Clover Grimoire User (5e Class)

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Design Note: this class requires a lot of DM planning so if it's your DM's first time do not recommend this Class, this class also requires that you have a good understanding of spells and spellcasting in DnD.

Clover Grimoire User[edit]

Grimoire Users can be Various mages from the Clover, Diamond, Heart, and Spade Kingdoms, etc. A grimoire is a book that allows its user to cast specific spells that are far in advance of their own natural magical abilities. It is one of the primary sources of power for the Magic Knights and other mages. The Magic Knights being an organization where selected mages enter and become part of the Kingdom's military as a Magic Knight. The organization has a noble duty, protecting the Kingdom from various threats, such as invasions from foreign countries, to local crimes within the Kingdom itself.

This class was made from aspects of Black Clover, meaning i took tons of creative liberties when making the class, tho again it is up to the DM/GM if they want it in their campaign.

Creating a Grimoire User[edit]


Quick Build

You can make a Grimoire User quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and Wisdom. Take the sage background as well.

Class Features

As a Clover Grimoire User you gain the following class features.

Hit Points

Hit Dice: 1d6 per Clover Grimoire User level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Clover Grimoire User level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence, Dexterity or Strength
Skills: Choose three from: Athletics, Intimidation, Acrobatics, Nature, Perception, Persuasion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Clover Grimoire User

Level Proficiency
Bonus
Mana Points Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Clover System, Mana Points, Grimoire 2
2nd +2 4 Unarmored Defense 3
3rd +2 6 Grimoire Feature, Spirit Companion 4 2
4th +2 8 Ability Score Improvement 4 3
5th +3 10 Grimoire Feature 4 3 2
6th +3 12 Grimoire Feature 4 3 3
7th +3 14 Grimoire Feature 4 3 3 1
8th +3 16 Ability Score Improvement 4 3 3 2
9th +4 18 Grimoire Feature 4 3 3 3 1
10th +4 20 Grimoire Feature 4 3 3 3 2
11th +4 22 Grimoire Feature 4 3 3 3 2 1
12th +4 24 Ability Score Improvement 4 3 3 3 2 1
13th +5 26 Grimoire Feature 4 3 3 3 2 1 1
14th +5 28 Grimoire Feature 4 3 3 3 2 1 1
15th +5 30 Extra Attack 4 3 3 3 2 1 1 1
16th +5 32 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 34 Grimoire Feature 4 3 3 3 2 1 1 1 1
18th +6 36 Grimoire Feature 4 3 3 3 3 1 1 1 1
19th +6 38 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 40 Wizard King 4 3 3 3 3 2 2 1 1

Clover System[edit]

  • 1 leaf clover books usually don't have a lot of power backing them, these usually have the base Element(s), rarely does a one leaf clover get a mixed element.
  • 2 leaf clover books have a tad bit more power than 1 leaf clovers, can have single element and double Element mixtures.
  • 3 leaf clover books have even more power than the prior books, these are a symbol of Nobility and power, these can use all Element mixtures.
  • 4 leaf clover books brings good omen to the owner, and can only be received by a truly exceptional mage.

Mana Points[edit]

Starting at 1st level, you gain access to spells others would not normally have access to without careful study. Your access to these are represented by Mana Points. Your clover grimoire user level determines the number of points you have, as shown in the Mana Points column of the Clover Grimoire User table.

In order to cast spells in this way, reference the table below. Each cast causes you to expend the stated number of points. You cannot go below 0 points. You regain all expended Mana Points at the end of a long rest and half that number after a short rest.

Spell Level Mana Points Cost
cantrip 1
1 2
2 3
3 4
4 5
5 6
6 7
7 8
8 9
9 10

Grimoire[edit]

At 1st level, you gain a spellbook that has been fortified by an immense amount of magic to increase your natural magical ability. This spellbook is unable to be destroyed, and will return to your possession by any means possible at the beginning of the turn after it leaves your possession. Upon death your grimoire will be destroyed. You must roll a 1d100+1d10 for an Element* that your grimoire will use, it can be a mixture of the base Elements*, Earth, Wind, Fire, Water. Each spell within your Grimoire costs Mana Points. In addition all spells are custom to you and no two Grimoires are the same. *be sure to check with your DM if you can use your Element of choice and how it works!

All of these are emphasized by magic at the end of their names.

2 Water 22 Soul Corpse 51 Mercury 71 Carbon 91 Lock
3 Flame 23 Ice 52 Song 72 Smoke 92 Oil
4 Earth 24 Tree 53 Insect 73 Magnet 93 Digital
5 Wind 25 Dance 54 Mirror 74 Briar 94 Wing
6 Feather 26 Cotton 55 Bone 75 Bubble 95 Spy
7 Puppet 27 Lightning 56 Spider 76 Paper 96 Imitation
8 Glass 28 Dream 57 Spatial 77 Game 97 Gel
9 Curse 29 Time 58 Clay 78 Dragon 98 Muscle
10 Light 30 Thread 59 Star 79 Explosion 99 Mist
11 Beast 40 Transformation 60 Moonlight 80 Engineer’s 100 Sealing
12 Trap 41 Dark 61 Steel 81 Copy 101 Mucus
13 Shadow 42 Plant 62 Thought 82 Copper 102 Mosquito
14 Sword 43 Fungus 63 Castle 83 House 103 Skin
15 Sleep 44 Chain 64 Speed 84 Card 104 Poison
16 Food 45 Reincarnation 65 Cosmic 85 Stone 105 Vine
17 Seduction 46 Blood 66 Love 86 Computing 106  Cosmic
18 Snow 47 Crystal 67 Amber 87 Scale 107  Memory
19 Technomancer 48 Stone 68 Sand 88 Dice 108 Painting
20 Eyeball 49 Sky 69 Bronze 89 Gravity 109  SpaceTime
21 Ash 50 Steel 70 Iron 90 Teeth 110 Anti magic*

* check Five-leaf Clover Grimoire

Unarmored Defense[edit]

At 2nd level, you use your Grimoire’s magic to enhance your survivability. While you are not wearing armor, your AC is equal to 10 + your Dexterity modifier + your Intelligence modifier.

