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A Duelist at heart-Based off of Yu-gi-oh. This individual was blessed with a gift of special cards from the gaming god Atem. These cards can capture the souls of spells and creatures allowing you to play Yu-gi-oh
while you play Dungeons and Dragons. A summoner/spell-caster whose possible actions are chosen at random. with an effective spell level of 1/2. This can be a confusing class, not recommended for beginners.
Access to a monster manual is required for this class. It is recommended that you write down the spells and monsters you have on index cards, then label them with numbers corresponding to your deck size.
You can make a King of Games quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose dagger,
short bow, explorers pack, and gaming set.
Class Features
As a King of Games you gain the following class features.
Hit Points
Hit Dice: 1d8 per King of Games level
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per King of Games level after 1st
Proficiencies
Armor: Light armor, shields
Skills: Choose 2 of the following, Slight of hand, Insight, Deception, Perception, Performance
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) A dagger or (b) Sickle
Leather armor
(a) an explorer's pack or (b) scholar's pack
a gaming set
Level Bonus Features Draw Die D/S/E Summon CR level Slot Level
1st +2 Draw, Shadow Games, Standard Duelist Equipment 1d4 1 1st
2nd +2 Trap Card 1d4 2 1st
3rd +2 Archetype Feature 1d4 3 2nd
4th +2 Ability Score Improvement, Pro Duelist 1d4 4 2nd
5th +3 Scanning Cards, Tributing 1d6 5 3rd
6th +3 Side Deck, Trap Card 2 1d6/1d4 6 3rd
7th +3 Archetype Feature 1d6/1d4 7 4th
8th +3 Ability Score Improvement, Gaming Master 1d6/1d4 8 4th
9th +4 Monster Reborn, Trap Card 3 1d6/1d4 9 5th
10th +4 Duel Spirit, Heart of the cards 1d8/1d6 9 5th
11th +4 Archetype Feature 1d8/1d6 10 6th
12th +4 Ability Score Improvement, Fan base 1d8/1d6 10 6th
13th +5 Extra Deck 1d8/1d6/1d4 11 7th
14th +5 Pot of Greed 1d8/1d6/1d4 11 7th
15th +5 Archetype Feature 1d10/1d8/1d6 12 8th
16th +5 Ability Score Improvement, Dungeon Dice Monsters 1d10/1d8/1d6 12 8th
17th +6 Call to Arms 1d10/1d8/1d6 13 9th
18th +6 Double Summon, Trap Card 4 1d10/1d8/1d6 14 9th
19th +6 Ability Score Improvement, King of Children's Card Games 1d12/1d10/1d8 15 9th
20th +6 Egyptian Gods 1d12/1d10/1d8 16 9th
Starting at 1st level, you gain the standard duelist equipment listed below. These are magic items that are bound to every duelist. They are gifted to you by the god Atem and cannot be sold or traded. They are
indestructible, but are so small they don't add much in the case of defense. The combined weight of this equipment is 1lb.
Millennium Cards = A set of 100 magical cards produced by the god Atem and given to worthy duelists. These cards can house the souls of creatures, magic, and items. These are displayed on the cards and
referred to as monsters, spells, and traps. All of these Cards are initially blank and mostly useless. they can only be "imprinted" (putting the soul of something onto a card) through class features. If these cards are
left outside a soul "container" (Deck Box, Millennium Tin) for 1 hour the soul inside the Card is released and the Card returns to its blank state to be used again.
Dueling Deck = Choose a set of 3 monsters and one spell from the Starting Millennium Cards list (at the bottom of the class page). These cards become imprinted on 4 of your Millennium Cards and become your
dueling deck. Each Card in the Dueling Deck is given a number ranging from one to the highest number on your Draw Die shown in the Class Table. Cards in the dueling deck, side deck, or extra Deck can only be
changed out (with cards from the millennium tin) during a long rest. Cards that are not in the deck can not be used. If you are somehow separated from the Dueling Deck, you can return it to your hand with a
bonus action, along with the Millennium Cards that were in the deck. Additionally, you get your Deck Box back.
