Fanmade Mana Attributes (Black Clover Supplement)

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Fanmade Mana Attributes[edit]

This is the Fanmade Mana Attributes page, where all non-canon mana attributes are listed. Any fans of the supplement may put a mana attribute here, which means the creators won’t always have control over the direction people may take towards balance.

However, to avoid unbalance, a guide shall provide insight on how to create a Mana Attribute.

Mana Attribute Creation Guide[edit]

This detailed guide shall help you on the marvelous journey of creating a mana attribute.

Concept[edit]

Now, this is the most important part of the entire guide. Trying to make an attribute without a concept is next to impossible, so you better stick around for a moment.

Think about what your attribute is about; A beast (Beast, Mosquito)? An element (Earth, Fire, Lighting, Wind, Water)? A law of physics (Gravity, Spatial, Time)? An object (Dice, Key, Mirror, Paper, Sword)?

Whatever it is, every decision taken here is based on that concept.

Additional Conditions[edit]

While optional, it is worth considering when creating your attribute to give it an additional condition based on its concept.

Not all attributes have an additional condition since they either don’t need it or it doesn’t make sense for them to have one. Keep in mind that you may put in Special Effects that the attribute gains more additional conditions as the user’s Magic Power grows, such as in the Snow attribute’s case.

Damage Type[edit]

The second thing to consider when creating an attribute is its damage type.

You can choose one or more (if fitting for the attribute) from the following: Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, Thunder.

You must choose which is the most appropriate to your attribute, since as detailed here this will affect a lot of things during spell creation.

Resistances and Vulnerabilities[edit]

Some attributes may grant resistances and/or vulnerabilities to your creations, all depending on what they are.

Based on the concept of your attribute, you may choose to grant it a resistance or/and vulnerability if fitting, consisting of one or more damage types.

Strength and Weaknesses[edit]

When creating a mana attribute, depending on its nature you can choose to grant it a strength and weakness. This only affects it during spell clashes, so its entirely up to how the mana attribute works.

Mana Attributes[edit]

Design Note: Attributes should be organized in alphabetical order.

Azure Flame[edit]

Design Note: Approved by the supplement staff.

This magic attribute allows the user to generate and manipulate blue fire at will, however this mana attribute is merciless, burning you too.

Additional Condition

Azure Flame Magic allows you to put the Burned condition in a spell that already has a condition. Additionally, if a spell created by you only has the Burned condition, you spend no mana. You also get the option to choose Second and Third degree burns as a condition to put on your spells, both of them counting as Average danger and Extreme Danger respectively. You must pay the full cost of these two conditions.

Cantrips

With Azure Flame Magic, you can create Offensive spells when creating cantrips.

Damage Type

Azure Flame Magic's damage type is fire damage.

Resistances and Vulnerabilities

The Azure Flame Attribute grants resistance to cold damage.

Strengths and Weaknesses

Azure Flame magic is great against fire susceptible attributes and is even hot enough to burn less susceptible attributes.

Strengths. Fire Magic is considered strong against the following attributes: Ice, Ice Wedge, Plant, Mercury.
Weaknesses. Fire Magic is considered weak against the following attributes: Air
Special Effect

The flames generated by your Fire Magic shall shine forth, illuminating the darkness. Anything you create via a Creation Spell shines bright light in 5 times your Spellcasting modifier feet and dim light in 10 times your Spellcasting modifier feet.

You are immune to Extreme Cold.

You have a +1 to the natural potency of damaging spells. However, whenever you use a spell that does damage, you must make a Constitution save. On a failure, you take half the damage that your spell deals. On a success, you take a fourth of the damage. If the spell deals no damage then you take double your proficiency bonus in fire damage on a failed Constitution save and your proficiency bonus if you succeed the Constitution save.

Dragon Scale[edit]

Design Note: Approved by the supplement staff.

This mana attribute allows the user to generate and manipulate dragon scales.

Cantrips

With Dragon Scale Magic, you can create Creation Spells when creating cantrips.

Damage Type

Dragon Scale Magic’s damage type is slashing or piercing.

Resistances and Vulnerabilities

Dragon Scale Magic resists Slashing, Bludgeoning, Piercing, Fire, Cold, and Lightning damage.

Special Effect

Dragon Scale Magic is an innately tough mana attribute. Any Barriers, Objects, Summons or Armor created by one of your spells have a damage threshold equal to your spellcasting modifier.

Additionally, Dragon Scale Magic creates dragon wings for you. Whenever you create Armor with a Creation Spell, they automatically have flying speed.

Insect[edit]

Design Note: Approved by the supplement staff.

