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@dm-zorc
hello to the people still around, have a Celtic Guardian

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I might be weird for saying this, but I love the look and style of the Bandai card frames. While not pictured here, the monsters cards of the Bandai game have a black name plate that looks like a flag, and the flavour/effect text box has these little flares to them. I love the large art box as well. The Bandai card frames feel ancient yet swaggy. unrelated / rant: The rush duel (RD) card frames also look amazing and looks like a "modern" game. There is little reason for a yugioh card's level from taking up so much real estate, and sometimes telling the difference between a level 8/9 can be difficult at a glance, but in RD, they have the level next to the atk and def of the card. Lastly this is just me nitpicking, but the life points, and atk/def values of the cards don't need to be 8000 3000/2500; a 80 life points, 30atk / 25atk could be just fine. Though this game was originally intended for japanese children, and bigger numbers are more fun, and I was told that the numbers were because of Japanese yen as well (?)
DO NOT QOUTE ME ON THIS. The bandai game was based off of a game of War (card game) and was about who could craft the best deck and the game was basically about who had the fewest levels in the graveyard at end of the game, and that was the winner. It however wasn't very fun. Blue-Eyes White Dragon (Bandai) ~Rule 9~ Each player counts the total Level Stars of all monsters that they destroyed. The player with the highest amount is declared the winner. This video History of Japanese TCGs #10: Yu-Gi-Oh!'s Creation (1996-1999) by Maniax Channel (May 31st 2021) explains the early days of yugioh, the bandai game, and the konami video game which led to Konami taking over the card game from Bandai. https://youtu.be/xhmYf26FmO4
I'm not exactly here to critique the game of Yu-Gi-Oh! My goal is to learn the lore of Yu-Gi-Oh! Not of the characters Yugi, Kaiba, Jonouchi, and the cast of human characters. I want to know about the monsters, the spells, and the traps. Eventually translate those terms into 5e language.
How to Play as Kisara, Soul of the Blue-Eyes White Dragon in 5e
Image of Maiden with Eyes of Blue (Kisara) by @icedchaiarts
Who is Kisara, Blue-Eyes White Dragon?
Kisara is a human from ancient Egypt who has pale skin, and long flowing white hair with bright blue eyes. The people of her time believed she was a witch and a bad omen. She was timid, passive, and lonely at first. Despite her reserved and passive nature, she has a quiet confidence about herself. She became more assertive after making friends with Priest Seto. At first she was unable to control her spirit, nor did she know how powerful her spirit was. She was forced to call upon her spirit and to manifest it against her will by Seto’s father who wished to use her as a weapon. The friendship between Kisara and Seto would bloom, and Seto fought for her freedom.
Her spirit, the Blue-Eyes White Dragon earned the reputation of a legendary ferocious dragon prone to destruction. Just the sight of the dragon was enough to throw people into a frenzied panic with its breath weapon laying waste to those who provoked her wrath.
Dark Magician for 5e
LOB-005
Dark Magician (LOB-005)
Medium Humanoid (any, usually Human or Elf; Wizard) or Undead, Usually Non-Evil and Non-ChaoticÂ
Armor Class 21 (Robe of the Archmagi and Ring of Protection), 23 (when concentrating on a spell) Hit Points 250 (100d6-100) Speed 30 ft, 30ft fly.
STR 19 (+4) / DEX 20 (+5) / CON 8 (-1) / INT 21 (+5) / WIS 18 (+4) / CHA 10 (+0)
Saving Throws Int +13, Wis +12 Skills Arcana +13, History +13, Perception +12, Religion +13 Senses darkvision 120 ft., passive Perception 22 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon Challenge 25 (75,000 XP) / Proficiency Bonus +8
The Character Forge: How to Play as Dark Magician and Dark Magician Girl in DnD 5e
This is a rather unusual build option, as these aren’t technically characters in the Yugioh series. However, I consider it a fun and unique challenge to try and build them. Dark Magician and Dark Magician Girl are the ace cards in the deck of Yami Yugi. Though in season 5 the anime decided they were the spirits of the Pharaoh’s high priests trapped as duel monsters that still serve their king in death. So that’s a fun thing to think about the next time you play one of these cards.