Deck Box = This small magic Box which is usually fastened to your leg or hip that houses one of your dueling deck for easy access. It can house millennium cards up to the highest number of your draw die(shown
in the Class Table) without their souls seeping out (acts as a "soul container"). A Deck Box may only contain up to 3 copies of a card. If you are somehow separated from the Deck Box, you can return it to your
hand with a bonus action, along with the Millennium Cards that were in the box. Additionally, you get your Dueling Deck back.
Millennium Tin = This small metal box allows you to keep any Millennium cards that are not in a Deck without their souls seeping out(acts as a "soul container"). If you lose possession of this item, you can NOT
return it to your hand like the Dueling Deck, you will have to find it.
Draw [edit]
Starting at 1st level, at the start of each of your turns you may roll the Draw Die and pull one card from your dueling deck (stationed in the deck box) based on the result of that roll. If you roll the number of a card
you have already drawn you must go with the next lowest number. If there are no more cards with lower numbers you must go with the next highest number (this does not count as an action). The draw die starts
as a 1d4 and increases as you gain levels indicated on the class table. You can hold a maximum of three cards in your hand. As long as you have at least three cards in your hand, you cannot draw anymore
cards. Additionally, you need to have one hand free to hold the cards.
Starting at 1st level. You have the ability to transmit the souls within your Millennium Cards into a physical form. Theses forms cannot be extended beyond 30ft from your position (this is referred to as the Field).
Any form that goes beyond this range is sent to a pocket dimension (referred to as the graveyard).
-As an action you may summon a Monster from a Millennium Card in your hand. Hold out a Monster card and will the soul of that monster to appear within 5ft of you. A Monster cannot be summoned in the same
space as another creature/Monster or in midair (unless that monster has flight/hover). To summon a Monster, that monsters challenge rating must be comparable to your level displayed in the class table. You can
only have one Monster on your field at any time. This is increased to 2 at 7th level and to 3 at 13th level.
-When holding a spell card in your hand you can cast it with it's casting time. You cannot cast a spell with a casting time longer than 1 action. Hold out a Spell card and will the soul of that spell to appear
somewhere on your Field. Spell requirements such as a target or concentration still apply. No material or somatic components are necessary to cast a spell this way.
-As a bonus action you may "set" a Trap Card from your hand. Hold out a Trap Card and will the soul of that Trap to appear facedown on the field. Traps Cards can only be activated when their activation
conditions are met. Trap cards can only be gained through class features.
Any Millennium Card in your Hand or on the Field can be returned to the Dueling Deck at any Time, with the exception of Trap cards on the field. When a monster is sent back into the Dueling Deck in this manner,
it retains it's status (conditions, hit points, spell slots, etc.) until the end of a long rest, at which point it is fully restored. Any Spell or Trap used during combat or Monster killed in combat is sent to a pocket
dimension referred to as the Graveyard and can only be returned to the Dueling Deck during a long rest. Monsters that are not killed or returned to the dueling deck disappear after 1 hour, and are sent to the
graveyard.
You can use a bonus action to command all Monsters you have summoned to use their movement and attack a target creature. Monsters can be controlled separately. If you fall unconscious while a
monster(s) are summoned, they will defend themselves from hostile creatures, but otherwise take no actions. Lastly, you must state when you end your turn.
When applicable your:
At 2nd level, you gain access to 2 trap cards, listed at the bottom of the page. When you choose these trap cards they are imprinted on your millennium cards. You can choose the same trap multiple times. You
can "set" a trap card as a bonus action. Once a card is "set", you can't activate it until the restrictions on the card are meet. You have to use your reaction in order to activate set trap cards. Set trap cards that have
not been activated disappear after 10 minutes, and go to the graveyard.
At 3rd level, you choose one of the three dueling styles and gain those abilities.
Ability Score Increase [edit]
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. you can't increase an ability
score above 20 using this feature.
