Grimoire User (5e Class)
Work In Progress |
Like a Spellbook, but Better[edit]
A form of purified magic, mana is a powerful resource for a mage to control. However, due to its volatile nature, casting is incredibly difficult without a magical book called a Grimoire. Each Grimoire is unique to each user and contains a list of spells. As the user develops their ability, they gain new spells, but they are often restricted to a single theme.
Creating a Grimoire User[edit]
You can make a Grimoire User quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. The Outlander or Hermit background is suggested.
Class Features
As a Grimoire User you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Grimoire User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Grimoire User level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: One artisan's tool or musical instrument
Saving Throws: Wisdom, Dexterity
Skills: Choose three from: Athletics, Intimidation, Acrobatics, Arcana, Nature, Perception, Persuasion, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a book
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a belt pouch containing 6d4 x10 gold or (b) a broom
Level | Proficiency Bonus |
Features | Mana Points | Magic Flight |
---|---|---|---|---|
1st | +2 | Mana, Grimoire, Magic Kingdom | 3 +Wis | - |
2nd | +2 | Mana Defense, Magic Flight | 6 +Wis | 10 ft |
3rd | +2 | Mage Origin | 9 +Wis | 15 ft |
4th | +2 | Ability Score Improvement | 12 +Wis | 20 ft |
5th | +3 | Intermediate Spells | 15 +Wis | 25 ft |
6th | +3 | Mage Origin feature | 18 +Wis | 30 ft |
7th | +3 | — | 21 +Wis | 35 ft |
8th | +3 | Ability Score Improvement | 24 +Wis | 40 ft |
9th | +4 | Mage Origin feature | 27 +Wis | 45 ft |
10th | +4 | Senior Spells | 30 +Wis | 50 ft |
11th | +4 | Mana Skin | 33 +Wis | 55 ft |
12th | +4 | Ability Score Improvement, Mage Origin feature | 36 +Wis | 60 ft |
13th | +5 | — | 39 +Wis | 65 ft |
14th | +5 | — | 42 +Wis | 70 ft |
15th | +5 | Mana Zone, Grand Spells | 45 +Wis | 75 ft |
16th | +5 | Ability Score Improvement | 48 +Wis | 80 ft |
17th | +6 | Mage Origin feature | 51 +Wis | 85 ft |
18th | +6 | — | 54 +Wis | 90 ft |
19th | +6 | Ability Score Improvement | 57 +Wis | 95 ft |
20th | +6 | Mage Origin feature, Magic Master | 60 +Wis | 100 ft |
Mana[edit]
Starting at 1st level, you have learned on how the harvest the magical energy within you called Mana. You have 3 mana points + Your Wisdom modifier, and may use them for your Grimoire features. You regain all lost mana points at the end of an long rest.
Some of your mana features require the target to make a saving throw, or for you to roll an attack roll. They are calculated as it follows:
Mana save DC = 8 + proficiency bonus + your Wisdom modifier.
Mana Attack Rolls = proficiency bonus + your Wisdom modifier.
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 left your possession. You must choose one of the Grimoires listed at the end of this class description.
- learning Grimoire Spells
Your chosen grimoire will have a list of spells you may learn and add to your book, making you grow in power as you become stronger and wiser. Starting at 1st level, you may have a number of spells from the Junior list equal to your proficiency bonus.
At the end of a long rest, you can unlearn 1 spell you know to learn 1 other spell of your grimoire spell list. You may also at the end of a long rest, change your spell for a improved version you meet the level requirements of.
You may gain Intermediate level spells at 5th level, starting at 10th level you will start to learn Senior level spells, at 15th level you will start learning Grand level spells.
Magic Kingdom[edit]
At 1st level you must choose in which magic kingdom you were born, or where your grimoire came from:
- Clover
Your Grimoire will have a clover shaped symbol in it's cover, and you will gain proficiency in the Arcana and Religion skills. You may choose to lose the proficiency in one of the skills to gain expertise in the other.
- Diamond
Your Grimoire will have a diamond shaped symbol in it's cover, and you will gain proficiency in the Persuasion and Deception skills. You may choose to lose the proficiency in one of the skills to gain expertise in the other.
- Heart
Your Grimoire will have a heart shaped symbol in it's cover, and you will gain proficiency in the Nature and Survival skills. You may choose to lose the proficiency in one of the skills to gain expertise in the other.
- Spade
Your Grimoire will have a Spade shaped symbol in it's cover, and you will gain proficiency in the History and Intimidation skills. You may choose to lose the proficiency in one of the skills to gain expertise in the other.
Mana 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 Wisdom modifier. due to this effectively being a layer of protective energy around your body, if you have multi-classed into another class that changes the way you do AC, such as a unarmored defense, this class feature instead adds your wisdom modifier on top of what unarmored defense grants you.
Magic Flight[edit]
At 2nd level, for 1 mana point you may use objects as flying transportation, giving you 10 flying speed. The amount of flying speed you gain will increase as you level your grimoire user class.
Mage Origin[edit]
At 3rd level, every mage is different in their own way, some prefer to be calm and wise, while others only value the heat of battle and destroying their foes. You must choose between Elf Reincarnation, Battle Mage, Devil Host, Natural Mana User, or Double Grimoire all describe at Mage Path.
All of them will grant you features at the 3rd, 6th, 9th, 12th, 17th and 20th level.
Ability Score Increase[edit]
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.
Mana Skin[edit]
At 11th level, you have learned how to surround yourself with mana, making for a great protection against attacks. As a bonus action by spending 5 mana points, you will gain a +3 to your AC, and you may traverse through difficult terrain normally.
You must spend 5 mana points at the end of your turn to keep the Mana Skin active.
Mana Zone[edit]
At 15th level, you have evolved your mana skin to a new incredible level. you make a 20 foot area where you may give 5 people +5 AC
Magic Master[edit]
At 20th level, your mastery over your Grimoire are 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.
Mage Path[edit]
Elf Reincarnation[edit]
A bunch of elf reincarnation mages before their transformation, Pierrot studio, [1] |
You have been blessed since birth to have a extraordinary mana reserves, and after a ritual you may even bring your past self to fight with you. You may only use this path if you have chosen the clover kingdom.
- Elf Blood
At 3rd level, due to your elf origins your mana is much higher than the avarage Grimore Users. You can now add double of your wis modifier to your mana points, and can now change the ability modifier that determines your Mana attack modifier and Mana effect save DC by your Charisma modifier.
- Mana Control
At 6th level, you have incredible control over your mana, and may spend half the mana points in attacks involving mana. And you may start talking to the elf inside of you, the elf options are on the list bellow:
- Licth
When you talk to your inner elf, you learn about the arcane and about peace, you gain +2 in persuasion and arcana rolls. You also gain +1 to your Wisdom modifier.
- Patolli
When you talk to your inner elf, you learn about the hatred for humans, and the desire for vengeance. You gain +2 in intimidation and any mana attack rolls. You also gain +1 to your Intelligence modifier.
- Rhya
When you talk to your inner elf, you learn about the ways to lie and trick people, you gain +2 in deception and performance rolls. You also gain +1 to your Charisma modifier.
- Vetto
When you talk to your inner elf, you learn about true despair, and about the strenght needed to protect loved ones, you gain +2 in intimidation and atlethics rolls. You also gain +1 to your Strength modifier.
- Fanna
When you talk to your inner elf, you learn about the deep hatred inside of you, and about the fast change of emotions, you gain +2 in intimidation and acrobatics rolls. You also gain +1 to your Dexterity.
- Mana Aura
At 9th level,while you have at least 25 mana points your mana creates a rising aura around your body, giving you +2 AC, and +2 Constitution score. You also learn about your inner elf magic:
- Licth
You learn about the elf's swords magic, for 5 mana points you can summon any type of sword to throw at opponents, or to use it to aid you in battle. For each 5 mana points you can summon 1 extra.
- Patolli
You learn about the elf's light magic. As a bonus action, you can spend 15 mana points to gain acess to the light grimoire for a number of turns equal to your proficiency bonus.
- Rhya
You learn about the elf's copy magic, for 10 mana points you may copy a spell that you have seen and store or replace in your spells slots. You can learn a number of spells equal to your proficiency bonus plus your intelligence modifier.
- Vetto
You learn about the elf's Beast Magic, for 10 mana points you can create bear claws around your fists to increase your unarmed strikes by 1 dice, and to give you advantage when throwing your spells. This claws lasts for 1 minute. You can spend 5 mana points to increase the hit dice on bear claw damage by 1 repeatedly. You can repeat this as many times as your proficiency bonus before taking a short or long rest.
- Fanna
You learn about the elf's Phoenix Magic, for 10 mana points you can create a phoenix aura to heal your wounds or your allies wounds with 3d8 Hit Points or deal the same fire damage to an enemy. You can spend 5 mana points to increase the hit dice on the phoenix magic healing or damage by 1 repeatedly. You can repeat this as many times as your proficiency bonus before taking a short or long rest.
- True form
At 12th level, you gain access to the true elf form within you. As A Bonus Action, you may attempt to use it for 35 Mana Points. Make a Wisdom saving throw to resist your elf taking control. if you fail, the elf soul will combat your will, causing you to lose your turn, and attempt the save again at the start of your next turn. If You fail the save 3 times in a row, you'r elf transformation stops. Once you succed you will receive the following:
- Mana Regen: Your mana is constantly increasing, which makes you receive +3 mana points per turn.
- Mana Improvement: Your elf form has made you understand more of your magic, you may add your proficiency and your Intelligence or Wisdom bonus to any Magic Attacks and damage rolls.
- Natural Battle Prodigy: You may add +4 and your int modifier to your AC.
Each elf will give you different boosts while in the transformation:
- Licth: Your mana points double while in the true form.
- Patolli: Your movement speed doubles while in the true form.
- Rhya: Your Spells will deal double the damage and have +30 extra range.
- Vetto: Your AC will increase by 4, and your unarmed strikes will deal double the damage.
- Fanna: For each turn that passes in your true form, you regain 2d10 Hit Points.
- Mana Overflow
At 15th level, while in your true form you can regain +20 mana points for each 5 mana attacks you hit in a oppponent, and may give mana to other allies.
- Permanent Elf
At 18th level, your elf inside of you has finally decided to rest, and his soul will leave your body. You may receive all the of the bonus True Form gives without transforming, and the following resistances:
- Licht: Force
- Patolli: Radiant
- Vetto: Bludgeoning
- Rhya: Psychic
- Fanna: Fire
Battle Mage[edit]
You use your mana to enhance your physical power making your own body a deadly weapon.
