UNO User (5e Class)

You have found this deck of UNO cards while finding a game to play. The deck suddenly binds to you magically. The cards then begin to glow with a red light, shifting from red, to blue, to green, to yellow.

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UNO Users

Creating a UNO User

You can arrange your character however you like, however, Charisma is recommended to be your highest stat. Second highest should be Wisdom.

Hit Points

Hit Dice: 1d8 per UNO level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per UNO level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, longswords, rapiers, shortswords

Tools: UNO Cards

Saving Throws: Wisdom, Charisma

Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background: ⦁ (a) a quarterstaff, (b) a longsword, or (c) any simple weapon ⦁ (a) a explorer’s pack or (b) an entertainer’s pack ⦁ UNO Cards ⦁ Leather armor and a dagger

LevelProficiency BonusFeatures
1+2Card Casting, No Cards, Challenge Rule, 0 Cards, 1 Cards
2+2
3+2Jump In Rule, 2 Cards, Reverse Cards
4+2Ability Score Improvement, 0 Effect Rule
5+33 Cards, Skip Cards
6+3
7+3Stacking Rule, 4 Cards, +2 Cards
8+3Ability Score Improvement
9+45 Cards, Wild Cards
10+4
11+47/0 Rule, 6 Cards, Wild +4 Cards
12+4Ability Score Improvement
13+57 Cards
14+5Re-Shuffle Rule
15+58 Cards
16+6Ability Score Improvement
17+69 Cards
18+6
19+6Ability Score Improvement
20+6Forget the Rules, Re-Shuffle Rule Improvement

UNO Cards

You have the ability to use UNO cards to cast spells in combat. You gain use of certain cards at the same time as any common spell caster. You can customize your deck, but each color must be ONE type of spell. For Example, Red is Necromancy. Also, spells must be balanced, speak to your DM to decide the spells. You will shuffle and draw 7 cards into your hand at the start of every encounter. You can choose to play a card as an action or make an attack as an action, however if you choose to play a card, you have to play what you can, if you can't play a card then draw 1 card. If that card still isn't what you can play, you no longer have an action.

Spellcasting Cards

You gain use of the 0, and 1 cards at 1st level, Reverse and 2 cards at 3rd level, Skip and 3 cards at 5th level, +2 and 4 cards at 7th level, Wild and 5 cards at 9th level, Wild +4 and 6 cards at 11th level, 7 cards at 13th level, 8 cards at 15th level and 9 cards at 17th level. If you have to play a card who's ability isn't available until a certain level, the card ends up as a dud.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

_____________ Cards

0-

1-

2-

3-

4-

5-

6-

7-

8-

9-

Reverse- Reverses inititive *action*

Skip- Skip next person in inititive

+2- Draw 2 RED cards, if you draw any other color, set them aside face down. After drawing the 2nd RED card, you re-shuffle all the other cards into the deck.


_____________ Cards

0-

1-

2-

3-

4-

5-

6-

7-

8-

9-

Reverse- When target is trying to heal, use card to make target take damage equal to how much the spell would've healed them for *reaction*

Skip- Skip next person in inititive

+2- Draw 2 YELLOW cards, if you draw any other color, set them aside face down. After drawing the 2nd YELLOW card, you re-shuffle all the other cards into the deck.


_____________ Cards

0-

1-

2-

3-

4-

5-

6-

7-

8-

9-

Reverse- Heals for the damage amount *reaction*

Skip- Skip next person in inititive

+2- Draw 2 GREEN cards, if you draw any other color, set them aside face down. After drawing the 2nd GREEN card, you re-shuffle all the other cards into the deck.


_____________ Cards

0-

1-

2-

3-

4-

5-

6-

7-

8-

9-

Reverse- Magic Cylinder: When the target attacks you, play the card when the damage is rolled. the damage will be applied to target *reaction*

Skip- Skip next person in inititive

+2- Draw 2 BLUE cards, if you draw any other color, set them aside face down. After drawing the 2nd BLUE card, you re-shuffle all the other cards into the deck.