At 4th level, you have become skilled at any and all games. Gain expertise with the gaming set and all other games you might play, no matter how alien or weird.
Starting at 5th level, you have seen into the very souls of all things and can capture them within your millennium cards.
You gain the ability to spend 30 minutes to imprint a written spell, like a scroll or page of a
spell book, equal to your highest spell level or lower (indicated on your class table) into a millennium card, becoming a spell card. After coping that spell into your millennium card, the written spell is destroyed.
Leveled spells such as magic missile copied this way do not scale with your character level. You can only copy a spell with a casting time that is 1 action, bonus action, or reaction. You can also instantly imprint a
defeated creature (must be defeated by a member of the party) into a millennium card (becoming a monster card) to be added into your millennium tin. You can imprint a creature onto a card even if you can't
normally summon it. Additionally, any imprinted creature has its soul captured into the card, preventing it from going to the afterlife or being revived, unless the soul is set free, or the card is destroyed. The
creature must have died in the last 10 minutes in order to be scanned. The stats and abilities of the creatures can be modified at the discretion of the DM, but the creatures traits are ignored. Any equipment the
creature was wielding is also copied but can only be wielded by that creature.
Tributing [edit]
At 5th level, you gain the ability to sacrifice weaker monsters you have summoned in order to bring out ones that are higher than your maximum CR level. As an action, when you attempt to Tribute Summon a
monster that has a CR higher than your Summon CR level, you must send your monsters on the field to the graveyard in order to summon the Tribute Summon monster. The monsters you send to the graveyard
must have a combined CR equal to or greater than the monster being summoned through tributes. For example, an adult red dragon has CR 17, so you could tribute 2 monsters with a CR of 9 to get a combined
CR of 18, letting you summon the adult red dragon.
At 6th level, gain a second deck box to prepare a Side Deck in that is always one Draw Die size lower than your dueling deck. This Deck must contain the maximum number of Cards equal to the highest number
on your Draw Die before it can be Drawn from. At the start each of your turns you may choose to roll the Draw die for this Deck instead of your Dueling Deck. This deck can not contain any of the cards in any
other deck(you can possess duplicates of the same card).
At 6th level, you may choose two other Trap Cards from the Trap Card list (at the bottom of the class page) to imprint onto Cards in your Millennium Tin. You may choose the same Trap Card more than once.
At 8th level, you have become an expert at any and all games. You can add your proficiency bonus in all gaming sets, letting you add your proficiency bonus to any rolls involving a gaming set, on top of your
expertise.
At 9th level, you may choose two additional Trap Cards from the Trap Card list(at the bottom of the class page)to imprint onto a Card in your Millennium Tin. You may choose the same Trap Card more than once.
At 9th level, you gain the ability to return your monsters to the field. A great sword plunges into ground like a tombstone and a monster rises from the ground in front of it. As a action, target a monster in your
graveyard and bring it back to the field. You can only use this ability once per long rest.
At 10th level, choose one of your captured creatures to become your dueling spirit (this spirit can be changed every 7 days). As long as your dueling spirit is in your dueling deck you can choose to draw it at the
start of a turn instead of rolling the draw die. While the duel spirit is summoned you can choose to re-roll the first draw die of each turn, if re-rolled the second result must be used. When the spirit is sent to the
graveyard, you may make two draw rolls at the start of your next turn. You can always see this monster as a ghostly spirit following you around, and can go away from you (you, and those with true sight are the
only ones who can see it).
Starting at 10th level, your will to win can manipulate fate in your favor. Before rolling your draw die, you can choose one card in your deck that you are drawing from, then roll percentile dice. If you roll a number
equal to or lower than your King of Games level, you draw you designated card. Additionally, this effect works on any sort of deck of cards like the deck of illusions This chance automatically succeeds when you
reach 20th level. You must wait 7 days before you can use this ability, or your DM lets you use it again.
Starting at 12th level, your skill has gained a following in large cities and towns. Whenever you enter a town for the first time, roll a dice equal to your main deck dice. That many people in the town know who you
are and are treated as NPC contacts.