- Mana Fist
At 3rd level you may spend 1 mana point to imbue your fists with magic, which makes your Unarmed Strikes deal 1d6 Magical Bludgeoning Damage. It increases to 1d8 at 6th level, 1d10 at 9th level, 1d12 at 12th level, 2d8 at 15th level. You will also add your Strength modifier to your Mana Points, and roll any Strength related checks with advantage.
- Mana Feet
At 6th level, you may spend 5 mana points to increase your movement speed by 60, and get a bonus of +2 to your Dexterity score for one minute. While this is active, you may give two unarmed strikes as an bonus action, and roll Dexterity Saving Throws to dodge ranged attacks, and do the dash action as a bonus action.
- Mana Barrage
At 9th level, as a bonus action you may spend 10 mana points to deal 3 Mana fists with one of the following effects:
- Stunning Fist: The target will have to make a constitution Saving Throw to not get stunned.
- Piercing Fist: The fists will penetrate the target, hitting the things 10 ft behind the target
- Disorienting Fist: The target will have disadvantage on his next action.
- Mana Explosion
At 12th level, you may spend 15 mana points to explode your mana 30 foot around you, dealing both to you and your target 6d10 + Strenght Modifier Force Damage. For each 5 extra mana point you spend, the explosion gains 5 ft and 1d8 Force Damage.
- Mana Strike
At 15th level, you learned how to focus all your mana into a specific part of your body, for 40 mana points your mana fist will deal 10d20 for the turn. For each extra 5 mana points you spend, it will add 1 extra dice.
- Mana Armor
At 18th level, you have mastered your phisycal power, and can create an armor for 20 mana points, that has the same element as your grimoire, with the following atributes:
- Elemental resistance: You gain immunity to your grimoire element while wearing the armor, and gain +6 AC.
- Mighty Fist: All your Unarmed Strikes damage rolls are doubled.
- Flying Destruction: You gain 80 Flying Speed while in the armor.
- Offensive Force: You gain +5 to your strenght abilty score and constitution score. They may go above 20 with this skill
This armor lasts for 1 minute, you may only use it once per long rest.
Devil Host[edit]
You have made a ritual using a forbbiden magic to make a contract with a demon to gain it's power, mages with this power are generally feared by the public for the use of the magic of the underwolrd and the corruption of their heart.
- 10% Devil Union
At 3rd level, you have made a contract with devils to enhace your owm power, you may activate your devil union as an bonus action to give you a new dark form. It will give you new spells based on your devil, even though none of these spells count towards your spell limit. You may choose one of the following Devils:
- Megicula
You gain access to the devil's Curse-Warding Magic and may use 10% of it's power, which gives you the following benefits:
- Dark Mana: Your devil shares it's magic with you, giving you +6 Dark Mana per level. Dark Mana may be used the same way as mana, but will add necrotic damage to all of your spell damage types. If your normal mana points are half of your Dark mana points, you must make a DC 20 wisdom saving throw, if you succed you can maintain your form, if you fail you go Berserk.
Curse-Warding Magic
Range: 60 ft.
Duration: 1 minute
Dark Mana Cost: 4
Curse your enemies to weaken their powers, or make an ally gain great powers for a short amount of time.
As an action, you choose a creature within 30ft. of you, and force it to make a Wisdom saving throw in the case that the creature is unwilling. On a sucess nothing happens, on a failure you can give one of the following effects to the creature:
Body Armor. The target will receive temporary hit points equal to the amount of Mana spent times four.
Ressurection. When the target would make a death saving throw, he may instantly get up with 1 hit point for the duration of the spell.
Deteriorating Body. The target will have disadvantage on Constitution saving throws, and will each time he takes the movement action he must make a Constitution saving throw against your mana DC or gain 1 level of exhaustion (The maximum levels of exhaustion cannot be higher than half of your proficiency bonus rounded down).
- Lucifero
You gain access to the devil's Gravity Magic and may use 10% of it's power, which gives you the following benefits:
- Dark Mana: Your devil shares it's magic with you, giving you +5 Dark Mana per level. Dark Mana may be used the same way as mana, but will add necrotic damage to all of your spell damage types. If your normal mana points are half of your Dark mana points, you must make a DC 20 wisdom saving throw, if you succed you can maintain your form, if you fail you go Berserk.
Gravity Magic.
Range: 30 ft.
Duration: As long as you have Dark Mana(Concentration)
Dark Mana Cost: 2
As an action, you can choose one object within 30ft. of you to move in anyway you want, you may throw it in a target counting as a ranged mana attack dealing xd8 Force Damage, the x being the size of the object. At the beggining of your turns that you are holding the object, you must spend 2 Dark Mana Points.
- Beelzebub
You gain access to the devil's Spatial Magic and may use 10% of it's power, which gives you the following atributes:
- Dark Mana: Your devil shares it's magic with you, giving you +4 Dark Mana per level. Dark Mana may be used the same way as mana, but will add necrotic damage to all of your spell damage types. If your normal mana points are half of your Dark mana points, you must make a DC 20 wisdom saving throw, if you succed you can maintain your form, if you fail you go Berserk.
Spatial Magic
Range: 5 ft.
Duration: Instantenous
Dark Mana Cost: 1
Open portals for faster locomotion, or to protect yourself from attacks
As an action, you may open a portal to any place you have already visited. Also as an reaction for 2 Dark Mana Points, you can create a portal to block an incoming attack. While in battle, this spell can only be used to teleport if you are out of an hostile's creature attack range.
- Astaroth
You gain access to the devil's Time Magic and may use 10% of it's power, which gives you the following atributes:
- Dark Mana: Your devil shares it's magic with you, giving you +7 Dark Mana per level. Dark Mana may be used the same way as mana, but will add necrotic damage to all of your spell damage types. If your normal mana points are half of your Dark mana points, you must make a DC 20 wisdom saving throw, if you succed you can maintain your form, if you fail you go Berserk.
Time Magic
Range: 30ft.
Duration: Instantaneous
Dark Mana Cost: 4
You throw a time sphere at an desired target, to make their time stop
As an action, you choose a target within 30ft. of you to throw a time sphere. The target must then suceed on a Dexterity saving throw, or be paralized for 1 minute, at the beggining of it's turns the target may make a Wisdom saving throw to end this effect early.
- 25% Devil Union
At 6th level, your devil union power has increased and you may draw more power from your devil, gaining the following effects:
- Megicula
- Enhanced durability: Your devil manifestation gives you +2 to your AC.
Magic Seal Range 60ft. Duration: X days Dark Mana Cost: 8 Seal an creature from using their magic, or gain powers through their weakness
As an action, you force a creature to do an Wisdom saving throw against your Mana DC, on a failure you will leave a seal in the target's body for an amount of days equal to your mana modifier with one of the following effects:
Magic Debilitation. The target will receive 2d6 necrotic damage for any spellcasting ability or magic item usage.
Weakened Magic. The target will not add it's spellcasting modifier to any magic, and will have it's damage die tier reduced by one.
Mana Absorption.The target will get it's inner mana absorved, so you will gain mana points equal to the target's constitution modifier at the beggining of your turns. If the target has mana points, he will lose an equal amount of the mana you regain.
- Lucifero
- Enhanced durability: Your devil manifestation gives you +2 AC.
Gravity Infighting
Range: Self
Duration: Instantaneous
Dark Mana Cost: 5
You can enhance your speed and impact of your attacks, making them harder to dodge
As a bonus action you can increase the damage die tier of an spell you have just cast by one tier, and increase it's DC by 5.
- Beelzebub
- Enhanced durability: Your devil manifestation gives you +2 AC.
Demon Sword Dainsleif
Range: Self
Duration: 10 minutes
Dark Mana Cost: 4
Summon a demonic sword to give unrelenting slashes at the enemy
As an bonus action, you will summon a demon sword that deals 1d12 Slashing Damage and uses your Mana modifier for it's attack and damage rolls. In addition, as an action while wielding the sword, you can spend 2 Dark Mana Points to throw vertical slashes in a 30 ft. cone. Every creature on that area must make a Dexterity saving throw, on a failure they take 2d6 necrotic damage, on a sucess they take half.
- Astaroth
- Enhaced Durability: Your devil manifestation gives you +2 AC.
Defensive Time Sphere
Range: 30 ft.
Duration: 1 round
Dark Mana Cost: 5
Stop incoming projectiles in time to suffer no harm
As a reaction, you can stop a number of incoming ranged attacks equal to your mana modifier with time spheres for one round. If you move at least 5 ft. after the attacks were stopped, they wont hit you anymore.
- 50% Devil Union
At 9th level, you have gained a greater power over your devil, so you dont need to roll Wisdom Saving Throws for when you have less than half of your dark mana points. With this increased power, you gain new features listed bellow:
Devil Wings. You gain black wings made out of Dark Mana, which makes you gain 60 flying speed.
- Megicula
Body Control
- Lucifero
- Gravity Magic Improvement: Your mastery with the devil magic increases, which gives you a new spell:
Presence of the Demon King
Range: 100ft. self
Duration: As long as you have Dark Mana Points
Dark Mana Cost: 10
You may spend 10 Dark Mana points to create a 100 ft area to receive immense pressure. Any creature that tries to enter the area must make a DC18 Strenght Saving Throw, on a sucefull roll they may walk normally and attack with disadvantage, on a failed roll they will be stuck in place and take 1d6 Force Damage until the spell is deactivated. You must spend 10 Dark Mana points at the beggining of your turns to keep the spell active.
- Beelzebub
Spatial Mana Domination: You may spend 15 Dark Mana points to create a square of 40 foot wide and tall, which makes you control all the mana in the area, and makes it so you can't take opportunity attacks. You may also spend 5 Dark Mana Points to block any incoming projectile, you may even use it as an reaction to protect your allies, and any spells throwm against you will be rolled with disadvantage. The Spatial Mana Domination will stay for 1 minute.
- Astaroth
- Time Magic Improvement: Your mastery with the devil magic increases, which gives you a new spell:
Time Spheres combo: You may spend 20 Dark Mana points to summon 5 Time Spheres to trap 5 targets in place, they must make a Dexterity saving Throw to dodge the attack. Enemies stuck in this spheres will only be able to act again in your next turn.
