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Armoured Hero Expansion 5 - Card Rouzers - The Homebrewery

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Contents

Card Rouzers 3
Introduction ................................................................... 3
Card Rouzer Subclass .........................................4-6
Credits 7

TABLE OF CONTENTS
2
Card Rouzers

A
man inserts a card into an Artifact and pulls a
lever, running into a magical projection that
appears in front of him. A woman slides three
cards through the guard of her sword before
slamming it blade-down into the ground and
delivering a powerful, lightning-enhanced kick
to a monster. These are Card Rouzers.

In The Cards
Card Rouzers use special playing cards that contain the
essence of sealed creatures to Transform, enhance their
abilities, or unleash powerful Finishing Moves. These cards
are called Rouzer Cards, and as the name implies they use
their Artifacts to awaken the power of the creatures trapped
within the cards. It could be additional strength, faster
movement, or powerful spells.

Card Suite Warriors


Each Card Rouzer is themed after one of the four suites of a
deck of cards and their Rouze Cards also follow this trend.
They are Spade, Club, Heart, and Diamond and the armour
of these Heroes is themed as such. Spade Rouzers are
selfless to the point of gullibility, Club Rouzers are concerned
with being powerful and are usually arrogant to the point of
blindness, Heart Rouzers are rare and form close ties with
others, to the point where personal betrayals shake them to
their core, and Diamond Rouzers have a strong sense of Duty,
to the point they will chose it over their friends.

Chosen By Fate
Card Rouzers do not choose the life of an Armoured Hero,
they are chosen to live that life. If you see a Card Rouzer, it is
likely that they are destined for greatness. It is also likely they
will endure great suffering before they can triumph; Card
Rouzers are generally seen as tragic figures who end up
sacrificing or losing everything to achieve their Goals. Pity a
Card Rouzer if you come across one, and rue the day they
become your foe or friend.

Introduction
3
New Armoured Hero
Archetype: Card Rouzers
Card Rouzers are bound by fate and themed by card suites.
They use Rouze Cards to enhance their abilities and perform
Finishing Moves.
Turn Up!
Starting at 1st level, you choose one Transform Rouzer Card
from the following list. This will affect what weapon you
receive and are proficient with, see below, and some class
features later on. Your Armoured Defense is 10 + Your
Dexterity Modifier + Your Constitution Modifier, and your
Unarmed Warrior feature and any weapons you summon as a
class feature now allow you to use Dexterity instead of
Strength for damage and attack rolls.
Spade. You gain a Longsword with the Versatile and
Finesse properties that does 1d8 Slashing Damage when
used one-handed and 1d10 Slashing Damage when used two-
handed.
Diamond. You gain a ranged weapon with the Range, Light
and Loading properties that does 1d6 Force damage and has
a range of 30/120 feet.
Club. You gain a Glaive with the Reach, Two-handed, and
Finesse properties that does 1d10 Slashing damage.
Heart. You gain a Longbow with the Range, Two-Handed
and Loading properties that does 1d10 Piercing damage and
has a range of 100/500 feet.
Elements
Starting at 3rd level, you gain access to three Rouze Cards.
These grant different abilities if scanned on their own, and
you may only benefit from one ability at a time. Scanning a
card takes up your Item interaction for that turn.
Spade. You gain the Kick, Thunder, and Mach Rouze
Cards. Kick allows you to roll an additional damage die with
your Unarmed Warrior strikes, Thunder changes your
Longsword's damage type to Lightning, and Mach doubles
your movement speed until the end of your next turn.
Diamond. You gain the Drop, Fire, and Gemini Rouze
Cards. Drop allows you to force the target of your Unarmed
Warrior strike to make a DC 10 Strength saving throw or be
knocked Prone, Fire changes the damage type of your
weapon to Fire, and Gemini allows you to take a second
Action, though you cannot use this to use the Attack action
again.
Club. You gain access to the Rush, Blizzard, and Poison
Rouze Cards. Rush allows you to use a Bonus Action to move
15 feet towards a target before making a Melee Weapon
attack, Blizzard allows you to cast the Ray of Frost cantrip,
and Poison makes your Melee Weapon attack with your
Glaive do Poison damage instead of Slashing.
Heart. You gain the Float, Drill, and Tornado Rouze Cards.
Float makes you immune to being knocked Prone, Drill gives
+2 to all attack rolls made with your Longbow, and Tornado
allows you to take the Shove action as a Bonus Action
instead.