At 13th level, you gain access to a third deck box to place your Extra Deck. This Deck Size is always one Draw Die Size lower than your Side Deck. At the start of each of your turns, you can choose to roll the
Draw Die for this deck instead of your Dueling Deck. This deck can not contain any of the cards in any other deck (you can possess duplicates of the same card).
At 14th level, at the start of your turn you may roll two Draw Dice instead of one. These Cards drawn from the results of these Dice must be drawn from the same Deck. You may use this ability twice per short rest.
User is required to state the effect of pot of greed when used.
At 16th level, you have the ability to master games you have just picked up. Whenever you make a check with a gaming set, you can treat a d20
roll of 14 or lower as a 15.
At 17th level, you may call out a monster card before you roll your draw die. If you summon that Monster during this turn, you summon a perfect copy of that Monster, making a second copy of it on the field. This
monster does not count toward your monster limit. You can use this ability once per short rest.
At 18th level,you may choose another three Trap Cards from the Trap Card list (at the bottom of the class page) to imprint onto a Card in your Millennium Tin. You may choose the same Trap Card more than
once.
At 18th level, you can summon an additional Monster from your hand as a bonus action. This ability can only be used twice per short rest.
At 19th level, your fame has reached the ears of many bards and similar storytellers. They wish to document your story and adapt it into a story that children could enjoy. Your Fan base number is now equal to
1d100 whenever you enter a town with at least that much population (You have become ye olde TV show). Additionally, whenever you make a check with a gaming set, the total is doubled.
(HP 150, AC 17, SPD 30 ft flying, STR 17, DEX 16, CON 18, INT 18, WIS 18, CHA 12, CR 14, type dragon, immune - fire)
Inferno: 1 action Ra creates a large ball of fire 30ft wide that descends to a point on the field dealing 5d6 fire damage to all creatures with the area.
Tail whip: 1 action, range 10 ft. Ra scrapes its tail across the ground dealing 3d8+STR slashing damage in a 15ft straight line adjacent to Ra.
When the Winged Dragon of Ra is on the field, you can pay increments of 10 HP to deal 2d12 damage to all enemy creature in your field for each increment paid this way. This does not require an action.
Obelisk the Tormentor(Gargantuan) - A monolithic blue giant revered as the God of the Land. Rarely moving, it was mistaken for a mountain for several hundred years
(HP 200, AC 18, SPD 15ft, STR 24, DEX 12, CON 24, INT 12, WIS 12, CHA 10, type giant, CR 14, resistances - bludgeoning, piercing, slashing, force)
Stomp: 1 action, Obelisk picks up and puts down one of his feet dealing 3d10 thunder damage to all creatures within 300 ft and knocking them prone on a failed constitution save. On a successful save, they
take half the amount of damage and aren't knocked prone. (Save DC = Users Spell Save DC).
Smash: 1 action, range 15 ft, Obelisk punches one creature within range with his enormous fist dealing 5d10+STR bludgeoning damage to that creature and if that creature is large or smaller, this attack also
deals 3d10+STR bludgeoning damage to all creatures adjacent to that creature.
When Obelisk the Tormentor is on the field, you can send two monsters on the field to the graveyard to deal 3d12 force damage to every enemy creature in your field.
Slifer the Sky Dragon(Gargantuan) - A blood red dragon with two mouths revered as the God of the Sky. This great beast is seldom seen at as it does not like being below the clouds.
(HP 125, AC 17, SPD 40ft flying, STR 16, DEX 20, CON 15, INT 20, WIS 20, CHA 10, CR 14, type dragon, immune - lightning)
Lightning Breath: 1 action, Slifer fires a 20ft cone of lightning from his first mouth dealing 8d6 lightning damage to all creatures within the cone.
Tail whip: 1 action, range 10 ft, Slifer scrapes its tail across the ground dealing 3d8+STR slashing damage in a 15ft straight line adjacent to Slifer.