- 65% Devil Union
At 13th level, you have been using your power for so long that you have a huge bound with the devil inside, giving you the following atributes:
- Megicula
- Demon Strenght: Your Melee weapon or spell attacks will now add extra 1d8 Necrotic Damage.
- Lucifero
- Demon Strenght: Your Melee weapon or spell attacks will now add extra 1d10 Necrotic Damage.
Evil God's Pressure Craft: For 35 Dark Mana points you may pull a large rock up out of the ground and use immense gravitational pressure to compress the rock into the shape of a large sword, you can control the sword through hand gestures and can launch it at a target. The sword deals 4d8 Bludgeoning Damage if throw, if you wield it, the damage will 3d6. For each extra 15 Dark Mana points you spend, you can create 1 extra sword.
- Beelzebub
- Demon Strenght: Your Melee weapon or spell attacks will now add extra 1d12 Necrotic Damage.
- Astaroth
- Demon Strenght: Your Melee weapon or spell attacks will now add extra 1d6 Necrotic Damage.
- 80% Devil Union
At 15th level, you have reached the limit of your Devil Power, and can reach almost all of your Devil's Potential.
- Megicula
- Demonic Constitution: Once you enter your union form, you gain 20 Temporary Hit Points.
- Lucifero
- Demonic Constitution: Once you enter your union form, you gain 40 Temporary Hit Points.
- Beelzebub
- Demonic Constitution: Once you enter your union form, you gain 60 Temporary Hit Points.
- Astaroth
- Demonic Constitution: Once you enter your union form, you gain 10 Temporary Hit Points.
- 100% Devil Union
At 17th level, you finally have fully fused with your devil, and may gather it's power to the fullest. All of these powers cost 40 Dark Mana to activate.
- Megicula
Cruse magic mastery: The user generates numerous strands of runes that can dismantle and destroy opponents' spells, wrap around and bind opponents, and apply curses. This negates any magic and applies one of the following three curses onto them: 1.The target will receive 2d6 necrotic damage for any Magical Action for 10d6 days. 2.The target will get under your full control in 10d6 days unless it succeds in a DC15 Wisdom Saving Throw, after getting under your control, you may make alteration's to the target's body and it's magic. 3.The target will get it's inner mana absorved, and may convert his Constitution Score into mana for you. The target can attempt to make a Con save to not be affected. They can repeat this save at the dawn of every day they are under this effect.
- Lucifero
Gravity magic mastery: Gravity singularity the user creates a small black hole that sucks in and destroys anything in a short range around it. The user can control the singularity's movement and launch it at an opponent. As the singularity moves away from the user, it grows larger and the range of its destruction expands. The singularity can carve through mountains in seconds. Anyone within a 120ft line must make a dex save or take 14d6 force damage, taking half damage on a success.
- Beelzebub
Spatial magic mastery: Spatial Rupture the user creates flying slashes of offensive Spatial Magic that carve through space, erasing whatever they contact doing 10d12 of necrotic damage in a 60ft radius around the user, Dex save for half damage.
- Astaroth
Time magic mastery: Chrono Anastasis The user creates a clock face that expands and covers the targeted area. Within that area, the user is able to stop and rewind time, which is reflected in the movements of the hands on the clock it stops time for 1d6+1 turns, as per the time stop spell.
- Final Contract
At 20th level, you may allow your devil to get out of you to the same plane as you, and he will act as a companion NPC to aid you in your quests, up to the DMs discretion.
Natural Mana User[edit]
You decided to use the mana of narute to increase your magic to it's fullest potential. To use this path you must have chosen the heart kingdom.
Mixed Grimoire[edit]
A Grimoire after it's been mixed with another, Pierrot studio, [2] |
You have been experimented on since a young age, in which they forced you to mix your grimoire with someone's else grimoire. To use this path you must have chosen the Diamond Kingdom.
- Unstable Grimoire
At 3rd level, you learn how to use part of your other grimoire element. You must choose two grimoires when taking this path, your main grimoire, and your infused one. You cannot choose the same element for your grimoire, for example: A fire lion user cannot mix with a fire lioness grimoire.
Grimoires[edit]
Wind Grimoire[edit]
- Mana Detection
At 1st level, when a creature that is an Elemental, Fey, Undead, or is capable of casting spells is within 50 ft. of you, you know their exact location.
- Wind Tornado
At 3rd level, you may spend 5 mana points to create a small tornado of wind that covers 10 ft. and deals 2d8 per turn to the creatures close to it.
- Piercing Tornado Needle
At 5th level for 9 mana points With an open grimoire, you manifest a miniature vortex of wind and elongate the vortex to create needle-shaped spears that attack your targets. You can create multiple vortexes to attack multiple targets at once. The wind needles have enough power to pierce flesh and cause critical damage. Effect: You can create up to five needle-shaped wind spears. Each spear can target a creature you can see within range. Make a ranged spell attack for each spear. On a hit, the target takes 6d6 piercing damage and must make a Dexterity saving throw. On a failed save, the target is knocked prone. The high speed of the attacks gives the targets disadvantage on the saving throw.
- Wind Magic
At 5th level, you may cast Wind Walk for 8 mana points, Wind Wall for 6 mana points, and Gust of Wind for 2 mana points.
- Wind Blade Barrage
At 5th level, you make Xd6 Wind daggers(X being your proficiency bonus) at a target. X Mana
- Creation Magic
At 6th level, you may spend 1 mana to create an object with a value no greater than 2 gp as an action. These objects exist for 1 minute and are very obviously made of air. They have 5 AC and 5 hit points. You may do this up to 6 times as 1 action.
- Spirit Magic
At 7th level, as an action for 12 mana points, you may summon an Air Elemental. It is charmed by you, speaks common, and stays summoned for 1 hour. You may only have 1 Air Elemental summoned at a time. Additionally, it may use any spells you know in place of its whirlwind attack.
- Lift Weapon
At 9th level, you may make a thrown attack with a weapon that is within 60 feet of you and not in the possession of a creature as if you were standing where the weapon is for 2 mana points as an action.
- Lift Barrage
At 11th level, you may use Lift Weapon on up to 4 weapons as an action and you may make 1 Lift Weapon attack as a bonus action.
- Spirit Absorption
At 13th level, you may fuse your summoned Air Elemental as an action while you are within 5 feet. You gain its flying speed, resistances, immunities, and any ability scores of your choice. Additionally, you regain 1d4 mana points at the beginning of each of your turns. This lasts for 1 hour, after which you can not fuse again until the end of long rest.
- Enhanced Wind Magic
At 14th level, you may cast prestidigitation and message, thunderwave, Feather fall, jump, and floating disk for 2 mana points, see invisibility and blur for 4 points, and storm of vengeance for 20 mana points.
- Mana Zone
At 17th level,you may spend 20 mana points to create a 60 feet magical field. All your mana attacks have 1 additional damage dice, and you you may increase a spell’s cost by half its original cost to cast it from any place within 60 feet.
Chains Grimoire[edit]
- Chain Trap
At 1st level for 1 mana point you launch chains to trap an creature, the targeted creature must make a Dexterity saving throw to dodge the chains, on a failure the creature is considered restrained and can make Strength saves to free itself from the chains. While the creature is stuck in the chains, it will lose 1d4 Hit Points per round, and these Hit Points will be converted into mana points for yourself. To keep the chains active you must spend 1 Mana Point per round.
- Chain Pressure
At 3rd level for 2 Mana Points while a creature is stuck in Chain Trap, you can make the chains hold them tight and press against the creature, dealing 1d8 Bludgeoning Damage.
- Chain Vortex
At 5th level for 3 mana points while a creature is stuck in chain trap you make the chains gather and twist making a vortex of chains dealing 1d10 Bludgeoning Damage.
Anti Magic Grimoire[edit]
A Anti Magic Grimoire, Pierrot studio, [3] |
The Five Leaf Black Grimoire is unlike any other. Originally a Four Leaf, it was corrupted by demonic powers. Only those with non-existent magic reserves can wield this without being almost instantly debilitated by its magical drain due to its use of anti-magic. If you are disarmed of any weapons summoned from your Grimoire, they are desummoned.
- Anti Mana Points
You have no magic since birth, but have found your new power, that being anti-magic. You gain anti mana points the same rate as you would normal mana points, and work the same as well, but you can't use any form of mana outside of it.
- Demon Slayer Sword
An ancient sword that can cut and deflect magic. Roll to see if you can beat the AC roll to hit you (you would add your strength)
At 1st level, you can summon your first sword from your Grimoire for 1 minute for 1 anti mana point. This sword acts as a slabsword. As reaction when you are targeted by a spell, you may spend anti mana points equal to half the cost of the spell to gain advantage on your saves against it, or grant disadvantage on the spells attack rolls against you.
Blade flight: At 2nd level, for 1 anti mana point you may use your demon slayer sword as flying transportation, giving you 10 flying speed. This ability will get better as you level your grimoire user class. (this will count as a bonus action to use)
- anti-punishment
At 3rd level, you gain more power over your demon slayer sword. When a creature gets hit with the sword they shall roll a D10 what ever they roll they shall get rid of one spell slot from that spell (in order for the creature to get it back they must make a long rest)
- Demon Dweller Sword
An ancient sword that has the ability to cut and borrow magic power from other users. roll to see if you can beat the AC roll to hit you (you would add your strength)
At 3rd level, you can summon your second sword from your Grimoire for 1 minute for 3 anti mana points. It acts as a rapier. As part of your attack action, you may spend 2 anti mana points to increase its reach by 5 feet until the end of your attack action. You may do this multiple times on a single attack.
At 5th level, when you make a successful attack action, with your second sword, to a spell caster you recover 1d4 + your Wisdom modifier anti mana points. Or you may spend 4 anti mana points (+3 mana points for each additional spell lvl. Ex: 2nd lvl spell costs 7 mana points ) to cast a cantrip or first level spell that they posses. This spell shoots out from your sword.
At 10th level, you may spend 8 anti mana points to absorb spells cast at you only if you succeed on a DC 14 Wisdom saving throw. This negates all damage if succeeded. If failed you take half the damage. The spell has weakened after it’s been absorbed. It does half its original damage.
- Dual wield
At 5th level, you can wield any weapon granted by your Grimoire in one hand as if it had the light property.
- Ki Detection
At 6th level, you gain the power to sense the Ki, or energy of those around you. You may add your proficiency bonus an additional time on Perception checks to locate living creatures.
- My Magic is Never Giving Up!