Spirit Companion[edit]

At 3rd level, You gain a spirit of your element that increases your magical abilities a hundredfold. As a passive your spirit is always there near you, and will return to you if they lose sight of you. The spirit gives you + 2 to Intelligence. It is subject to any affection system the DM uses. Only you can see the spirit, unless the spirit wants to be seen. It is a NPC, with its own mind and personality.

Grimoire[edit]

When you reach 3rd, 5th, 6th, 7th, 9th, 10th, 11th, 13th, 14th, 17th, 18th level you gain a feature to your Grimoire. This feature can vary between users, but most common features are: Mana Zone, Mana Detection, Mana skin. Since Grimoire Features vary between users, the DM has complete authority over what Features you get. DMs can create their own features due to the variety of Grimoires

Example of Grimoire Features

Mana Zone You expand your mana skin to 60ft, Spells mana cost half its original cost to cast it from any place within 60 feet, a cost of 1 mana is still 1 mana.

Mana Detection when a creature that is an Elemental, Fey, Undead, or is capable of casting spells you can detect within a 3m area around you in a sphere.

Mana Skin You make a layer of Mana around you, blocking out external stimuli like temperature and other Mana Zones, for example. Still not impervious to damage, the Feature increases AC by 2 when active.

Ability Score Increase[edit]

When you reach 4th, 8th, 12th, 16th, 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, unless your race allows it.

Extra Attack[edit]

At 15th level, when you take the attack action, you may attack an additional time.

Wizard King[edit]

At 20th level, your mastery over your Grimoire is unmatched. As an action, you may regain your maximum Mana Points. You may do this once, regaining use at the end of a long rest.

Clover Grimoire User Spell List[edit]

You know all of the spells on the basic Clover Griomoire User spell list, and spells from the Wizard list that are related to your element. Legend:**can have multiple

Cantrips
Level 1

[Element] Ball You summon a ball of your element and chuck it. It deals 1d10 [Element] damage on hit. Costs 1 Mana Point to cast. Range of 120 ft. v, s and other characteristics based on DM as well as DM choosing the spells name

[Element] Weapon You summon a weapon of DM choice that's permanent to your character based on your character and the personality it is of your element. It deals 1d10 [Element] damage and slashing damage on hit. Costs 1 Mana Point to cast. Melee range.-(whenever summoned is the same weapon as first summoning (permanent)). V, s (DM can determine any other characteristics)

Level 2

[Element] Defensive Sphere You create a 5 ft Sphere of your Element around you and it has an AC of 10 + Intelligence Modifier. Has 30 hit points. Costs 3 Mana Points to Cast. Requires full focus to use. Roll a focus check every turn to keep the spell running. You can also not cast any attacks, spells or support abilities from inside the sphere; the only thing you can affect are what is within the sphere with you.

At higher levels the spells hit points increase by 10 per level and the AC gains the Wisdom modifier per user level. For levels 3-4 is one mana more per level. But due to the power this spell can have its cost at levels 5 and higher is 10 mana per a higher level.

[Element] Attack** You attack with your element, with your DM’s choice of kind of attack. The spells characteristics are permanent after the first casting. It deals 1d12 [Element] damage on hit. Costs 3 Mana Points to cast. Range of 120 ft. v, s - DM gets to name the spell and give it its physical traits.

Custom [Element] Augmentation You augment your body with your magic giving you a +2 to 2 abilities of DM’s choice based on the character. It takes the shape of the DMs choice. Costs 1 Mana Point to cast.

Level 3

Mana Heal You heal 1d3 hit points every turn for 5 turns or 1d6 outside of combat. Costs 3 Mana points to cast. V, S [Element] Creation Magic** Create DMs choice of object or creature with your element based on character and their personality. It has an AC of 6 and hit points of 6. Deals 1d10 [Element] damage on hit. Range of 120 ft. Costs 1 Mana Point to cast. V, S

Level 4
Level 5

[Element] Zone You create an area up to 20ft in diameter of your element. It changes the terrain based on the DM’s choice. Deals a slow that brings the movement speed to 10ft.

Level 6

Advanced Spirit Magic As your connection to your Spirit Companion grows stronger, you can start to use more of its power. You can use Spirit breath, an attack that hits an area of a 15ft cone. Deals 1d20 [Element] damage on hit. Costs 10 Mana Points to cast. V, S

Level 7
Level 8

Spirit Absorption The bond between you and your spirit have strengthened , to the point where your mana meld together at times. You expend all of your mana to gain a +4 to Intelligence, +5 to Dexterity, +10 to Constitution. A form of fusion between character and spirit, of DM’s choice for what the form looks like. This form lasts for the entire battle and requires long rest afterwards to be able to move. You must perform a non-fusion con save to be able to stay conscious.

Level 9

Mana Zone Rampage While Mana Zone is active you can spend Half of your Mana Points to barrage the enemy with powerful [element] hits. Deals 1d100 [element] damage on hit. Can hit for several times.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Clover Grimoire User class, you must meet these prerequisites: Intelligence 15, Wisdom 14

Proficiencies. When you multiclass into the Clover Grimoire User class, you gain the following proficiencies: Light Armor, Simple Weapons

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