A Heroic Spirit
What race you choose is probably going to depend on which version you want to play. If you want to play who they were before they died, Mahad and Mana were ordinary humans with no superhuman abilities beyond the study of magic. So normal Humans works for who they once were. If you want to play as the duel spirits they became, you could choose Kalashtar because the Dark Magician is the bond of the high priest Mahad with the Illusion Magician spirit. Kalashtar is a race whose body is split between a host and a dream world spirit. Dream world, Duel Monster Spirit World. Close enough. They are also tasked with guarding and serving the Pharoah loyally, which has lowkey guardian angel traits, so Aasimar is a possibility. It’s a bit silly, but they are synthetic beings. Just holograms really. They could be Warforged since they aren’t actually real or alive. Just computer code and projected images of light as duel monsters. They could also be Variant Humans because they’re Shonen anime characters, and the spirits of former humans.
Honestly, they have no alignment and little personality. Make them however you want and go from there. I have never actually seen season 5, so I don’t know the personalities of Mahad and Mana.
For background, Mahad is a high priest and Mana is his pupil. Mahad and Mana are both Acolytes. Dark Magician is the ultimate wizard in terms of attack and defense, so Sage is appropriate, while the obscure (but I think it’s legit?) Student of Magic is great for Dark Magician Girl.Â
Powers and Abilities
The Dark Magician’s primary spell is the Dark Magic Attack, and the Dark Magician Girl casts Dark Burning Attack.
As Mahad, he had the ability to summon duel spirits to fight on his behalf, conjuring them through large stone tablets. Mahad also possessed the Millennium Ring, which points you in the direction of whatever you’re trying to find, and lets you place and remove souls from bodies.
Support Cards:
Dark Burning Attack: Destroy all enemy facedown monsters Dark Burning Magic: Destroy all enemy cards. Dark Magical Circle: Add other Dark Magician support cards to your hand. Dark Magic Attack: Destroys all enemy Spells and Traps Dark Magic Expanded: one monster gains +1000 ATK and ignores enemy spells Dark Magic Inheritance: Banish 2 spells to draw 1 DM support card from deck. Dark Magic Twin Burst: DM gains ATK of all DMG on the field and in Graveyard. Dark Magic Veil: Pay 1000 LP to summon a dark spellcaster Dark Renewal: Sacrifice enemy monster and your caster. summon dark caster. Illusion Magic: Sacrifice your spellcaster. Add Dark Magician to your hand. Magic Formula: DM’s Spellbook. Increase DM or DMG ATK by 700 points. Magical Hats: Dark Magician becomes hidden beneath 1 of 4 magic hats. Magical Objection: Counter enemy spell, trap, or effect and destroy that card. Magician’s Circle: when foe summons, you and foe can summon a caster Magician’s Defense: Take half damage while you control a spellcaster. Magician’s Navigation: Summon DM from hand and dark caster from Deck/GY Mystical Box: Dark Magician trades places with another monster. Thousand Knives: Destroys 1 enemy monster
Other Common Cards
Change of Heart: Take control of enemy monster for 1 turn. Dark Hole: Destroy every card on the field. Dian Keto, the Cure Master: Gain 1000 Life Points. Magic Cylinder: Bounce enemy attack at enemy’s Life Points. Magic Jammer: Counter 1 enemy spell card. Mirror Force: Bounce enemy attack, destroy all ATK position enemy monsters. Monster Reborn: Summon 1 monster from either Graveyard. Mystical Space Typhoon: Destroy 1 Spell or Trap card. Negate Attack: Portal sucks up enemy attack, opponent battle phase ends. Raigeki: Destroy all of your opponent’s monsters Reverse Trap: Buffs and Debuffs switch. Buffs weaken, Debuffs strengthen. Spellbinding Circle: Enemy monster -700 ATK. Cannot attack/change positions. Swords of Revealing Light: 3 gleaming swords, enemy can’t attack for 3 turns. Trap Hole: Create pit trap. Destroy monster with 1500 ATK or more.
Class is in Session
Cleric   Arcana: As Mahad and Mana were priests, this is a way to incorporate that religious background with their current powers.