At 7th level, when you are reduced to 0 hit points, you may spend 5 anti mana points to instead drop to 1 hit point. You may spend an additional amount of anti mana points to regain an equal amount of hit points. This can only be used once per long rest.
- anti-punishment
At 8th level, you gain more power over your demon slayer sword. When a creature gets hit with the sword they shall roll a D10 what ever they roll they shall get rid of one spell slot from that spell (in order for the creature to get it back they must make a long rest)
- Bull Thrust
At 9th level, you gain the technique "Bull Thrust". As an action for 10 mana points, you may move in a 30 foot line in any direction, including straight up. You may make 1 attack with the weapon in each hand against every creature in this line. This movement does not incur opportunity attacks.
- Black Mode
At 10th level, you can channel your Grimoire’s anti-magic energy into your body. In place of your movement, action, and bonus action, you gain transform into this form for 1 minute or you leave this form as a bonus action, during which you gain the following:
- Your flying and movement speed increase by 15 feet.
- Your attack’s deal 1 additional die of damage.
- If more than one creature is within your attack range, you must succeed a DC 14 Charisma saving throw. On a failure, you attack a creature other than your intended target.
When you leave this form, you gain 1 level of exhaustion or loose 12 anti mana points.
At 17th level you have evolved your Black Mode, transforming it in a Dark Cloak that surrounds you in Anti Magic. While in Dark Cloak the user get +3 Constitution +3 Strength +3 Dexterity, and rolls in advantage for every grimoire weapon. You may gain the abilities of the Anti Magic Mode.
- Black Hurricane
At 11th level, the user learns to use Black Hurricane with a cost of 8 mana points. After Anti Magic flows from the Demon-Slayer Sword and enters the user's body. This takes one turn to prepare and channel the Anti Magic. It surrounds part of their body with some black matter, and the user spins rapidly and releases numerous flying slashes, which dispel any magic they contact. Once the user has started spinning, they can move up to 40 feet (or fly up to 80 feet if using Black mode) This spell is capable of nullifying an entire field of magic and magical traps in an instant. This attack deals 3d12 + Dexterity modifier damage to net enemy that the user comes into contact with while spinning (all the user has to do is go to the enemy, then they keep moving, the don’t have to stop so long as they get within 5 feet of the target) and can only be used twice per battle (upgrading to three times at level 17).
- Black Meteorite
At 13th level, you learn how to use Black Meteorite. While in black mode, you may spend 14 anti mana points at will you travel 120 feet in straight and will deal double damage with Melee attacks (roll the damage for the weapons then combine there total damage then double it).
- Demon Destroyer Sword
An ancient sword capable of absorbing and removing the effect of any spells.
At 14th level, you gain your third sword. It acts as a greatsword. As a bonus action for 12 anti mana points, you can force any Undead hit with this weapon on the same turn to attempt a Charisma saving throw or die instantly. Additionally, you may use the Demon Dweller Sword’s ability with this weapon. If you use your sword to touch a creature with a spell effect, like poison or mind control you may negate that effect.
- Demon Killer Sword
At 17th level, you gain your fourth sword, it deals 1d12 +Strength. You can spend 15 anti mana points for your next attack with the Demon Killer Sword to ignore the Armor AC of the opponent, you can only use this action 1 time before a long rest. While in Black Mode or above, the sword will deal 3d6 +Strength.
- Union Mode
At 19th level, you have mastered your black mode, discovering where your powers truly come from, you fuse your very being with your inner demon. You can spend 20 anti mana points to activate the form, and you may maintain this form for 3 turns before it wears off.
- Union Mode Armor - The armor you gained fuses the strenght of you and your demon, giving you +5 AC +4 Strength +5 Constitution +4 Dexterity which can go higher than your score limit(but only during union mode),and giving you total immunity to all types of spells.
- Demon Flight - Due to your fusion with the demon you gained it's flight ability, giving you 60 flying speed.
- Demonic Slash - Your demon form makes you have much more reserve for anti-magic, with that you can send 5 Black Slashes each dealing 3d6 Necrotic Damage, to the target spending 5 Anti Mana points.
- Anti Magic Mastery - Any attacks you make that involves anti magic(including your swords), will get 2 bonus dices of damage.
- Anti Magic Touch - At 20th level, anything you touch that contains magic, will be negated.
When you leave this mode you receive 3 levels of exhaustion or spend 30 Anti Mana points.
- Dimensional Slash Equinox
At 20th level, while wielding your Demon Killer Sword you may spend 30 anti mana points to give a large black cut with 120 foot range, and dealing 10d12 + Strength modifier necrotic damage. An target hit by this attack must make a Constitution Saving Throw to not get stunned for 2 turns.
- The bonds that tie friendship
you have become friends with your demon and you are able to share his powerfully. meaning there is no time limit to anything you do and you don't spend any anti mana points for what you do. (prerequisite level 20 and must do a summoning ritual from the underworld)
You must be in one of your modes to use this attack, and can only use it once per long rest.
Junior Anti Magic[edit]
Intermediate Anti Magic[edit]
Senior Anti Magic[edit]
Grand Anti Magic[edit]
Sea Dragon Grimoire[edit]
- Sea Dragon's Waterball
Starting at 1st level, you may spend 1 mana point to create 3 waterballs to launch at your opponent dealing 1d6 Force damage. As a bonus action you may spend 1 extra mana point to unleash another waterball, for each mana point spent you may add another WaterBall.
- Sea Dragon's Nest
At 3rd level, you may spend 3 mana points to create a huge water barrier around you and your allies. The barrier is 40 foot wide and has 50 Hit points, it can only be hit by Magical Damage
- Water Fist
At 5th level, you may spend 4 mana points to create a huge water fist with 15 foot of range, and hit a target dealing 2d8 Force Damage.
- Sea Dragon's Cradle
At 6th level, you may spend 5 mana points to create a bubble for you and your allies to travel. The bubble is 15 feet wide and may last for 1 minute, you may spend 1 mana point to make it last one extra minute, you need to concentrate to keep the spell active.
- Sea Dragon's Roar
At 7th level, you have learned how to unleash your water magic into a trully offensive techinique, you may spend 5 mana points to unleash a powerfull water dragon in a target, dealing 3d6 force damage. This attack has 15 ft of range, and may hit 2 extra targets standing 5 ft from the original target.
This attack deals 4d6 at 10th level, and 5d6 at 17th level.
- Sea Dragon's Giant Waterball
At 9th level, after you have used Sea Dragon's Waterball, you may spend 5 mana points to fuse the waterballs and make a giant watterball dealing 3d6 force damage. For each extra watterball you summon, they add 1d6 to the overral damage.
- Sea Dragon Jet Stream
At 10th level, you may spend 20 mana points to unleash a powerfull water jet in the target with 50 foot range and dealing 3d8 force Damage. For each extra 5 mana points you add 5ft and 2d8 Force Damage.
- Valkyrie Armor
At 11th level, you may spend 15 mana points to create an Water armor that gives you the following benefits:
- You gain +4 AC
- You gain +50 Flying Speed
- Your mana attacks will have extra 2 Mana Dices for the damage rolls.
- Valkyrie Spear
At 13th level, while in Valkyrie Armor you can spend 10 Mana Points to charge with a Water Spear for 15 foot to hit a target, dealing 4d12 Force Damage.
- Mermaid Form
At 14th level, you will gain the same benefits of your Valkyrie Armor, but will lose the flying Speed. Instead you gain 50 swiming speed, and will roll with advantage any attacks underwater.
- Point-Blank Sea Dragon's Roar
At 17th level, you may spend 30 mana points to send a Sea Dragon's Roar with 10 foot range, and launch an bigger version dealing 8d10 Force Damage. The target must resist a DC16 Dexterity saving throw or get pushed 30 foot, for each 5 foot pushed it adds 3d6 Force Damage.
- True Water Magic
At 19th level, you may spend 30 mana points to unleash a giant Water Stream in the target with 100 foot range and dealing 10d12 force Damage. For each extra 10 mana points you add 10ft and 3d8 Force Damage.
- Saint Valkyrie Dress
At 20th level, for 15 mana points you may summon a water spirit to fuse with you augmenting your valkirye armor power, giving you new powers:
- You gain +8 AC
- You gain +100 Flying Speed
- Your mana attacks will have extra 3 Dices for the damage rolls.
Lightning Grimoire[edit]
- Thunder God's Boots
At 1st level, for 3 mana points you may create lightning boots to increase your movement and flying speed in 40 ft. While with the boots you gain +2 in Dexterity and roll initiative with advantage. The boots last for 1 minute.
- Thunder God's Gloves
At 3rd level, for 5 mana points you may create lightning Gauntlets to increase your Unarmed Strikes damage to 2d10 Lightning Damage, and for every attack you hit you may add 1d4 lightning Damage.
- Thunder Balls
At 5th level, for 5 mana points you can summon 3 eletric balls to launch towards your opponent, each dealing 1d12 Lightning Damage. You may spend 5 extra mana points to summon 3 more balls.
- Thunder Kick
At 6th level, while wearing your Thunder God's Boots you may spend 10 mana points to launch a fast kick towards your opponent, dealing 3d6 Lightning Damage.
- Thunder Dodge
At 7th level, as an reaction you may spend 15 mana points to dodge an incoming attack, and may spend 10 extra mana points after this action to perform a Thunder Kick.
- Thunderclap Crumbling Orb
At 9th level, while wearing Thunder God's Gloves, you may spend 20 mana points to focus your lightning magic in the tip of your fingers, launching a ball of eletricity dealing 4d12 Lightning Damage with 30 Foot Range.
At 12th level, you may launch 2 Thunderclap Crumbling Orb in one attack.
- Thunder Teleports
At 10th level, you may spend 5 mana points to instantly travel 20 foot, you may use this feature 3 times in one action.
At level 12th, you may use this feature 4 times in one action. At 15th level you may use this feature 5 times in one action, at 17th level you may use this feature 6 times in one action.
- Thunder Battle Armor
At 11th level, you may spend 20 mana points to fuse your gloves and boots in a new form that grants you the following benefits:
- Lightning Incarnate: Each creature in 5ft of you will take 1d6 Lightning Damage.
- Thunder Armor: You gain +4 to your AC.
- Thunder Speed: You gain +100 flying movement speed and +4 to your Dexterity modifier, and may use any of your lightning attacks as an bonus action.
- Thunder Might: All your Lightning attacks get one extra dice of damage.