Subclass - Card Rouzer I


4
Awakening Heart. You gain access to the Fusion Wolf and Absorb
Orchid Rouze Cards. You gain Expertise in the Intimidation
Starting at 3rd level, you may combine your Rouze Cards skill while in this form, and you may transform your Longbow
granted with the Elements feature to enhance your Finishing into a Longsword with the Light and Finesse properties that
Move. When you expend a Finishing Move die, you may scan does 1d10 Slashing damage using an item interaction.
all three Rouze Cards in succession through your weapon as
part of the action. If you do, the following happens instead of
a standard damage bonus.
Spade. Your Finishing Move die does Lightning instead of
Bludgeoning or Slashing damage and you gain a +1 all attack
rolls made with your Unarmed Warrior feature until the end
of your next turn.
Diamond. Your Finishing Move die does Fire instead of
Bludgeoning or Force damage and you may roll the die again
and do that as additional damage, even if you only have one
Finishing Move die left.
Club. Your Finishing Move die does Cold instead of
Bludgeoning or Slashing damage and the target must
succeed on a Constitution save with a DC of 10 + Half of the
Damage Done by your Finishing Move Die or be Poisoned.
The target may make this save again at the end of each of
their turns.
Heart. Your Finishing Move Die does Thunder instead of
Piercing damage and you do maximum damage with your
Finishing Move die.
Round Zero
Starting at 7th level, you learn to reach to combat situations
more quickly. You may add your Constitution modifier to your
Initiative rolls and can no longer be Surprised if you are
conscious.
Additionally, you gain an additional Finishing Move die on
top of what you would normally have.
Jack Form
Starting at 11th level, you gain access to a device called a
Rouze Absorber that you strap to your left Forearm as well as
two new Rouze Cards that you may insert into the Rouze
Absorber to transform into your Jack form using your
Transformation action. This grants you a new weapon or new
abilities as described below based on your Suite, but all of
them gain +1 to AC and 10 feet of movement.
Spade. You gain the Fusion Eagle and Absorb Capricorn
Rouze Cards. You have advantage on any Dexterity saving
throws you make while in this form. You also gain 20 feet of
flying speed.
Diamond. You gain the Fusion Peacock and Absorb
Serpent Rouze Cards. You gain Expertise in the Persuasion
and Deception skills while in this form. You also gain 10
additional feet of movement speed. Your Ranged Weapon can
now be used as a Melee Weapon through the addition of a
blade under its barrel. By using an item interaction, you can
change which it is. The Melee weapon does 1d6 Piercing
damage and has the Light and Finesse properties.
Club. You gain the Fusion Elephant and Absorb Tiger
Rouze Cards. Your Glaive loses the two-handed property and
gains the Light property, but only does 1d8 Slashing damage.
You gain a Flail with the Light, Reach, and Finesse properties
that does 1d8 Bludgeoning damage as well as the Two-
Weapon Fighting Style from the Fighter class (See PHB)
while in this form.
Subclass - Card Rouzer II
5
Rebirth
Starting at 15th level, you gain the ability to alter fate. If you
fail a Saving Throw, Death Save, or Skill Check or miss an
Attack Roll, you may expend one Finishing Move die to re-roll
that roll once. You must finish a Short or Long Rest to use
this ability again.
Additionally, you may now double your proficiency bonus
with all skills in which you are proficient, fate turning in your
favor.
Evolution King!
Starting at 19th level, you gain access to an Evolution King
Rouze Card. By combining this with your Absorb card while
in Jack Form, you can become King Form. You retain the
abilities of your Jack Form as well as gain access to new
abilities, as listed below. All Suites gain another +1 AC and
the ability to expend 5 Finishing Move dice to perform a
Royal Straight Flush, which varies as listed below.
Additionally, you may use any of your other Rouze Cards'
abilities at will as a Free Action, though only one at a time.
Spade. You gain the Evolution Caucasus Rouse Card. Your
Longsword becomes a Greatsword that does 2d8 Slashing
damage. You lose the ability to fly, but if an enemy attack
would hit, you may expend a Finishing Move Die to cause it
to miss. Your Royal Straight Flush allows you to expend 5
Finishing Move Dice to run up to 15 feet in a straight line at
an enemy. If you do, your regular damage roll does full
damage. You must finish a Long Rest to do this again.
Diamond. You gain the Evolution Giraffa Rouze Card. Your
Ranged Weapon now has the Two-Handed property instead
of the Light property, but does 1d10 Force Damage and your
Melee Weapon now also shares this property, but does 2d6
Piercing damage. Your Royal Straight Flush allows you to
expend 5 Finishing Move dice to double your Dexterity
modifier when calculating damage as well as roll both an
additional Ranged and Melee damage die with your Finishing
Move and add your normal Dexterity Modifier to those
damages. You must finish a Long Rest to do this again.
Club. You gain the Evolution Tarantula Rouze Card. Both
of your weapons now do 1d10 of their respective damages.
Additionally, the Glaive does an additional 1d4 Cold damage
and the Flail does an additional 1d4 Poison damage. Your
Royal Straight Flush allows you to roll five additional attacks
against that target that do half damage if they hit, but you do
not gain any extra damage from your Finishing Move die. You
must finish a Long Rest to do this again.
Heart. You gain the Evolution Paradoxa Rouze Card. While
in this form, you are immune to being Frightened, Charmed,
or being put to sleep with magic, and you resist all forms of
damage except for magical Bludgeoning, Piercing, or
Slashing damage and Psychic damage. Your Longbow now
does 1d12 Piercing damage and your Longsword is now a
Greatsword that does 1d12 Slashing damage. Your Royal
Straight Flush allows you to expend 5 Finishing Move dice to
fire a perfect shot or land a perfect blow with your weapon;
you cannot miss this attack and you may add your Strength
modifier to the damage you roll with this attack, which
cannot do less than 10 damage; if it would do less than 10
damage, you do 10 damage instead. You must finish a Long
Rest before you can do this again.

Subclass - Card Rouzer III


6
Credits
Art (In Order of Appearance)
Cover
刀 プリキュアまつりいちか2 -
https://www.pixiv.net/member.php?id=4776
改造人間 - https://www.pixiv.net/member.php?id=945548
Main Book
Official Photography by Toei Studios/Edited by Me
Toei Studios for the Kamen Rider Brand, Characters, and
Series.
Wizards of the Coast - DND 5e system.
Natrual Crit - The Homebrewery, used to create this.
Myself, MemeChaser69, For making this Homebrew Be
sure to shout me out if you use this homebrew on a
livestream and tell your friends! If you have an ideas on how I
could balance or improve this, shoot me an email at:
***kamidagenmcorp69@gmail.com***
Thanks For Reading!

Credits
7

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