Sorcerer   Divine Soul: Similar to Arcana, Divine Soul blurs the line between magic and religion, and allows Dark Magician to pull power from the holy spirit of Mahad residing within him. Since both Dark Magician and Dark Magican Girl float, the wings this subclass gives at level 14 could be flavored as simply allowing these duel spirits to fly/float without the wings being visible.   Shadow: They are the DARK magicians. Their signature spells are DARK Magic Attack and DARK Burning Attack. Pretty self-evident.
Warlock   Celestial: Again like Divine Soul and Arcana, this option connects Warlock with religion, but the subclass has some Radiant flavor which is a little unusual for the DARK Magicians.
Wizard   Conjuration: When Mahad lived, he used his Millennium Ring and magic powers to conjure the spirits of Duel Monster tablets to play shadow games.    Lore Mastery: He’s “the ultimate wizard in terms of attack and defense”. It stands to reason that his understanding of magic would run so deep that he could alter and bend it to his will. Especially to turn any spell he casts into Necrotic damage for his dark magic attacks.    Theurgy: Mahad was the high priest. So, he could have been a wizard who had studied the religious magic of his day to obtain his powers and to cast both Cleric and Wizard spells with one stat.    War Magic: The ultimate wizard in terms of attack and defense is probably going to be extremely powerful in a fight, so having a build that’s made to fight is right up his alley.
How to Play as Yugi Mutou
Before making this post, I’d tried to make Yugi as a potential build. However, an obstacle I encountered was that I had Yugi as a Conjuration Wizard, and there simply weren’t enough Wizard spells that summoned creatures to fight on your behalf. However, if you combine that summoning focus of Yugi with the magical capabilities of Dark Magician or Dark Magician Girl, and treat them as his Deck Master, they can work together to fill out Yugi’s spell list with DM and DMG spells and fight side by side as effectively one character.
Stats and Proficiencies
In order to be the ultimate wizard in terms of attack and defense, Dark Magician needs the absolute maximum Intelligence and Constitution stats. He needs to be able to deal serious magical damage and shrug off enemy spells. During Yugi and Joey’s duel against Para and Dox, the Dark Magician did a front flip in what seems like medium armor. That shows quite a bit of Dexterity. Beyond that, fill out the other three stats or dump them as you see fit. However, I will admit, the Dark Magician Girl does seem more charming than her mentor, and could be a Sorcerer who casts with Charisma instead of Intelligence.
Arcana Insight Perception Religion
Name: Mahad, the Dark Magician Race: Variant Human Background: Sage Alignment: Neutral Class:Â War Magic Wizard (20) Base Stats: Strength: 8 (-1) Dexterity: 17 (+3) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 8 (-1) Charisma: 8 (-1) Saving Throws: Strength: -1 Dexterity: +3 Constitution: +5 Intelligence: +11 Wisdom: +5 Charisma: -1 Combat Stats: Â HP: 182 Â AC: 13 Â Speed: 30 Â Initiative: +8 Â Proficiency Bonus: +6 Â Passive Perception: 15 Â Dark Vision: 0 feet Proficiencies: Â Â Arcana (Sage) Â Â History (Sage) Â Â Insight (Wizard) Â Â Religion (Wizard) Skills: Acrobatics: +3 Â Â Â Â Â Â Â Â Â Medicine: -1 Animal Handling: -1Â Â Â Â Â Nature: +5 Arcana: +11Â Â Â Â Â Â Â Â Â Â Â Perception: +5 Athletics: -1Â Â Â Â Â Â Â Â Â Â Â Â Performance: -1 Deception: -1Â Â Â Â Â Â Â Â Â Â Persuasion: -1 History: +11Â Â Â Â Â Â Â Â Â Â Â Religion: +11 Insight: +5Â Â Â Â Â Â Â Â Â Â Â Â Sleight of Hand: +3 Intimidation: -1Â Â Â Â Â Â Â Â Â Stealth: +3 Investigation: +5Â Â Â Â Â Â Â Survival: -1 Equipment: Â Â Arcane Focus: Staff
Spell Slots 1st (4) 2nd (3) 3rd (3) 4th (3) 5th (3) 6th (2) 7th (2) 8th (1) 9th (1)
Dark Magician’s Spellbook