- Thunder Fiend
At 13th level, while you have Thunder Battle Armor active you may spend 15 mana points, to transform in a lightning Bolt that goes 30 ft ahead dealing 6d8 Lightning Damage. For each 5 ft you have walked with this move, you add 1d8 Lightning Damage.
- Lightning Runes
At 14th level, as a bonus action you may spend 10 mana points to create a lightning rune that you can walk to gain +10 walking speed for the turn. For each lightning rune you step your next attack will gain 1d10 Lightning Damage, you may use this action 2 times per turn.
- True Lightning Magic Keraunos
At 17th level, after you stepped in 5 Lightning Runes you may spend 25 mana points to go foward in 10 ft, to give a lightning attack that deals 7d10 Lightning Damage.
- True Lightning Magic
At 19th level, you can send an enormous lightning beam for 40 mana points, that has 60 foot of range, and is 20 foot wide. All creatures within the area must make a Dexterity saving throw, on a successuful save they take half damage, on a failed save they take the full 10d20 Lightning Damage.
- Lightning Battle Fiend
At 20th level, you can spend 30 Mana Points to transform your entire body into lightning, which gives you the following benefits:
- Lightning Speed: You gain +120 Flying and Walking Speed.
- Thunder Of Battle: For every lightning attack you hit, your lightning moves get 1 extra dice of damage.
- Untouchable: Your AC increases by 9.
- Lightning Presence: Everything in 5ft near you will take 2d10 Lightning Damage.
Plant Magic[edit]
- Magic Flower Guidepost
At 1st level, you may spend 1 mana point to summon a flower that will show anything in 60 ft and gives you and the allies 5ft within you gain Detect Magic, and while you have this active you and your allies cannot take opportunity attacks. This spell lasts for 1 minute.
- Vine whip
At 2nd level. you may spend 2 mana points to make a whip out of plants this whip makes them roll a dex saving throw on a fail it deals dealing 2d6 slashing damage.
- Dream Healing Flower Basket
At 3rd level, you may spend 5 mana points to create a flower basket that is 10 foot wide and while inside it, you and your allies will gain 3d8 Hit Points. You may spend extra 5 mana points to double the heal result.
- Flower of Truth
At 5th level, you may spend 10 mana points to create a flower from the ground, to wrap an opponent. The opponent must make a Dexterity saving throw, and if they fail they are stuck in place, and are forced to reveal any information you may want.
- Princess-Healing Flower Robe
At 6th level, you may spend 10 mana points to create wings of plant magic that can go to 15ft of you to heal an injured ally with 5d12 Hit Points, it lasts until the end of your turn.
- Magic Canon Flower
At 7th level, you can spend 15 mana points to create a huge plant that fires a beam in 50ft in front of her. The opponents in range must make a Dexterity saving throw, on a successeful save they take half damage, if they fail they take the full 6d8 Radiant Damage.
At 15th level, you may spend 30 mana points instead of 15 to create two Magic Canon Flower.
- Magic Grass Wall
At 9th level, you may spend 10 mana points as an reaction to create a magic grass wall that grants you and your close allies +5 AC and has 20 Hit Points. Anyone that try to attack it with unarmed strikes will receive 1d8 piercing damage. After the wall is destroyed, it will launch tree spikes that deal 1d6 Piercing Damage in the closest enemies.
- Control Magic Grass
At 10th level, you may spend 25 mana points to throw a seed in a creature, the creature must make a DC 17 Constitution saving throw, if the creature succeds he is free, if he fails he will be controlled by inside vines surging inside of him, and you may take full control of the creature, while they take 1d6 Piercing Damage. This lasts for 1 minute, and may be used twice per long rest.
- Giant Growing Magic Vines
At 11th level, for 35 mana points you may create 3 giant vines to hit your opponents from anywhere on the field, for each vine they must make a Dexterity saving throw, if they succed they take half damage, if they fail they take the full damage of 4d10 Piercing Bludgeoning Damage.
At 17th level you can create 4, and at 20th level you can create 5.
- Princess-Healing Flower Paradise
At 13th level, for 30 mana points you can create a giant flower paradise with 50 foot range, any allies in that range gains 8d10 Hit Points while inside it. Any enemies that enter the area, will be attacked by vines that deal 2d12 Piercing Damage. This lasts for 1 minute and will drain your mana by 5 for each turn that has passed with this active.
- Magical Plant Dress
At 14th level, you may spend 20 mana points to create a dress made of your plant magic, that will give you the following benefits:
- You gain +3 AC
- You gain +30 Flying Speed
- Your heal will double
- Any enemy within 10ft of you will be attacked by vines that deal 3d6 Piercing Damage
- True Plant Magic
At 17th level, you may launch a large Plant beam at the opponents within 60ft infront of you. They must make a Dexterity saving throw, if they succed they take half damage, if they fail they take the full 10d12 Radiant Damage. If they are hit, they must make a Constitution saving throw to not get stuck in the magic vines throw at them.
- Flower Princess Utopia
At 19th level, you can spend 40 mana points to create a big size plants paradise with 40 foot range, any allies within will fully regain their hit points, and will gain advantage in their next turn. You may use this as an reaction to stop an incoming attack, and heal your allies by 10d12 Hit Points.
- Nature Awakening
At 20th level, you can spend 50 mana points to awaken the nature to aid you, you can create a forest within 100 foot of you. While inside the forest your allies will gain advantage and the enemies will gain disadvantage in their actions. Any damage your allies or you suffer while inside the forest, will heal you or your allies half of the damage dealt.
Crystal Grimoire[edit]
- Crystal Shards
At 1st level for 2 mana points you can summon 3 Crystal shards to throw at an enemy within 60ft, each dealing 1d8 Piercing Damage.
- Crystal Sword
At 3rd level, you can create for 3 mana points a crystal sword, you can wield it dealing 1d12 Slashing Damage, or throw it to deal 2d12.
- Laevateinn
At 5th level, you can spend 5 mana points to create a giant crystal sword which you can control by moving it with magic. The blade has 40 Hit Points and 10 AC, and deals 4d12 Slashing Damage per hit. The Sword follows you, or you can direct it to move up to 40 feet with your bonus action.
- Talos Puppet
At 6th level, you can spend 10 mana points to create a crystal replica of yourself, it can only do spells and has half your hit points.
- Talos Puppet Cluster
At 7th level, you can spend 15 mana points to create three crystal replicas of yourself, it can only do spells and has half your hit points. If you spend extra 5 mana points, you can add another replica to the cluster. A maximum of 10 puppets can exist at one time
- Nemean Armor
At 9th level, you can surround yourself for 5 mana points in an armor made of crystals, giving you + 3 AC and 30 temporary hit points.
- Crystal Barrage
At 10th level, for 8 mana points you can create 5 Crystal Spikes to throw at an opponent, each dealing 2d10 Piercing Damage.
- Crystal Barrier
At 11th level, as an reaction for 5 Mana Points you can create a crystal shield to defend yourself or an ally from attacks, giving you +5 AC for the turn.
- Heavy Armored Titan
At 13th level, for 20 mana points you can create a giant armor for yourself with the huge size, the armor has 17 AC 80 Hit Points and you can make unarmed strikes with it, dealing 3d8 Bludgeoning Damage.
- Nemean Strikes
At 14th level, while wearing Numean armor your unarmed strikes damage increase by 1 dice.
- Harpe
At 17th level, for 10 mana points you create and throw (120ft.) 8 blades with the shape of a harpe, each dealing 3d8 Slashing Damage on a hit.
- Heavy Slam
At 19th level, while with the titan you can spend 5 mana points to make everything in a 30ft circle make a Dexterity Saving Throw, on a succes they take half damage, on a failure they take the full 7d12 Bludgeoning Damage.
- Crystal Zone
At 20th level, for 30 Mana Points you can create a terrain within 50ft full of crystals, while in the terrain you can attack with advantage, and any crystal attacks cost half the mana points. Your allies will also gain +1 AC.
Steel Grimoire[edit]
- Violent Rotating Lance
At 1st level, for 1 Mana Point you can summon a large lance in a spiral format, and may use it as an improvised weapon that you are proficient with, dealing 2d6 + Your Strength modifier Piercing Damage. You may instead spend 2 Mana Points to launch it in 30 ft., dealing 1d8 Piercing Damage.
At 3rd level, after a melee weapon attack or a unarmed strike you may spend 1 Mana Point to launch Violent Rotating Lance in a opponent.
- Steel Castle's Armored Wall
At 3rd level as a reaction, you may spend 4 Mana Points to create a giant steel wall of 30 by 5 ft. The wall has 50 Hit Points, and you cannot summon another wall while you already have one active.
For each level in this class, the Wall will increase it's Hit Points by 5.
Fire Grimoire[edit]
A Fire Grimoire, Pierrot studio, [4] |
Junior Fire Magic[edit]
Grand Slam
Range: 5/15ft.
Duration: Until dismissed
Mana Cost: 1
Use a Baseball bat to strike home runs in the enemy!
You create a mana bat to hit an opponent as an improvised weapon that you are proficient with, dealing 1d8 Fire damage. You may spend 2 mana points to create a fire ball to hit with the bat, with 15 foot range dealing 2d6 fire damage on a hit.
Fire Paw
Range: 5 ft.
Duration: Until enemies succed the saving throw
Mana Cost: 2
Create a Fire Paw to grab your enemies by surprise!
You can generate up to 5 paws from behind you, creatures have to make a Dexterity saving throw, if they fail they are entrapped by your paws and take xd4 fire damage(With X being your proficiency bonus), and on a sucess they dodge the grapple and the paw dicipates. While they are grappled, they may try to escape by making a Strength saving throw, on a failure they are still stuck and will take extra xd4 fire damage, on a sucess they are freed from the paw. While someone is grappled in the paws, you may only take bonus or mini actions.
Lion Rage
Range: Self
Duration: 1 round
Mana Cost: 2
Summon the rage of a lion to aid you
You summon a Large Sized fire lion behind you to intimidate creatures and grant you a +2 in Charisma ability checks, lasting for 1 round. When you have this active you will gain advantage in intimidation checks, and against being charmed or frightened.
Exploding FireBall
Range: 30ft.
Duration: instantaneous
Mana Cost: 4
You launch a fire ball into your opponent, as all mages should do!
You create a Small fire ball and launch it at your target, dealing 2d8 Fire Damage.
Base Run Gamble
Range: Self
Duration: One turn
Mana Cost: 4
You have set your feet on fire, now run forest, run!
