the concentration saving throw for that spell. When you cast the Find Familiar spell, you may ignore the material component cost and it has a casting time of 1 action. Monster Cards Duelist Level Spell Learned 3rd Summon Beast 5th Summon Shadowspawn 7th Summon Construct 9th Summon Draconic Spirit 11th Summon Fiend Ability Score Improvement 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. Alternatively, you can choose a feat (see Chapter 6 of the Player’s Handbook for a list of feats). Magic Pack Starting at 10th level, you’ve learned how to create spell cards of your own, albiet they’re not as powerful as some of your best cards. After finishing a long rest, you may create a number of spell scrolls equal to your Intelligence modifier in the form of spell cards. These spell scrolls look obviously fake, must contain spells on your Duelist spell list, may only contain spells of level 1 or lower, and cease to exist at the end of your next long rest. When you reach 17th level, the scrolls may contain spells of level 2 or lower. Heart of Creation At 20th level, you discover how to imbue your power of creation into a card itself. After finishing a long rest, you may create a spell scroll in the form of a spell card. This spell scroll looks obviously fake, contains a spell of your choice, may only contain a spell of level 5th or lower, and ceases to exist at the end of your next long rest. 5 ITEM WIZARD | DUELIST


Collections Due to the bizzare nature of their creation and the fact that they can synergize so well, unique spell cards that are difficult to find can compltely warp how a Duelist uses the rest of their cards. This means that certain collections of cards can produce Duelists with wholly different kinds of magical abilities. Ancient Duelists that seek out the rare and ancient spells of old will find that many have been preserved throughout the ages. This means that they can often find forgotten or elder forms of more recognizable spells to empower their own magic. Ancient Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Ancient Spells table. Each of these spells counts as a Duelist spell for you, but it doesn’t count against the number of Duelist spells you know. Ancient Spells Level Spell 1st Eldritch Blast, Chromatic Orb, Ice Knife 3rd Flaming Sphere , Melf’s Acid Arrow 5th Fireball, Summon Undead 7th Summon Abjuration, Ice Storm 9th Bigby’s Hand, Wall of Stone Improved Magical Critical At first level, you’ve gotten pretty good at getting your cards to pull off some amazing attacks. Your spell attacks score a critical hit on a roll of 19-20. Loyal Servant Starting at 6th level, if your hit points would be reduced to zero while you control a creature that you’ve summoned using a conjuration spell, you may end concentration on that spell to instead have your hit points reduced to the level of the spell you used to summon that creature. Proper Sequencing Starting at 14th level, you’ve learned how to sequence the useage of your cards to squeeze every last drop of power from your magic. Using a bonus action, you may sequence your cards properly. When you cast a leveled spell on a turn you have sequenced your cards properly, if that spell deals damage and does not require concentration, it deals 1 extra die of damage. Superior Magical Critical Starting at 18th level, you’ve found new ways to pull the greatest potential out of your cards. Your spell attacks score a critical hit on a roll of 18-20. When you get a critical hit on an enemy with a spell attack, you may forgo the extra damage dice to regain a spell slot equal to the one you used on the spell. 6 ITEM WIZARD | DUELIST


Ritual Duelists that seek to empower the monsters they command will sometimes find bizzare spells that allow them to transform the creatures into more powerful ones. But only those with tenacity truly discover the esoteric rituals that bring out their true power. Ritual Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Ritual Spells table. Each of these spells counts as a Duelist spell for you, but it doesn’t count against the number of Duelist spells you know. Ritual Spells Level Spell 1st Shocking Grasp, Guiding Bolt, Unseen Servant 3rd Flock of Familiars , Misty Step 5th Gaseous Form, Summon Fey 7th Polymorph, Summon Elemental 9th Summon Celestial, Wall of Force Bound Spirit At first level, you’ve found a spirit within your spell cards! If you have your spell cards in your hand or in your Duelist disk, you may use a bonus action to summon the spirit. The spirit has the following properties: The spirit remains for 10 minutes or until it moves more than 30 feet away from you. The spirit has 30 feet of darkvision. You can telepathically communicate with the spirit, which can read and speak Common, but it cannot take the Help action. The spirit cannot move through solid objects or interact with solid objects, has a fly speed of 30 feet, and is invisible, though it can be seen by creatures with Duelist levels, See Invisibility, or Truesight. Sacrificial Rites Starting at 6th level, your knowledge of dark rituals has made you an expert in pushing your monsters to their very limit. You may cast Polymerize without expending a spell slot. If you do, then creatures summoned with the Flock of Familiars are treated as though they were summoned with a 1st level spell slot. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 7 ITEM WIZARD | DUELIST