Cantrips          3rd Level                 6th Level   Create Bonfire      Call Lightning              Arcane Gate   Eldritch Blast       Counterspell              Globe of Invulnerability   Firebolt           Dispel Magic             7th Level   Mage Hand        Fireball                   Conjure Hezrou   Mind Sliver        Magic Circle               Mord’s Sword   Minor Illusion       Summon Lesser Demons   8th Level 1st level           4th Level                   Antimagic Field   Detect Magic       Arcane Eye                Dominate Monster   Hex               Banishment              9th Level   Mage Armor        Conjure Minor Elementals    Prismatic Wall   Magic Missile       Conjure Shadow Demon   Shield             Leo’s Secret Chest   Witch Bolt          Locate Creature 2nd Level           Phantasmal Killer   Arcane Lock        Summon Greater Demon   Crown of Madness  5th Level   Flock of Familiars    B’s Hand (Arcane Hand)   Knock             Conjure Elemental   Locate Object       Dominate Person   Magic Weapon      Infernal Calling   Mirror Image        Legend Lore   Misty Step          Planar Binding   Shadow Blade       Synaptic Static                     Teleportation Circle                     Wall of Force
Features:
Arcane Deflection: When attacked, as a reaction, add +2 AC or +4 saving throw, but cast only cantrips next turn. Arcane Recovery: Once per day, after a short rest, restore 10 or fewer level 5 or lower used spell slots. Deflecting Shroud: 3 creatures take 10 force damage after Arcane Deflection. Durable Magic: +2 to AC and saving throws when concentrating on a spell. Magic Initiate: Learn Eldritch Blast, Mind Sliver, and Hex. Cast with INT. Power Surge: You have max 5, each surge adds 10 force damage to a spell. Researcher: You always know where to find information or who to get it from. Signature Spells: Cast Fireball and Dispel Magic without using a spell slot. Spell Mastery: Cast Magic Weapon and Mage Armor without using a spell slot. Tactical Wit: Add your INT mod to your Initiative.
keep in mind, the spell list is not conclusive, it’s a personal choice. I chose to have Dark Magician learn all the spells of the Arcane Cleric, and just tried to pick the standard magic spells, especially about anything with Arcane in its name. Because both Yugi and Mahad summon monsters to fight for them, I decided it was appropriate to give Dark Magician a lot of conjuration spells, but that doesn’t mean you have to use the Deck Master Yugi/Dark Magician build I suggested where Yugi does the summoning and Dark Magician handles everything else. It’s not a perfect build, but then, I never expected it to be. Still, I hope you guys found this to be a fun, quirky DnD concept. Let me know if you’d build this character differently than I did. And as always, thanks for joining me in The Character Forge, where heroes are made.

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How to Play as Yugi Muto in DnD 5e
A long time ago, I made a build for the Dark Magician (I’ll leave a link [here].) At the time, I’d considered trying to make a build for Yugi, but since Yugi lacks any real powers of his own, there wasn’t really enough to go off of. But with new UA spells that prioritize summoning and new UA subclasses, the time has finally come to give Yugi his proper build. For this build, we are considering Yugi and the Pharaoh to be one character. We will also be treating this build as though Yugi has the Dark Magician as his Deck Master, a special feature used in some side content and video games where the Deck Master actually assists their duelist. So Yugi’s spell list will merge two primary conditions: summoning creatures to fight on his behalf, and spell effects of cards in Yugi’s deck, including one-off cards and less famous cards he’s used to fill out his Wizard Spellbook.
Yugi is an anime character. In the past, my general rule for anime characters is to make them Variant Humans. This is primarily because Anime Characters are stronger than normal humans and often have magical powers that make them not quite human. I’ll be using the Variant Human option, however Kalashtar also works due to Yugi’s split minds and resistance to psychic mind games. Halflings aren’t my favorite race to play, but Yugi is abnormally short, and the Pharaoh is uncannily lucky, so it can definitely work for their build. As a Variant Human, we’ll pick up the Lucky feat and give ourselves +1 INT and +1 DEX.
The Pharaoh is willing to kill Kaiba to win a children’s card game. Yugi is not. They average out to Neutral Good.