When Slifer the Sky Dragon is on the field, your field size is reduced by 10ft. Whenever a enemy creature enters your field, you can have Slifer attack them with their second mouth. They take 2d12 lightning
damage for each card in your hand. You can use this ability an amount equal to your wisdom modifier per turn, for each Slifer on the field.
While every king of games can summon monsters, cast spells and set traps, most try to specify into a style to supplement and compliment their monsters and abilities.
This agile Duelist is almost always atop their mount, granting them superb field navigation and area control.
This Duelist is quick on their feet and wants to fight alongside their monsters until everyone is vanquished.
This Duelist believes that the strength of their monsters is all that it takes to win.
As this trap card is activated a blue and purple intangible vortex arises from the card absorbing the kinetic energy of target.
You may activate this card when a creature in your field declares an attack. That attack
roll becomes a zero. That monster is then unable to attack until the end of your next turn.
As this trap card is activated two purple cylinders appear with question marks on them. The force of the attack enters one cylinder and appears out the other in the direction of your opponent.
You may activate this
card when a creature would deal non-melee damage to you or your monsters, such as a spell or arrow. The attacking creature takes that damage instead. This does not work on spells or abilities that are area of
effect, such as dragon's breath attack or the fireball spell.
As this trap card is activated a small golden robot with incredible psychic abilities points at a distant creature and switches your positions before disappearing.
You may activate this card when you would be hit by
an attack. Choose a creature within 15ft besides the attacking creature. If the creature doesn't want to be teleported, it must succeed a wisdom saving throw or be teleported to your position and you to their
position. If the creature doesn't resist, they are still teleported to your position and you to their position. The attack then continues against the teleported creature with the same attack roll.
You may activate this card when a creature in your field casts a spell. As this trap card is activated a stone slab with a magical circle engraved on it appears behind the creature using the spell, negating its spell.
That spell is then unable to be cast by the target creature until "Magic Jammer" is restored to your deck.
As this trap card is activated a purple rift tears through time and space pulling the creature into who knows where before disappearing.
You may activate this card when a creature in your field deals at least 20
damage to you or your monsters. That creature must succeed a Wisdom saving throw or be banished to a dimension of your choice for 3 turns.
As this trap card is activated a hole opens up underneath the target creature.
You may activate this card when a creature comes within 10ft of you. That creature must succeed a Dex saving throw. On a failed
save, a hole 5ft wide and 25ft deep opens up underneath that creature, falling prone. The creature must succeed on an athletics or acrobatics roll equal to or greater than the users Spell Save DC. The hole fills
back up after 3 turns. If the creature has not escaped by then, they are buried alive and begin suffocating once they run out of air.
As this trap card is activated a small tornado surrounds the creature you are attacking.
You may activate this card after you deal damage to a creature. Deal 1d12 more Force damage to that creature. Then set a
Trap Card from one of your Decks. You can only use one "Dust Tornado" once per turn.
As this trap card is activated a wall of mist surrounds you obscuring your position.
You may activate this card when a creature within 15ft of you or your monsters makes an attack. Hostile creatures within 15ft of
you or your monsters get disadvantage on attack rolls. On each of your turns, sacrifice 1d8 health or end this card's effect. This penalty increases by 1d8 every subsequent turn, becoming 2d8 the second turn
after you activated this card, and so on. You can choose to not pay the health at the start of your turn, if so, stop this effect.
You may activate this card when a creature attacks you with a melee weapon. As this trap card is activated, a sword flies from a portal to send an enemy within 10ft of you to the Shadow Realm, inducing insanity
at the sight of the lost souls. The target returns after 1 turn with Short Term Madness. In the event the creature needs a source, the user who played "Lightforce Sword" is the source of the effect, such as a source
of fear for the creature.
Monsters (choose 3 of 5)
Skeleton
Goblin
Sprite
Wolf
Brown Bear
Spells (choose 1 of 3)
Cure wounds
Magic missile
Hunter's Mark
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