As a bonus action your feet will be surrounded by fire, which doubles your walking speed for the turn.
Lion Companion
Range: It must stay at least 30ft from you
Duration: Until you dispel it or if you have no more mana Points
Mana Cost: 4
You call the help of a lion, transforming it into a fire spirit that fights alongside you
You summon a fire lion that you can mount, the Fire Lion uses the Lion[5] sheet, but they will have immunity to fire damage and will add 1d4 fire damage to all of their attacks.
Intermediate Fire Magic[edit]
Exploding Buckshot
Range: 15ft around you
Duration: Instantaneous
Mana Cost: 5+
You throw five fireballs at an opponent, like a true man!
You launch 5 fire balls in five creatures within you, make a ranged mana attack, on a hit they take 1d6 Fire Damage. You may spend 2 extra mana points to create another fireball, with the limit being your wisdom modifier.
Calidus Brachium
Range: your unarmed strike range
Duration: Instantaneous
Mana Cost: 4
You surround your fist with a fiery aura and give your best punch in your opponent's face!
You may make a unarmed strike in the opponent, after hitting them you engulf them in flames dealing 2d6 fire damage.
At 6th level this spell will now deal 3d6 fire damage. At 12th level, this spell will deal 4d8 Fire Damage and will bypass any barriers in front of it.
Calidus Brachium Volley Shot
Range: 60 ft
Duration: Instantaneous
Mana Cost: 6 Mana Points
As you charge fire magic into your fist you can punch in front of you launching a blazing stream of fire!
You launch a wave of fire into a target within 60 feet of you, dealing 2d6 + 1d4 every 10 feet it travels on a hit.
Senior Fire Magic[edit]
Grand Fire Magic[edit]
- Prison Kill Buckshot
At 6th level, for 10 mana points you create 5 fireballs, you throw them at a target within 15 feet with each dealing 1d6 Fire Damage. Every fireball that hits someone, will leave the creature burning and receiving 1d4 Fire Damage at the end of their turn(The fireballs can stack).
- Flame Rope Solid Binding Formation
At 7th level, for 10 mana points you can create fire ropes around a creature, which must make a Dexterity saving throw. On a succeful safe the creature dodges, on a failed save the creature is stuck and can't do anything until your next turn, which they must make the save again.
- Explosive Reheating
At 9th level, for 5 mana points you may create a fire infront of you that burns for 1d6 turns and can light up 10ft.
- Extreme Killing Vanishing Fireball
At 10th level, for 10 mana points you can create a fireball to go towards your target, when the fire ball gets near the target it will dissapear, making it an opportunity attack. The fireball deas 4d6 Fire Damage and can be used twice per turn.
- Explosive Vanishing Scattershot
At 13th level, for 20 mana points you can create 6 invisible fire balls that count as opportunity attacks, with each dealing 3d6 Fire Damage.
- Timed Explosion Scattershot
At 15th level, for 35 mana points you can plant various explosion in an area of 50ft. When you decide to explode them, everyone in that area must make a Dexterity saving throw, on a succes they take half damage, on a failure they take 4d12 Fire Damage for each explosion hit.
- Maximum Exploding Fireball
At 17th level, for 40 mana points you can create a massive fireball to throw in an opponent in 30ft, the fireball will consume everything in it's path, when it finally reaches it's target it will deal 7d12 Fire Damage. For every object the fireball hits while moving towards the target, it adds 1d8 Fire Damage.
- Flaming Knuckleduster
At 19th level, you can spend 10 mana points to create two fire knuckles that enhance your unarmed strikes damage by 3d8 Fire Damage, and for every unarmed strike you hit while wearing the knuckles, you add 1d6 Fire Damage to your total Unarmed Strike Damage.
- Soul Chain Deathmatch
At 20th level, you can spend half of your maximum mana to trap you and your opponent in chains for 1 minute, but you and him will have the same amount of mana, but he cannot cast any type of spells, and while you two are bonded your unarmed Strikes deal double the damage.
- Paw Fist
At 6th level, while fire paw is active you may spend 5 mana points to create a fist, and punch your target with each of the created paws, dealing 1d8 + Strength for each paw you hit.
- Burn Out
At 9th level, you may spend 5 mana points to cancel out an attack. As an reaction, by using your flaming fists to completely engulf and extinguish an attack, you can reduce the damage by 3d8. If the damage is higher than the attack's damage, the opponent takes the remaining fire damage, and this can only be used 3 times per battle.
- Flame Magic Calidus Brachium x2
At 10th level, you learned how to surround both of your fists with fire spending 8 mana points, dealing your Calidus Brachium damage times two, enemies hit by this move will be launched 80ft. You may also use as an reaction, you'll have to make a DC 14 dex save. If you succeed you clash with your opponent, you hit them and they hit you. Except you were able to react fast enough to brace yourself for the attack, So you punch them and takes half damage. If you fail you still deal with the full damage except you take full damage from their attack. Showing you couldn't react fast enough to brace yourself.
- Erupting Punch
At 11th level, you may spend 8 mana points to enhance your physical strenght with mana to punch the ground destroying 30 feet of land around you and 60 feet of land below. With the force of your punch, you channel mana around the debris and launch it at your opponent. Dealing 3d18 Bludgeoning Damage for small debris, 5d6 Bludgeoning Damage for medium-sized debris, and lastly for large debris it deals 8d4 Bludgeoning Damage. The opponent will have to make three Dex saves. For smaller debris they'll do a DC Dex save of 18, for medium they'll have to make a DC dex save of 16, and for large debris, they'll have to make a DC dex save of 14. If they succeed they dodge, if they don't they take full damage.
- Calidus Brachium Barrage
At 13th level, while in mana zone you may use spend 15 mana points to make a barrage of 5 calidus brachium, dealing 15d6 fire damage. You may spend 5 mana points to give 1 extra calidus Brachium. The target must make a DC 16 Dexterity Saving Throw, if he succeds he takes half damage, if he fails he receives full damage and gets throwm 20 foot.
- Calidus Brachium Multi Volley Shot
At 14th level, for 18 mana points as you charge fire magic into your fist you can make 5 punches in front of you launching 5 blazing stream of fire, dealing 10d6 + 2d4 every 10 feet it travels. This attack can hit targets up to 60 feet.
- Calidus Brachium Purgatory
At 17th level, for 30 mana points by gathering and Surrounding yourself in fire magic you can release it around you expanding 100 feet in all directions erasing the area around you dealing 10d10. This may be used 2 times a day, and will take your whole attack action for the turn.
- Hellfire Incarnate
At 19th level, for 20 mana points you may surround your body with flames to give you the following atributes:
- Hell Defense: Your AC increases by 10.
- Fire Flight: You gain +50 flying speed.
- Fire Blasts: Your attacks range increase by 10 ft, and will gain 1 extra dice.
- Calidus Brachium Purgatory Abyss
At 20th level, for 50 mana points you gather and Surrounding yourself in fire magic and release it in an area expanding 100 feet in all directions erasing the area, dealing 20d10.
- Sol Linea
At 5th level, for 5 mana points you create a ball of fire around yourself, that launches a beam that deals 2d12 Fire Damage, and for 4 extra mana points it can go through magical barriers.
- Leo Rugiens
At 6th level, for 10 mana points you can summon a fire lion to fire a massive beam that has 60 feet and deals 4d10 Fire Damage. For each 10 extra mana points you may increase the damage by 1d10 and increase the range by 10 ft.
- Leo Palma
At 7th level, for 5 mana points you can create a bunch of fire palms to trap your opponent, the target must make a dexterity saving throw to not get stuck. If they fail, they are stuck until their next turn, in which they try the save again.
- Fire Pillar
At 9th level, as an reaction for 10 mana points you can create an pillar of fire that negates 3d8 of the damage the attack would normally deal, and the damage will hit all the creatures within 10ft of you.
- Lion's Roar
At 10th level, for 10 Mana Points you create a huge lion behind you to give a powerfull roar, giving you and your allies advantage on their next attack, and your next grimoire attack will deal double the damage.
- Spirit Magic, Salamander
At 11th level, as an action for 12 mana points, you may summon an Fire Elemental. It is charmed by you, and stays summoned for 1 hour. You may only have 1 Fire Elemental summoned at a time. Additionally, it may use any spells you know.
- Salamander Flight
At 13th level, while you have your salamander summoned you can mount on it, having 120 flying speed and 18 AC.
- Salamander Breath
At 14th level, for 15 Mana Points you may order your salamander to launch a ball of fire towards your target, having 15ft of range and forcing the target to make a Dexterity Saving Throw. On a succes they take half damage, on a failure they take the full 5d12 Fire Damage.
- Fire Arms
At 17th level, for 5 mana points you may surround one of your arms on fire, which lasts for 1 minute. You gain +1 AC and deal double the damage on Unarmed Strikes, and you can execute any fire magic as a bonus action.
- Spirit Union
At 19th level, you can spend 30 Points to unite with your Fire Spirit, which gives you a new form with the following atributes for 1 minute:
- You gain +5 to your AC
- You gain 100 Flying Speed
- Your Grimoire Spells deal double the damage, and add 1d4 fire Damage for each attack.
- Sun Wrath
At 20th level, for 50 Mana Points you can create a giant sun with immense heat. You may launch it towards and an opponent who must make a Dexterity Saving Throw, on a succes he takes half damage, on a failure he takes the full 10d14 Fire Damage.
Light Grimoire[edit]
- Light Speed
Starting at 1st level, as a bonus action you may spend 1 mana point to travel 95 ft to another place. At 6th level, it increases to 250 ft, and at 10th level you may teleport to any place you have visited before.
- Bright Judgment Whip
At the 3rd level, you may spend 3 mana points to create a light whip for 1 minute that may attack twice per turn, dealing 1d8 Radiant Damage for each strike.
- Light Sword
At the 5th level you may summon for 3 mana points a large Light Sword that deals 1d12 Radiant Slashing Damage for 1 minute, and may also be throwm dealing 2d8 Radiant Damage.
- Light Particle Heal
At the 6th level, you learned how to heal using your abilities. For 5 mana points you create a 5 ft light sphere that will heal anything close to it with 3d6.
- Light Judgment Swords
At the 7th level, you can spend 10 mana points to create and fire 5 light swords (120 ft.), dealing 1d10 each. For each extra 5 mana points you spend you can send +5 light swords. These count as Melee attacks.