Double Summon Starting at 14th level, you’ve learned a ritual which allows you to have not one, but two monsters at a time! If you are concentrating on exactly one spell which summons exactly one creature, you may cast a second spell which requires concentration and summons exactly one creature without losing concentration on either. If you take damage while you are concentrating on both spells, you must make a concentration saving throw for both spells. If you cast another spell which requires concentration while you are concentrating on these spells, you must end concentration on both spells. Super Polymerize Starting at 18th level, you’ve found a way to turn your opponent’s magic into your power. If counterspell is not on your Duelist spell list, add it to your Duelist spell list. It does not count against the number of Duelist spells you know. When you cast counterspell, you may also select 1 or more creatures you have summoned with a conjuration spell. Set those creatures’ hit points to zero. If you do, your counterspell cannot be affected by counterspell and you may cast a conjuration spell from your Duelist spell list which summons exactly 1 creature without expending a spell slot. The level at which the spell is cast is equal to the level of the spell negated plus the level of the spell used to summon each of those creatures. 8 ITEM WIZARD | DUELIST


Tactician Not all duelists seek power. Some seek victory through teamwork and clever use of what some may consider useless tools which, in the right place at the right time, can be the key to success. Tactical Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Tactical Spells table. Each of these spells counts as a Duelist spell for you, but it doesn’t count against the number of Duelist spells you know. Tactical Spells Level Spell 1st Retribution Chain, Fog Cloud, Silvery Barbs 3rd Darkness , Hold Person 5th Clairvoyance, Hypnotic Pattern 7th Hallucinatory Terrain, Otiluke’s Resilliant Sphere 9th Hold Monster, Telekinesis Tightly Wound Spring At first level, you’ve discovered that even a small trap is more effective than a straightforward attack. When you cast a spell using the Ready action, if the trigger was that a creature attacked you, it gains the following benefits: If this spell deals damage, it deals an additional amount of damage equal to your Intelligence Modifier (minimum +1). Perfect Opening Starting at 6th level, you’ve learned to keep an eye out for the perfect moment, even in the midst of battle. When you use the Ready action to cast a spell, you cannot lose concentration on the spell until the trigger condition for the Ready action had been met. If you cast a leveled spell targetting a single creature on any turn other than your own, a creature within 5 feet of that creature may use their reaction to make an attack of opporunity against that creature. Backup Plan Starting at 14th level, you’ve learned to prepare yourself for the worst, creating a trap card that can activate when you’re in the direst of circumstances. You learn the contingency spell if you do not already know it and it doesn’t count against the number of Duelist spells you know. When you cast contingency, you may use your spell deck as the material component of the spell. Master of Surprise Starting at 18th level, your constant thinking on the art of strategy has left you nearly impossible to surprise. When you roll initiative add 10 to the roll. 9 ITEM WIZARD | DUELIST


Transformation Some very rare spell cards can actually make you into a powerhouse all your own! Lucky for you, you happen to have just such a card! Transformation Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Transformation Spells table. Each of these spells counts as a Duelist spell for you, but it doesn’t count against the number of Duelist spells you know. Transformation Spells Level Spell 1st Thunderclap, Heroism, Thunderwave 3rd Alter Self, Mirror Image 5th Thunder Step, Vampiric Touch 7th Fire Shield, Polymorph 9th Antilife Shell, Contaigon Transformation Beginning at 1st level, you become able to apply an ancient spell card to yourself, transforming yourself into a powerful being of magical might! You can use a bonus action to undergo a transformation, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor, or if you use two hands to make an attack with a weapon. You can also dismiss the transformation at any time (no action required). While you are transformed, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Strength (Athletics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Consistent Power Your experimentation with transformation cards has allowed you to grow more powerful even when not transformed: You gain proficiency with light armor. Your unarmed strike uses a d4 for damage. You gain proficiency in the Athletics skill if you don’t already have it. Blinding Speed Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn, so long as at least one of those attacks is a melee attack. Moreover, you can cast one of your cantrips in place of one of those attacks. Spell Barrier Starting at 14th level, you can direct your magic to absorb and deal more damage while transformed. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level. Mighty Blow Starting at 18th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks and unarmed strikes while you are transformed. 10 ITEM WIZARD | DUELIST