Wild Cards

Wild- Spin from wheel of wild magic

Wild +4- Wild Missile- 4 Missiles (!multiroll 4 1d4) Effect will hit the creature after you in inititive. Next creature must beat the damage amount by rolling a Wisdom Saving Throw. On success, they pass it on adding another 1 missile. creatures after the first creature must beat the previous roll. If it somehow comes back full circle, you must have another Wild +4 to play, otherwise you take the full damage.


No Cards Left

If you were to end your hand with a card that isn't a 0, then the spell's ability is boosted to next level. Re-shuffle and re-draw 7 cards into your hand. If you have no cards in your deck, you can only attack as normal, with no cards. Challenge Rule Challenge Rules can be applied as the following -If you have 1 card remaining and you don't call out UNO, you draw 2 cards and take 2d8 force damage. -If you play a Wild +4 and you have another card of the played color, and the creature after you challenges the play and is correct, you draw +4 and take an additional 1d8 force damage for every card of that color.

Jump In Rule

At 3rd level, you are able to Jump In with your UNO cards. They MUST match the color and number you jump in on. For example, if you played a RED 3 card on your turn, you must jump in with another RED 3 card for the Jump In effect to take hold. Red: Boost Target Melee Weapon Attacks (add STR Modifier to target roll) Yellow: Boost Target Ranged Weapon Attacks (add DEX Modifier to target roll) Blue: Boost Target Spell Effects (add CHA Modifier to target roll) Green: Boost Target Ranged Spell Attacks (add CHA Modifier to target roll)

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

0 Effect Rule

At 4th level, if you were to end your hand with a 0, there is a special effect that will occur Duration will be for 5 rounds. Effects are as such:

Red: All damage to eveyone dealt will be doubled *Indescriminate*

Green: Everyone's healing spells/effect are doubled + indiviual Constitution Modifier *Indescriminate*

Yellow: roll 2d(however many people are present), first person is AC + 2nd person's DEX, 2nd person is AC - 1st person's DEX *Indescriminate*

Blue: Physically changes the terrain to (1d7). Everyone but you roll Dexterity Saving Throw, On failure, they're knocked prone.

    >d20 Even- New creature
    >d20 Odd- No new creature

Stacking Rule

At 7th level, as a reaction, you can stack an identical card on top of the previous card played. When this move is played, the effect that the card has is boosted (i.e. a 3 card can be stacked to be at 4th level effects.) If stacking is the final card, the No Cards effect is 4 times the effect for the initial effect.

7/0 Rule

At 11th level, when you play a 7, you roll a 1d6 to determine what modifier is being switched. Afterward, you roll 2d(however many people are present) to determine who is getting switched. When you play a 0, you roll a 1d6 to determine the modifier being switched. Everyone will be rotate determined modifiers to the next creature in inititive order. If Dexterity is switched, AC will be altered. Effect ends at the start of your next turn.

Re-Shuffle Rule

At 14th level, you have the ability to re-shuffle all played cards into your deck. You can only do this once per long rest. At 20th level, you are able to do this twice per long rest.

Forget the Rules

At 20th level, if you call out "Forget the Rules!", Vice will come out of a portal and give you a random card. The card will be shuffled into your deck. If you draw this card, the card's effect comes into play. Forget the Rules can be used once every 7 days. You must be below 10% of your HP to use the ability.

Roll a d12 to determine the card game the random card comes from:

1- Yu-Gi-Oh 2- Pokemon 3- Magic the Gathering 4- World of Warcraft 5- Karuta 6- Cards Against Humanity 7- Exploding Kittens 8- Tarot Cards (22 Major Cards) 9- Monopoly Cards 10- Quelf (Blue Cards) 11- Additional UNO card of Vice's Choice (Disapates after 1 use) 12- Vice's Deck

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