- Heaven-Splitting Flash
At the 9th level, you can spend 8 mana points to create 4 light orbs, and each will fire a light beam(300 ft.) dealing 2d8 Radiant Damage. For each 2 extra mana points you may summon 1 additional orb.
- Light Shaft of Divine Punishment
At the 10th level, you can concentrate your light between your hands until it builds into a large sphere. The light is released in a column of light, having 60 foot range and 6d12 Radiant Damage.
- Arrows Of Judgement
At the 11th level, spending 40 Mana Points you may summon in a 100 feet area an immense amount of light arrows. Everything in this area must make a DC16 Dexterity Saving Throw, if they succed they take half damage, if they fail they take 11d12 Radiant Damage.
- Forced Reincarnation
At the 13th level, you may spend all your mana points (Not including mana points from outside sources) to force a living creature to make a DC17 Constitution Saving Throw, on a succes they are mind controlled for 3d6 Days, on a failure you may bring back a soul from the dead that you have meet in the past to put on the new body. The person inside the body will gain +2 to all it's abilities scores and will retain all it's previous stats spells and attacks.
- Demonic Light Magic
At 14th level, you find out that the true power in the light is it's inner darkness. For 20 mana points, you may create a dark aura around yourself, wich makes some of your spells change to necrotic damage. While the aura is active you gain +10 Movement Speed and all damage die increase by 1.
- Dark Judgement Whip
At 17th level, you may spend 10 mana points to create a Dark Light Whip that deals 3d8 Necrotic Damage and last for 1 minute. You may attack twice with it in a turn.
- Dark Sword Of Judgment
At 19th level, you can spend 15 mana points to create 6 Dark Light Swords that deal 4d12 Necrotic Damage. For each extra 10 Mana Points you may add 2 Dark Light Swords.
- Dark Shaft Of Divine Punishment
At 20th level, you can concentrate your Dark light between your hands until it builds into a large sphere. The light is released in a column of light, having 100 foot range and dealing 15d12 Necrotic Damage.
Mirror Grimoire[edit]
- Reflect Ray
At 1st level, you can spend 2 mana points to create a flying mirror at your side. You can order your mirror to launch a beam in 30ft dealing 2d10 Radiant Damage, and for each 2 extra mana points you spend you can create another mirror. The mirrors have 12 AC and 15 hit points, when they are destroyed you regain 1 mana point.
- Reflect Refrain
At 3rd level, while you have at least two mirrors summoned you can spend 4 mana points to make them reflect eachother with beams, dealing 3d10 Radiant Damage in the area of the mirrors. For each mirror the beam has reflected, it adds a 1d10 Radiant Damage to the total.
Dark Grimoire[edit]
- Dark Cloaked Blade
Starting at the 1st level as a bonus action you can envelop a weapon you wield with dark magic for 2 mana points per minute , now you can add your wisdom modifier for your attacks and damage rolls with your blade.
- Dark Cloaked Slash
Starting at the 3rd level for 1 mana point as part of your attack action you can use your Dark Cloaked Blade to produce a projectile called "dark slash." this attack has a reach of 30 ft and deals 2d6 slashing damage. You can spend 1 additional mana point to do an additional attack provided that it is a dark slash. if your weapon has an enchantment on it such as "flame tongue" or "vicious" their effects are also applied to this attack.
- Mana zone
at 5th level For 10 mana points you can use a bonus action to surround yourself with dark magic in an 80 ft radius centered on you for one minute. you can sense anything inside the cocoon, and for each grimoire spell you cast with the area that deals damage can add 1 additional damage die of its type [i.e. dark cloaked slash dealing 3d6 instead of 2d6]. You also have advantage in any Attacks affected by your mana while inside the Mana Zone. mana zone lasts for one minute and is a concentration spell.
- Ki Detection
At 6th level, you gain the power to sense the Ki, or energy of those around you. You may add your proficiency bonus an additional time on Perception checks to locate living creatures. if you already add your proficiency bonus to perception more than once due to expertise this bonus stacks.
- Dark Cloaked Dimension Slash
At the 7th level as an action, you may spend 15 mana points to perform a Dark Cloaked Dimension Slash. with your dark cloak blade you slash 100 ft in a straight line forcing all enemies to make a dexterity saving through against your grimoire user spell save dc. on a failed save targets hit by the slash get dealt [32] 4d12+16 slashing damage, you can only use this twice per long rest.
- Air jumps
At the 9th level as a reaction you can spend 2 mana points you can high jump midair to dodge an incoming attack. you may use this ability a number of times equal to your proficiency modifier.
- Darkness Pressure
At the 10th level as a bonus action you can spend 5 mana points to use your dark magic to create a dark pressure which forces each creature in a 10 foot radius to make a Strength saving throw against your mana spell save dc, on a failure the target will be stunned until his next turn. You must spend 5 mana points at the end of subsequent turns to keep the pressure active.
- Dark cloaked slash barrage
Starting at the 11th level you may spend 15 mana points as an action with your dark cloaked blade active to release a barrage of dark cloaked slashes. any target within a 90* cone stretching 30ft emanating from you must bake a dex save against your mana save dc dealing 5d12+15 slashing damage.
- Mana zone improvement [Black Moon]
Starting at the 13th level for 10 extra mana points when you cast, or during the active effects of your mana zone, you can create an inner zone of intense mana 30 ft around you. if anything enters this zone you may take an attack of opportunity with Dark Cloaked Slash. this attack will deal and extra 1d12 slashing damage.
- Dark Cloaked Dimension slash improvements [Equinox]
At the 14th level for 20 mana points with you dark cloaked blade and with your mana zone activated you can direct your dimension slash at specific opponents. if done this way as opposed to a full action this takes only one attack in your attack action and deals 10d8+20 slashing damage. this can only be done for one attack per turn and cannot be done on opportunity attacks.
- Death thrust
At the 17th level as an action with manna zone active you can spend 30 mana points to condense your mana zone into you arm and thrust it outward in a 25ft line. any targets within the AoE must make a dexterity saving through or take 10d12+80 piercing damage. this ability can only be used once per long rest
- Kids play ground
At the 20th level as an action you can spend 50 mana points with mana zone activated to create a large pool of shadow on the ground and to enlarge the Black Moon overhead. Several building facades of various designs then rise up from the shadow on the ground. the user can use this ability to make a single clone of themself with all of the same abilities as well it has half the users hp, mana, and other class resources such as that which might come from multiclassing. this ability can only be used once per long rest
String Grimoire[edit]
- String Snare
At 1st level for 6 mana You conjure a magical string that wraps around a creature you can see within range. The target must succeed on a Dexterity saving throw or be restrained by the string. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
While restrained by this spell, the target takes 1d4 piercing damage at the start of each of its turns as the string tightens.
At Higher Levels: At 3rd level or higher, the initial damage increases by 1d4 for each level above 2nd.
- Dancing Strings
At 3rd level for 8 Mana, You animate multiple strings of magical thread that dance and weave in the air around you within a 30-foot radius. Choose up to four creatures within range. Each creature must succeed on a Dexterity saving throw or be caught by the dancing strings.
A creature caught by the strings is grappled (escape DC equal to your spell save DC). While grappled, the creature is also restrained. As a bonus action on your turn, you can command the strings to either tighten or loosen. If you command them to tighten, the creature takes 2d6 slashing damage. If you command them to loosen, the creature has advantage on its next attempt to escape.
The strings can also be used to manipulate objects or tie knots, granting you advantage on checks made to tie or untie knots within the radius.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Blood Grimoire[edit]
- Blood Control
At 1st level, for 2 mana points you can control blood to use it as strings that deal 1d6 Slashing Damage. For every creature this magic hits, it gains a +2 in the next damage roll(lasts until the end of your last turn).
- Blood Loss
At 3rd level for 4 mana points you force a creature in at least 60ft of you to make a Constitution saving throw, on a sucess they spill out part of their blood losing 1d6 hit points, on a failure they lose 3d8 from their maximum hit points while you regain half of the taken hit points for yourself.
- Blood types
At 5th level, you learned how to see the different types of blood, and how to use them for your advantage. If you deal slashing or piercing damage to Any creature that has blood and collected it, depending on the creature type you gain a bonus for 24 hours by injecting on yourself for 6 mana points;
- Aberration: Resistance against psychic damage and a +2 in Intelligence.
- Celestial: Resistance against radiant damage and a +2 in Wisdom.
- Dragon: Your AC increases by 2, and you gain a +1 to all your stats.
- Elemental: You gain resistance to the element of the elemental blood you have absorved, and you will gain +1 to your Dexterity and Wisdom scores.
- Fey: You gain resistance to magical damage, and a +1 to your Wisdom and Intelligence score.
- Giant: You gain resistance to bludgeoning damage, and a +2 to your Constitution and Strength scores.
- Humanoid: You gain a +1 in all of your stats, and will roll Intelligence saving throws with advantage.
- Monstrosity: You gain resistance to poison, and will gain a +3 in Constitution and Strength.
Art Grimoire[edit]
- Paint of Reality
At 3rd Level for 4 mana You use magical paint to create an illusion within a 30-foot radius centered on you. You can paint objects, terrain features, or creatures. The illusions you create can be static or move within the area. The illusion persists for the duration or until you dismiss it as an action.
Creatures that physically interact with the illusion or use their action to examine it can make an Intelligence (Investigation) check against your spell save DC to determine that it is an illusion. On a success, the creature sees through the illusion and it becomes faint to them.
At Higher Levels: At 4th level or higher, the radius of the illusion increases by 10 feet for each slot level above 3rd.
- Artistic Conjuration
At 4th level for 6 mana. You conjure a creature or object from your paintings to serve you. Choose a creature or object that you have previously painted in great detail. The creature or object appears in an unoccupied space within range. The creature uses the statistics of a creature of your choice with a challenge rating of 3 or lower. The object can be anything that fits within a 10-foot cube.
The conjured creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.
The conjured creature or object disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels: At 6th level or higher, the challenge rating of the creature can be 1 higher for each slot level above 4th, up to a maximum of CR 7.
- Living Art
At 5th level for 10 mana You touch a piece of artwork, such as a painting, sculpture, or drawing, and imbue it with life. The artwork animates and becomes a creature under your control. The creature uses the statistics of an Animated Object (see the Monster Manual), but with the physical appearance and attributes of the artwork you touched.