This magic attribute allows the user to manipulate and create magical insects.

Additional Condition

Insect Magic allows you to put the poisoned condition in a spell that already has a condition. Additionally, if a spell created by you only has the poisoned condition, you don't need to spend additional mana to add the condition.

Cantrips

Insect Magic can make Creation Magic spells when making cantrips, but can only create Armor or Summons.

Damage Type

Insect Magic’s damage type is Acid and Poison damage.

Resistances and Vulnerabilities

The Insect Attribute grants resistance to Slashing and Piercing damage, but vulnerability to cold and bludgeoning damage.

Strengths and Weaknesses

Much like other Plant-based attributes, Briar magic shares similar weaknesses to them.

Strengths. The Insect Attribute is strong against the following attributes: Mollusk, Plant, Poison Plant, Tree.
Weaknesses. The Insect Attribute is weak against the following attributes: Sap, Gravity, Light, Snow, Sun.
Special Effect

Just as bugs evolve to fit into their ecosystems, invading places they don’t belong, Insect Magic evolves with its mage to perfect itself. Starting at the listed Magic Power levels below, you gain the following benefits:

0 Magic Power. Summons created by your Creation Magic automatically gain the Pack Tactics Magical Trait and can be given a climbing speed or burrowing speed equal to its base speed for 2 mana when casted (or 4 mana for both benefits).
5 Magic Power. You can create Reinforcement Magic cantrips, excluding smite spells.
Additionally, you may put the Envenomed condition in a spell that already has a condition. If a spell created by you only has the Envenomed condition, you don't need to spend additional mana to add the condition.
7 Magic Power. Summons created by your Creation Magic have their base, unmodified stats equal to 8, excluding Intelligence.
Additionally, Summons made by your Creation Magic can be given a flying speed equal to half their movement speed for 4 mana when casted.
10 Magic Power. You may add the paralyzed condition for half the mana cost onto spells if it is the only condition.
Additionally, creatures under your Reinforcement Magic spells gain advantage to resist conditions that are stated within this attribute.

Love[edit]

This mana attribute allows the user to manipulate others into loving them, but also to greatly enhance those they love.

Additional Condition

Love Magic allows you to put the charmed condition on a spell that already has a condition. Additionally, if a spell created by you only has the charmed condition, you don’t need to spend additional mana to add the condition.

Damage Type

Love Magic’s damage type is psychic damage.

Resistances and Vulnerabilities

The Love Magic attribute grants vulnerability to psychic damage.

Special Effect

You were blessed (or cursed) with the attribute of Love, being destined to love and be loved. Whenever you make a Charisma check (outside Intimidation) against a creature you harbor feelings for, you add your Spellcasting modifier to the roll.

Enamored by Love. Those who get under your will fall to your charms, growing stronger from devotion. Creatures currently charmed because of one of your Love Magic spells receives a Magic Power increase equal to half your proficiency bonus (rounded down), won’t attack or harm your allies and will follow any of your orders.
Lover. When helping out someone who you truly harbor feelings for, the true nature of your magic shows. Whenever you cast a Healing spell on a creature you harbor feelings for, the natural potency is increased by your Spellcasting modifier (not being able to bypass the dice limit). In addition, when taking the help action to aid a creature you harbor feelings for, you add a +1 to said roll.

Obsidian[edit]

Design Note: Approved by the supplement staff.

This mana attribute allows the user to generate and manipulate obsidian.

Additional Condition

Obsidian Magic allows you to put the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, you spend half as much additional mana to add the condition.

Cantrips

With Obsidian Magic, you can create Creation Spells when creating cantrips.

Damage Type

Obsidian Magic’s damage type is slashing damage.

Resistances and Vulnerabilities

Obsidian is weak to slashing, bludgeoning, and piercing damage.

Strengths and Weaknesses

Obsidian is an insanely brittle substance, making it not stand up to physical attacks well.

Weaknesses. Obsidian Magic is considered weak against the following attributes: Slashing, Spike, Steel, Bronze, and Sword.
Special Effect

Obsidian is so insanely brittle that it simply doesn’t stand up to par in the creation category. Anything you create via creation spells or barrier spells has a -1 to their natural durability and can’t gain a damage threshold. Additionally, when one of these creations is reduced to 0 hp by a physical attack, it explodes in obsidian shards. All creatures within 10 ft of the creation must make a Dexterity saving throw. On a fail, they take slashing damage equal to your Magic Die rolled a number of times equal to your Magic Power and they take half as much on a success.