P e r f o r m e r S o m e t i m e s, i t’s n o t j u s t a b o u t t h e c a r d s, b u t a l s o h o w y o u p l a y t h e m! Y o u r c a r d s a l r e a d y g i v e y o u a l e g u p, b u t w i t h y o u r fo o t w o r k, y o u’l l l e a v e t h e m d a z e d a n d a m a z e d! Perfo r m e r S p e l l s S t a r t i n g a t 1 s t l e v e l, y o u l e a r n a d d i t i o n a l s p e l l s w h e n y o u r e a c h c e r t a i n l e v e l s i n t h i s c l a s s, a s s h o w n o n t h e P e r fo r m e r S p e l l s t a b l e. E a c h o f t h e s e s p e l l s c o u n t s a s a D u e l i s t s p e l l fo r y o u, b u t i t d o e s n’t c o u n t a g a i n s t t h e n u m b e r o f D u e l i s t s p e l l s y o u k n o w. Performer Spells Level Spell 1st Minor Illusion, Charm Person, F e ath e r F all 3rd Invisibility, Silent Image 5th Major Image, Motivational Speech 7th Charm Monster, Greater Invisibility 9th Dominate Person, Seeming Natural Performer At first level, you gain proficiency in the Perfo r m a n c e ( C h a r i s m a ) s k i l l i f y o u d i d n’t a l r e a d y h a v e i t. Y o u m a y a d d y o u r I n t e l l i g e n c e m o d i fi e r t o P e r fo r m a n c e c h e c k s (m in im u m 1 ). If a creature a t t e m p t s t o s e e t h r o u g h a n i l l u s i o n y o u’v e c r e a t e d v i a a n i l l u s i o n s p e l l, t h e y h a v e d i s a d v a n t a g e o n t h e I n v e s t i g a t i o n c h e c k. Trade Secrets Starting at 6th level, if you are concentra t i n g o n e x a c t l y o n e i l l u s i o n s p e l l, y o u m a y c a s t a s e c o n d s p e l l w h i c h r e q u i r e s c o n c e n t r a t i o n w i t h o u t l o s i n g c o n c e n t r a t i o n o n e i t h e r. If yo u t a k e d a m a g e w h i l e y o u a r e c o n c e n t r a t i n g o n b o t h s p e l l s, y o u m u s t m a k e a c o n c e n t r a t i o n s a v i n g t h r o w fo r b o t h s p e l l s. If you cast another s p e l l w h i c h r e q u i r e s c o n c e n t r a t i o n w h i l e y o u a r e c o n c e n t r a t i n g o n t h e s e s p e l l s, y o u m u s t e n d c o n c e n t r a t i o n o n b o t h s p e l l s y o u w e r e c o n c e n t r a t i n g o n b e fo r e y o u c a s t t h e n e w s p e l l. The Show Must Go On! Starting at 14th level, if you or a creature you c a n s e e w o u l d h a v e t h e i r h i t p o i n t s l o w e r e d t o z e r o, y o u m a y e x p e n d a s p e l l s l o t t o h a v e t h e i r h i t p o i n t s b e c o m e fi v e t i m e s t h e l e v e l o f t h e e x p e n d e d s p e l l s l o t i n s t e a d. Once you use this feature, you cannot use it aga i n u n t i l y o u c o m p l e t e a l o n g r e s t. Instant Tempo Starting at 18th level, you’ve le a r n e d t h a t t i m e i s, i n fa c t, an illusion, which means you can wield it as another trick in your arsenal. You may cast time stop without expending a spell slot, but cannot do so again until after you’ve finished a long rest. 1 1 I T E M W I Z A R D | D U E L I S T


Bonding Weirdly, there are some cards that are designed specifically designed to bind you to others. Perhaps these cards were made by more modern adventurers? Bonding Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Bonding Spells table. Each of these spells counts as a Duelist spell for you, but it doesn’t count against the number of Duelist spells you know. Bonding Spells Level Spell 1st Guidance, Bless, False Life, Shield 3rd Enhance Ability, Dragon’s Breath 5th Freedom of Movement, Lightning Bolt 7th Dimension Door, Stoneskin 9th Far Step, Skill Empowerment Spell Link At first level, you found out the secret of spell links, which allow your magic to extend to a friend. As an action while you have your spell deck, you target a willing creature you can see within 100 feet of you and create a line of etherial blue light that links the target to you. The link lasts for 1 hour, until you use this feature to create another link, until the linked creature dies, or until the target ends its turn more than 100 feet from you. When you cast a spell with a range of self or a spell which can affect a single creature and you select yourself as a target, the effects of that spell apply to the linked creature while you are linked. If the spell would be ended by specific conditions, such as attacking, the spell ends if either you or the linked creature takes an action which would end the spell. Positive Relations Starting at 6th level, you’ve found a way to transfer healing magic across your links. While you are linked to a creature and recieve healing, the linked creature recieves the same amount of healing. Pain Passage Starting at 14th level, if you are linked to a creature, if you or the creature you are linked to would take damage, you may use a reaction to transfer that damage to the linked creature or to transfer the damage from the linked creature to yourself. Colink Starting at 18th level, your bonds have grown to a point where not even death can break them. While you are linked to a creature, if either of you would have your hit points reduced to 0, you may end the link to instead have you or that creature’s hit points reduced to 1. After you use this feature, you cannot use it again until after you’ve completed a long rest. 12 ITEM WIZARD | DUELIST