The Pharaoh was the King of Egypt. Obvious Noble Background is obvious.
Heart of the Cards
WIZARD   Order of Scribes. This ended up being a perfect storm. Firstly, the new UA batch of summoning spells primarily landed under the Wizard umbrella. So, this gives Yugi a nice variety of summoning options. But it gets even better once you look at your subclass abilities. The Wizardly quill is about the only thing that doesn’t really fit for Yugi, but everything else will. Awakened Spellbook grants the pages Yugi summons from a level of sentience. In Yugioh the cards house duel monster spirits, and Yugi’s grandfather taught him to value the Heart of the Cards, the very idea that Yugi’s deck is a sentient thing. This subclass technically talks about a bound book, but Yugi’s still channeling his magic and spells through his cards, so I’d consider Yugi’s deck a reflavor of his spellbook, thus he’s able to use it as his spellcasting focus. Yugi’s able to alter the damage type of a spell he casts. You could flavor this as classic season 1 Yugioh where nobody played by the rules, or as Yugi pulling a card out of his deck that he’ll never use in any other duel, which tended to be a common deus ex machina for him. Master Scrivener can allow Yugi to copy a card onto a scroll and pull it out of his butt whenever he wants. a fun cheeky way to mock his plot armor. It also casts at 1 level higher, meaning Yugi is one again breaking the rules because he’s the King of Games. Manifest Mind is where the Deck Master concept becomes more clear, as you can create a tiny spectral form of the Dark Magician fighting beside you, and really lets you fully embrace the partnership between Yugi and the Dark Magician in combat. Since this feature does specify using a tiny specral creature, Kuriboh is another good Deck Master monster for Yugi. Finally, One with the Word allows Yugi to swap places with the Dark Magician to avoid one or both of them from being killed. Yugi can also destroy some of the cards in his collection to bring him back to life if Dark Magician is on the field and his spellbook has the resources. This also motivates Yugi to want to collect as many cards/spells as he can, even if he doesn’t prepare them all or use them in his deck. If you really want to play up the roleplay aspect of this build and commit to the gimmick of playing as Yami, you could write spells on sheets of paper and treat them like an actual deck of cards. It’s really just for roleplaying purposes, and could make the game needlessly challenging, but it could also be a fun challenge to hope you draw the spell you need right when you need it. This could be as vague as just having a card that says “3rd level spell”, or as specific as having say as many copies of a specific spell as you have spell slots to cast it. As it’s just flavoring and roleplaying mostly, come up with your own fun ways to incorporate the deck aspect into a mechanic for gameplay and tell me your ideas. I’ll bet there’s many fun ways to make this character work in an inetersting way.Â
King of Games
SUMMONING
Find Familiar Flock of Familiars Spirit Shroud Summon Fey Spirit Summon Lesser Demons Summon Shadow Spirit Summon Undead Spirit Conjure Minor Elemental Summon Aberrant Spirit Summon Elemental Spirit Summon Greater Demon Conjure Elemental Infernal Calling Summon Fiendish Spirit
SPELLS & TRAPS
Brain Control // Dominate Person, Dominate Monster, Enemies Abound Change of Heart // Charm Person, Charm Monster Lightforce Sword // Banishment, Plane Shift Magic Jammer // Antimagic Field Burning Land // Blight, Abi’s Horrid Wilting Magical Hats // Blur, Mirror Image Raigeki // Lightning Bolt, Chain Lightning Trap Hole // Circle of Death Magic Cylinder // Counterspell De-Spell // Dispel Magic Heavy Storm // Whirlwind Spellbinding Circle // Hold Person, Hold Monster Swords of Revealing Light // Imprisonment Thousand Knives // Power Word Kill Mirror Force // Prismatic Wall, Wall of Force, Wall of Light The Eye of Truth // True Seeing Yami // Darkness Makiu, the Magical Mist // Fog Cloud, Cloudkill, Stinking Cloud Cursebreaker // Remove Curse Dust Tornado // Dust Devil Premature Burial // Animate Dead, Create Undead Ragnarok // Melf’s Minute Meteors General Magic // Mage Armor, Magic Missile, Shield Setting a Trap Card // Glyph of Warding Anime Protagonist Plot Armor // Wish
As a Wizard, our most important stat is going to be Intelligence for casting. Our Manifest Mind feature gives our Dark Magician our AC, so we’ll want a high Dexterity modifier to improve our Armor Class. Yugi is pretty hard to fool, so that’ll give us a good Wisdom score. Yugi is pretty good at destiny speeches and turning enemies into allies. We’ll give him a pretty decent Charisma score so he can persuade people to adopt his philosophies, or send people running into the shadow realm with his Intimidation. Our build prioritizes amassing strong minions between us and enemies, so we can neglect our Constitution a bit. That leaves our Strength stat to be ignored. Lifting all those small thin pieces of paper doesn’t exactly get Yugi ripped.