However, the brittleness of Obsidian has its advantages. When your spells or summons deal slashing damage, they embed a shard of obsidian in the target. A creature can hold a number of shards up to your Magic Power. At the start of their turn, the target takes slashing damage equal to your Magic Die rolled once per shard. (This doesn’t create more shards.) At the end of their turn, they naturally lose a number of shards equal to their Constitution modifier. They can also use an action to make a Dexterity (Sleight of hand) check against your Spellcasting DC. On a success, they remove 1 shard, plus 1 more for each point their roll exceeds your DC.

Sap[edit]

Design Note: Approved by the supplement staff.

This magic attribute allows the user to generate and manipulate a rapidly hardening tree sap.

Additional Condition

Sap Magic allows you to put the restrained condition in a spell that already has a condition. Additionally, if a spell created by you only has the restrained condition, you don't need to spend additional mana to add the condition.

Cantrips

With Sap Magic, you can create Creation Spells when making cantrips, though you may only create objects.

Damage Type

Sap Magic’s damage type is bludgeoning and cold damage.

Resistances and Vulnerabilities

The Sap Attribute grants vulnerability to fire damage, and resistance to bludgeoning, piercing, and slashing damage.

Strengths and Weaknesses

Much like other Plant-based attributes, Sap magic shares similar weaknesses to them, but is more then adequate at trapping organisms.

Strengths. The Sap Attribute is strong against the following attributes: Beast, Body, Insect, Mosquito.
Weaknesses. The Sap Attribute is weak against the following attributes: Fire.
Special Effect

Your Sap can be remelded by your touch, allowing for an amazing amount of versatility. While in contact with an object made by your Creation Spells you may alter the target’s properties in a way that would not change the spell point or mana cost of a spell.

Additionally, once you reach 5 Magic Power whenever a creature attempts to break out of your Restraining Spells and fails, the DC to break free is increased by 1, to a maximum of 8 - your proficiency bonus. If a creature reaches the maximum DC for this feature, they are counted as petrified but is aware of their surroundings.

Snake[edit]

This Magic attribute allows the user to create and manipulate snakes, with its true nature being hidden until the user reaches its necessary power.

Additional Conditions

Snake Magic allows you to put the Bleeding condition in a spell that already has a condition. Additionally, if a spell created by you only has the Bleeding condition, you spend half as much additional mana to add the condition.

Cantrips

With Snake Magic, you can create Creation Spells when creating cantrips, but only Summons.

Damage Type

Snake Magic’s damage type is piercing, however for the purposes of spells that involve constricting opponents you may choose to change it to bludgeoning damage.

Special Effect

Your Snake Magic constantly sheds off skin of your creations, leaving them in a constant state of regeneration. Any summons you create gain up to half your proficiency bonus (rounded down) from the following benefits, which cannot be changed later:

  • They receive a +1 bonus to AC.
  • They get burrowing speed equal to their walking speed.
  • They become proficient with Constitution saves.
  • They regain hit points equal to your Magic Power at the start of their turns, up to their maximum.
  • When a creature is grappled by them, they are also restrained if they are a size smaller than them.
  • Whenever they hit a creature with a melee attack, they take additional poison damage equal to your Magic Power die.
Skin Shed. While under the benefits of a Snake Magic Armor or Reinforcement (that isn’t smite) spell, you can choose to deactivate the spell as a Free Action in exchange of gaining hit points equal to your Magic Power added twice + your Spellcasting modifier, up to your maximum.
This only works if the spell isn’t a grimoire-less spell, and you may only do it a number of times equal to your Constitution modifier (minimum of once). You regain all uses at the end of a long rest.
Snake Sage. If you ever obtain the Mana Method epic boon, like a snake you gain an enhanced insight of nature itself, becoming a sage of sorts. Your skin turns scaly, and its colour pallete becomes lighter. You gain proficiency with Nature, or expertise if already proficient. Additionally, you gain blindsight equal to 5 times your Magic Power and a burrowing speed equal to your movement speed. If you already had blindsight, it is increased by the blindsight granted by this feature.
Finally, you have advantage on Wisdom checks related to nature.
Medusa. If this attribute becomes tainted by the devil, it evolves into a new horrifying form. Your skin turns scaly, and its colour pallete turns into a darker green. You gain an additional condition, as described below.
Snake Magic allows you to put the petrified condition in a spell that already has a condition. Additionally, if a spell created by you only has the petrified condition, you spend half as much additional mana to add the condition.
Additionally, you gain proficiency with Intimidation, or expertise if already proficient. Finally, the amount of hit points gained from Skin Shed is increased by your Spellcasting score.
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