D u e l i s t S p e l l L i s t C a n t rip s A cid S pla s h Bla d e Wa r d Fir e B olt M a g e H a n d M e n din g M e s s a g e P r e s tidigit a tio n R a y o f F r o s t Swo r d B u r s t 1 s t L e v e l A b s o r b Ele m e n t s B u r nin g H a n d s D e t e c t M a gic Dis g uis e M a gic E x p e ditio u s R e t r e a t Fin d F a milia r M a g e A r m o r M a gic Mis sile Sle e p 2 n d L e v e l Clo u d o f D a g g e r s D e t e c t T h o u g h t s D u s t D e vil Enlarge/Re d u c e L e vit a t e L o c a t e O b j e c t S h a d ow Bla d e S u g g e s tio n P oly m e riz e 3 r d L e v e l B e s t ow C u r s e C a t n a p C o u n t e r s p ell Dispel Magic Fly Glyph of Wardin g H a s t e Mir r o r e d F o r c e N o n d e t e c tio n R e m o v e C u r s e Slo w Tid al Wa v e 4 t h L e v e l B a nis h m e n t C o n fu sio n C o n t r ol Wa t e r Ele m e n t al B a n e F a b ric a t e L e o m u n d’s Tin y C h e s t L o c a t e C r e a t u r e P h a n t a s m al Kille r Sic k e nin g R a dia n c e S t o n e S h a p e S t o r m S p h e r e Vit riolic S p h e r e Wa t e r y S p h e r e 5 t h L e v e l A nim a t e O b j e c t s Awa k e n Cir cle o f P owe r Clo u d kill Cone of C old C o n t r ol Win d s D r e a m Immola tio n M o dify M e m o r y N e g a tiv e E n e r g y Flo o d S c r yin g Tele p o r t a tio n Cir cle Tr a n s m u t e R o c k 6 t h L e v e l A r c a n e G a t e C h ain Lig h t nin g Cir cle o f D e a t h Disin t e g r a t e G u a r d s a n d Wa r d s M a gic J a r M o n s t e r R e bir t h S c a t t e r S o ul C a g e Wall o f Ic e 7 t h L e v e l C r own o f S t a r s E t h e r e aln e s s Fin g e r o f D e a t h Fir e s t o r m F o r c e C a g e Pla n e S hift Sim ula c r u m 8 t h L e v e l D o min a t e M o n s t e r E a r t h q u a k e Illusory Dra g o n M a z e Ts u n a mi 9th Lev e l F o r e sig h t Imprison m e n t Tr u e P oly m o r p h Wis h 1 3 I T E M W I Z A R D | D U E L I S T