Name: Yugi Muto Race: Variant Human Background: Noble Alignment: Neutral Good Class: Order of Scribes Wizard (20)
Base Stats:
Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (0)
Saving Throws:
Strength: -1Â Dexterity: +5 Constitution: +1 Intelligence: +11 Wisdom: +8 Charisma: 0
Combat Stats:
HP: 102 AC: 18*Â Speed: 30 Initiative: +5 Proficiency Bonus: +6 Passive Perception: 14 Â Dark Vision: 0 feet
Proficiencies:
Acrobatics (+5) Animal Handling (+2) Arcana (+11) Athletics (-1) Deception (0) History (+11) Insight (+8) Intimidation (+6) Investigation (+5) Medicine (+2) Nature (+5) Perception (+2) Performance (0) Persuasion (+6) Religion (+5) Sleight of Hand (+5) Stealth (+5) Survival (+2)
Spell Slots
1st (4) 2nd (3) 3rd (3) 4th (3) 5th (3) 6th (2) 7th (1) 8th (1) 9th (1)
Yugi’s Deck
Cantrips   Firebolt   Frostbite   Lightning Lure   Message   Mind Sliver
1st Level   Charm Person   Find Familiar   Fog Cloud   Mage Armor   Magic Missile   Shield
2nd Level   Blur   Darkness   Dust Devil   Flock of Familiars   Hold Person   Mirror Image
3rd Level   Animate Dead   Counterspell   Dispel Magic   Enemies Abound   Glyph of Warding   Lightning Bolt   Spirit Shroud   Summon Fey Spirit   Summon Lesser Demons   Summon Shadow Spirit   Summon Undead Spirit
4th Level   Banishment   Blight   Conjure Minor Elementals   Summon Aberrant Spirit   Summon Elemental Spirit   Summon Greater Demon
5th Level   Conjure Elemental   Dominate Person   Hold Monster   Infernal Calling   True Seeing   Wall of Light
6th Level   Chain Lightning   Circle of Death   Create Undead   Summon Fiendish Spirit
7th Level   Plane Shift
8th Level   Antimagic Field   Dominate Monster
9th Level   Imprisonment   Wish
Features:
Arcane Rociety. covery. Regain 10 or less level 5 or lower spell slots on a short rest.
Awakened Spellbook. You can alter spell damage type and cast a ritual spell instantly once per long rest.
Lucky. 3 lucky points, add a d20 to rolls before you know the outcome.
Manifest Mind. Your spellbook projects a tiny spectral construct. Its HP is your INT + your Wizard Level and it uses your AC and saving throw die. It has darkvision at a range of 60 feet, sheds dim light at a range of 10 feet, and can pass through solid objects.
Master Scrivener. Copy a 1st or 2nd level spell from your spellbook onto a scroll. Use the scroll any time, and the spell is cast as being one level higher.
One With the Word. When you would die while Manifest Mind is active, purge spells from your spellbook whose level adds to 3d6. They can only be restored with a Wish, and are otherwise lost to you.
Position of Privilege. You belong in high society. People bend over backwards to accommodate you, and you can get an audience with other nobility.
Signature Spells. cast Summon Fey Spirit and Summon Undead Spirit once without using a spell slot.
Spell Mastery. Cast Mage Armor and Hold Person without spell slots.
Wizardly Quill. Less time and money copying spells into your spellbook.