Duelist Signature Spells These spells are unique to Duelists! Enjoy! Retribution Chain cantrip evocation Casting Time: 1 action Range: Self Components: V, S, M (a spell deck) Duration: Instantaneous You’ve got a might trap that must be activated by an opponent, but when it is, it unleashes a devistating attack! You may only cast this spell using the Ready action and its trigger must be that a creature makes a weapon attack against you. The creature that triggered this spell takes 1d12 Force damage. At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Polymerize 2nd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a spell deck) Duration: Instantaneous You may only cast this spell if a creature in range that was summoned by you using the Find Familiar spell and a creature in range that was summoned by you using a spell other than the Find Familiar spell. Select 1 or more creatures that you summoned using the Find Familiar spell and 1 creature that you summoned using a spell other than the Find Familiar spell. Those creatures’ hit points are set to 0. You may cast a conjuration spell on your spell list which requires concentration and summons exactly one creature without expending a spell slot, ignoring it’s material components cost. The level of the spell is equal to the combined levels of the spells used to summon the creatures you targeted with this spell (the maximum level of the spell slot is equal to the maximum level of spell you can cast, so if you can cast 4th level spells, then the maximum level is 4). All creatures summoned by the Find Familiar spell are treated as though they had been summoned with a 1st level spell slot. *Note: This spell treats creatures summoned by Flock of Familiars as though they had been summoned using Find Familiar, meaning they are treated as being summoned by a level 1 spell. Mirrored Force 3rd-level abjuration Casting Time: 1 reaction Range: 10 feet Components: V, S, M (a spell deck) Duration: Instantaneous When a creature attacks you, you may cast this spell. That creature makes an attack roll. If it rolls a 20, the attack is treated as a critical hit. On any other result, the attack is treated as a normal hit. That creature rolls damage as normal. If the attack requires a saving throw instead of an attack roll, then that creature rolls damage as though you had failed the saving throw. You do not take any damage from the attack. The creature then makes a Constitution saving throw against your spell save DC. On a failure, it takes damage equal to the damage it rolls for the attack as Force damage and you take no damage. On a success,the creature take half that amount of damage as Force damage (rounded down). Monster Rebirth 6th-level necromancy Casting Time: 1 reaction Range: 60 feet Components: V, S, M (a spell deck) Duration: Instantaneous If a creature that you summoned using a conjuration spell that summons exactly one creature has its hit points lowered to zero, you may end concentration on that spell and recast the spell without expending a spell slot. The spell is treated as though it were cast using a level 6 spell slot. At Higher Levels: If this spell is cast with a spell slot above 6th level, you may treat the conjuration spell as though it were cast with a spell slot level equal to the one used to cast this spell. 14 ITEM WIZARD | DUELIST


Additional Spells Index These spells are not in the Player’s Handbook, Xanathar’s Guide, or Tasha’s Couldron of Everything, and so have been provided for reference so that you don’t have to dig through several websites and books just to find the few spells that this class accesses outside of those books. The book they come from will be marked along with the spell so that you can find those books for reference purposes. Source: Lost Laboratory of Kwalish Flock of Familiars 2nd-level conjuration Casting Time: 1 minute Range: Touch Components: V, S Duration: Concentration, up to 1 hour You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd. Summon Draconic Spirit 5th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp) Duration: Concentration, up to 1 hour You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block. Draconic Spirit Large Dragon, neutral Armor Class 14 + the level of the spell (natural armor) Hit Points 50 + 10 for each spell level above 5th (the dragon has a number of hit dice (d10s) equal to the level of the spell) Speed 30 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2) Damage Resistances(Chromatic and Metallic Only) acid, cold, fire, lightning, poison Damage Resistance(Gem Only) force, necrotic, psychic, radiant, thunder Condition Immunities charmed, frightened, poisoned Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Languages Draconic, understands the languages you speak Challenge Proficiency Bonus (PB) equals your bonus Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends Actions Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon. Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell’s level piercing damage Breath Weapon. The dragon exhales destructive energy in a 30- foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one. 15 ITEM WIZARD | DUELIST


Credits: Mechanics Credit I’m awful with names, but this is a thank you to everyone out there who played the original Void Master class and let me know what needed fixing. I hope that this class fixes any problems you had previously, even if it doesn’t quite have something akin to the Void Card mechanic. I remade a lot of this from the ground-up so that it would reflect more of what people liked without taking away everything that people loved. I, sadly, couldn’t do that without tweaking how the class worked and changing some of the mechanics. That said, I hope you like the changes and that this class proves to be fun for you all! Art Credits A massive thank you to the artists that contributed to this. On the off chance you ever see this: you’re amazing! Links to the artists that made the lovely art you saw here, show them some love! Iconic first duel recreation on cover: Moneco, I want you to know I changed the cover art because your art was so awesome. Wide shot of the first 6 protagonists on page 3: masakari0918, you rock! Uber cute Kuriboh on the Millenium Puzzle on page 5: dorian Gautier, thank you very much. Pharaoh Atem on page 6: kawacy, excellent job. Jaiden in Skyscraper on page 7: paopu-fruit, thank you very much. Supreme King on page 8: まとめ, thank you very much. A Black Rose Yusei I didn’t know I needed in my life on page 9: naoki_(2rzmcaizerails6), never stop making cool art. Yuma going all out on page 10: YNA #1102481, ya done me proud. Yuya giving a very intense stink-eye on page 11: Krystine Kylie, thank you very much. Yuusaku on page 12: e volution, making good art look easy like a boss. Red-Eyes B. Sick-as-Hell Dragon on page 13: toro3, bringing it home in style. Witch of the Black Roses on back cover: 十六夜アキ とブラック·ローズ·ドラゴン, thank you for the lovely finisher art. 16 ITEM WIZARD | DUELIST


Click to View FlipBook Version