A major downside to this build is that all of his summoning spells require a gold cost, but if you’re fortunate, your DM will be generous enough with the gold to support the costs of this build. Technically, this build really could work for any duelist, and there’s plenty of other yugioh cards that could translate to DnD spells, but we were focused on Yugi’s canon spell and trap cards. We’re also extremely reliant on summoning, so if Yugi can’t summon, he’s going to have a bad time, and the build won’t be so useful.
This person inspired me to make D&D content. I’ve always been a big fan of their post.
Skull Servant for 5e
LOB-004
Skull Servant
Small or Medium Undead, Any
Armor Class 11 (Natural Armor) Hit Points 4 (1d8+0) Speed 30 ft. STR 10 (+0) / DEX 12 (+1) / CON 14 (+0) / INT 6 (-2) / WIS 10 (+0) / CHA 6 (-2)
Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it spoke in life but can't speak Challenge Rating 0 (0 XP) / Proficiency Bonus +2
Flame Swordsman for 5e
LOB-003
Armor Class 18 (Medium Armor) Hit Points 33 (6d8+6) Speed 30 ft.
STR 18 (+4) / DEX 14 (+2) / CON 12 (+1) / INT 8 (-1) / WIS 10 (+0) / CHA 16 (+3)
Saving Throws Wisdom +2, Charisma +5 Skills Athletics +3, Insight +2 Persuasion +5, History +5 Senses passive Perception 10 Languages Common Challenge Rating 4 (1100 XP) / Proficiency Bonus +2
Blue-Eyes White Dragon for 5e
LOB-001
Blue-Eyes White Dragon
Huge Dragon, Usually Chaotic
Challenge Rating 19 (22,000 XP) / Proficiency Bonus +6
Armor Class 19 (Natural Armor) Hit Points 300 (24d12+144) Speed 40 ft., fly 80 ft. STR 28 (+9) / DEX 25 (+5) / CON 23 (+6) / INT 16 (+3) / WIS 13 (+1) / CHA 30 (+10) Saving Throws Dex +11, Int +9, Wis +7, Cha +16 Skills Athletics +15, Religion +9, Perception +7, Stealth +11, Intimidation +16 Damage Immunities lightning Condition Immunities frightened Senses passive Perception 11, Darkvision 120 ft. Languages Common, Draconic, Celestial Challenge Rating 19 (22,000 XP) / Proficiency Bonus +6
Tri-horned Dragon for 5e
LOB-000
Tri-Horned Dragon
Huge Dragon, Unaligned
Armor Class 17 (Natural Armor) Hit Points 117 (18d12+0) Speed 50 ft., burrow 25 ft., climb 50 ft STR 28 (+9) / DEX 23 (+6) / CON 10 (+0) / INT 6 (-2) / CHA 9 (-1)
Saving Throws Strength +12, Dexterity +9 Damage Resistances lightning, thunder, poison, acid, fire Senses passive Perception 11, Darkvision 120 ft. Languages — (may understand Draconic, Undercommon but most cannot speak) Challenge Rating 8 (3900 XP) / Proficiency Bonus +3

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Cybernetic Cyclopean
CRV-017
Cybernetic Cyclopean
Large Giant, Chaotic Neutral
Armor Class 16 (Medium Armor) Hit Points 106 (12d10+30) Speed 40 ft.
STR 19 (+4) / DEX 14 (+2) / CON 16 (+3) /Â INT 16 (+3) / WIS 10 (+0) / CHA 7 (-2)
Skills Athletics +5, Perception +2 Senses passive Perception 10, Darkvision 120 ft. Languages Common, Giant Challenge Rating 4 (1100 XP) Proficiency Bonus +2
Hitotsu-Me Giant for 5e
LOB-002
Hitotsu-Me Giant
Large Giant, Chaotic Neutral
Armor Class 12 (Natural Armor) Hit Points 100 (12d10+24) Speed 30 ft.
STR 17 (+3) /Â DEXÂ 14 (+2) /Â CON 14 (+2) /Â INTÂ 14 (+2) /Â WIS 10 (+0) /Â CHA 7 (-2)
Skills Athletics +5 Senses passive Perception 10, Darkvision 30 ft. Languages Common, Giant Challenge Rating 3 (700 XP) /Â Â Proficiency Bonus +2