The animated artwork is friendly to you and your companions and obeys your verbal commands. It remains animated for the duration or until it is destroyed. If you cease to concentrate on the spell, the artwork returns to its inanimate state.
At Higher Levels: At 6th level or higher, you can animate one additional piece of artwork for each level above 5th.
Permeation Grimoire[edit]
- Invisible Scout
At 1st level, you spend 1 mana point to become invisible for 1d4 Turns, while you are invisible every attack you make will count as an opportunity attack and will deal double the damage(unless the creature can see you). You may also pass through walls and physical objects, and your mana cannot be detected while in this form. After you attack someone or are hit, the invisibility stops.
At 5th level, when you are invisible you are intangible to magic attacks.
At 7th level, you can pass through even magical walls and objects, and the turns increase to 1d6.
At 10th level, when you are invisible you gain temporary hit points equal to your proficiency modifier and half your mana points.
- Invisible Traveling Companion
At 3rd level, you spend 3 mana points to make an ally invisible for 1d4 Turns, and they gain the same effects you gain while in the Invisible Scout Spell.
At 6th level, you can turn objects invisible for 1 minute.
- Invisible Body Parts
At 5th level, as an reaction or bonus action, you can spend 8 mana points to make an incoming attack go right trough you.
- Invisible Soldiers
At 6th level, for 9 mana points you may summon 5 invisible soldiers that have 35 Hit Points and can attack with Greatswords, and are equipped with heavy armor and shields. Each of them will have the invisible scout effects while they are summoned.
For each end of your turn, you must spend 5 mana points to keep the soldiers active. At 10th level you can create 6 soldiers, at 14th 7 soldiers, at 17th 8 soldiers, at 19th 9 soldiers and at 20th 10 soldiers.
- Invisible Attacks
At 7th level, as a reaction you may spend 5 mana points to turn a ranged attack or a spell invisible in mid air, giving it advantage to hit.
At 10th level, you may use this as an reaction to transform an incoming ranged attack to gain the permeation effect, so it passes right through anything.
- Invisible Mana Zone
At 9th level, you can spend 10 mana points to transform 80 foot in the area around you invisible, including you and your allies, any enemies in that area are revealed, and you and your allies gain advantage in all attacks. This zone lasts for 1 minute.
- Invisble Switch
At 10th level, as a reaction when you have turned something or someone invisible and you are invisible, you may spend 15 mana points to switch places with one of the things you turned invisible.
- True Invisible Strike
At 11th level, when you miss an attack, you may spend 20 mana points as a reaction to redo the attack with advantage, this may be used twice per long rest, and once per turn.
- Organ Permeation
At 13th level, you may spend 40 mana points to permeate your hand through your opponents organs, and they must make a DC 18 Constitution Saving Throw, if they succeed you miss their vital organs and only do 50 damage, if they fail you hit a vital organ and deal 7d14 Damage.
- Invisible Illusions
At 14th level, when you use invisible scout, you may spend 10 mana points to create 2 invisible clones of yourself that have 10 Hit Points and the same skills as you. For extra 10 mana points you can make 2 extra clones.
At 17th level, the clones Hit points increase to 30.
- Invisible Beasts
At 17th level, for 35 mana points you may summon an creature with a CR of 7 or lower that will have the Invisible Scout effect, they all will have Invisible Scout and half of their original hit points.
The CR increases to 10 in the 20th level.
- Invisible To The Divine
At 19th level, while you or something is under the Invisible Scout effect, cannot be detected by any means, you may only be detected by people you choose to reveal yourself to.
- Perfect Permeation
At 20th level, you may spend 40 mana points to enter inside creatures bodies, and make them throw a DC 22 Constitution Saving Throw, if they succed they take 15d10 Damage, and if they fail they take 12d20 Damage.
Dream Grimoire[edit]
(Passive effect: All abilities within the Glamour world can be replicated by any creature trapped inside it, but the mana point cost will always be +1 more.) (For (3+ your level in mana points), creatures can imagine a possible way out of the dimension, requiring a Wisdom test against your DC.)
(Grimoires like Dark and Anti-Magic can attempt to destroy the Glamour world if they have an equal or higher level. To do so, an attack test against your magical DC must be made. If successful, the dimension will be destroyed, making it impossible to use it for 30 seconds (5 rounds).)
Glamour World Starting at the 1st level, with a bonus action and 2 mana points per minute, you can transport a creature within 10 feet of you to a portable dimension under your control. The creature must make a Dexterity check against your magical DC. On a successful check, they are not pulled into your Glamour world, but on a failure, they are. Within this dimension, you can do virtually anything you can imagine, but so can your opponents. While inside this dimension, you can perform the following actions:
- Dream Caster: Copy any spell from a grimoire of the same pre-requisite level as you (at the spell's cost) (1 action).
- Fiction: Nullify one target's feature for one round (racial or class feature) (1 action).
Additionally, while in the Glamour world, you can read the thoughts of any creature.
Enhanced Glamour World At the 3rd level, for an additional 2 mana points, you can trap an additional creature within your Glamour World and gain an additional feature within your Glamour world:
- Dream Movement: You can teleport to any point in your dimension that you can see (Movement action).
Mana Zone At the 5th level, for 10 mana points, you surround yourself with a 65 feet radius of your dream magic for one minute. You can detect the thoughts and have telepathy of any creature within the area. You recover 1 mana point for each enemy creature trapped in your Glamour World. Furthermore, your Glamour World can now trap 2 creatures for every +2 mana points spent, and its radius increases to 20 feet.
Ki Sense At the 6th level, you gain the power to sense the Ki, or energy, of all those around you. You add your proficiency once more to your Perception skill to locate any creature.
Minor Reality Alteration At the 7 level, for 15 mana points, you can change a basic reality property within 100 feet of you outside of your Glamour World. You can use this feature twice between long rests, resulting in one of the following changes:
- Dream Dispel: Nullify a visible magical attack, transferring it to your Glamour World (1 reaction).
- Dream Caster Improvement: You can summon two spells from different grimoires (with the pre-requisite level) (1 action).
- Dream Amplification: You can maximize a visible spell's damage or double its effects if it lacks rolling damage dice (duration, range, area of effect, and size). (1 action)
Enhanced Glamour World 2 At the 9th level, for 10 mana points, you can expand your dimension to capture structures and do so twice per long rest. You also gain an additional feature within your Glamour World:
- Dream Construction: You can manipulate structures within your Glamour world. You can pull a whole structure (or part of it) up to 2500 cubic feet, manipulating it in up to two options:
- Dream Trap: You can create any trap of your choice, with the DC increasing by +1 for every +2 mana points you spend on it (1 action).
- Dream Creature: You can turn the structure into any creature with CR 3. The CR of the creature increases by +1 for every +3 mana points (1 action and 1 movement action).
You can also create structures from your imagination at will, but these do not count towards manipulating Dream Construction.
Additionally, your Glamour World can trap 3 creatures for every +2 mana points, and its radius increases to 24 feet. You recover 2 mana points for each enemy creature trapped inside of your Glamour World.
Dream Clone At the 10th level, for 8 mana points, you create a clone of any creature trapped within your Glamour World. The clones dissapear after being hit one time or after 4 turns, he replicates everything the creature does, targeting the creature (if the creature attacks, the clone make the same attack on the creature). However, if you make copies of allies or friendly creatures, the effect is the same, but the target is your choice.
Major Reality Alteration At the 11th level, your modifications enhance your abilities, which can be used three times between long rests. Additionally, you gain one improved feature:
Dream Creature Improvement: You can summon up to 2 creatures with CR 3, and the CR of the creatures increases by +1 for every +3 mana points (1 action and 1 movement action). And now you can create without having any structures.
Enhanced Glamour World 3 At 13th level, for 10 mana points, you can counter an enemy's magical ranged attack projected against you. Make an attack roll against the attack. If your value is greater than or equal to the target's attack roll, you project the spell in the opposite element that is attacking you nullifying the attack. If your value is lower, you will take the attack.
Enhanced Glamour World 4 At the 14th level, for 6 mana points, you gain access to the fears, desires, and wishes of any creature within your Glamour World. You have advantage on enchanting, intimidating, or persuading the creature. You also add your Wisdom bonus to your roll.
You now create 2 clones for every +8 mana points you spend, and you recover 3 mana points for each enemy creature trapped inside of your Glamour World. Your Glamour World can trap 4 creatures for every +2 mana points, and its radius increases to 32 feet.
Enhanced Glamour World 5 At the 17th level, for 30 mana points with your mana zone active and using one action, you can expand it to twice its size. With one more action, creatures must make a Dexterity check (sacrificing their reaction or movement action) against your DC to avoid being automatically pulled into your Glamour World. Additionally, your Glamour World can trap 5 creatures for every +2 mana points, and its radius increases to 40 feet.
True Glamour World: Lucid Dream At 20th level, for 50 mana points, you now completely manipulate your Glamour World and the reality outside of it. An aura of your dimension surrounds you, granting the following benefits:
- Your movement speed and flying speed doubles.
- Your Wisdom modifier (Halved down) now reduces the mana cost of your abilities (minimum of 1 mana point).
- You gain one additional use per long rest of "Reality alteration".
- You can use three different spells at the cost of (1 action) with their costs halved (rounded up).
- Clones can endure one additional attack before disappearing.
- You recover 5 mana points for each enemy creature in your mana zone (if activated).
- Your hit points increase by your (Wisdom modifier + Constitution) times your proficiency bonus.
- And now you can use any feature of your Glamour World outside in the real world.
After exiting this form, the user falls unconscious due to expended energy, sleeping for up to 24 hours. This transformation lasts for 1 minute and can be used once per long rest after the user's recovery.
Mist Grimoire[edit]
- Mist-ile
At first level, you gain the ability to throw chunks of solid mist. As an action on your turn for 1 mana points, you can throw mist at an opponent within 60 ft of you to deal 1d6 psychic damage. Anyone hit by this attack must make a wisdom saving throw or have disadvantage on saving throws against illusions until the end of your next turn. For every extra mana point spent on this attack, increase the damage die by one and make the failed saving throw decrease speed by 5 ft per extra mana point.
- Misty illusions
Also at third level, you gain the ability to cast the silent illusion spell at will.
- Bewildering forest of mist
At third level, you may cast the spell fog cloud with 3 mana points. For every extra mana point spent on this ability increase the area of the fog cloud by 5 feet in every direction.
- Solid mist clones
At fifth level you learn how to create semi-physical clones of yourself. For five mana points as an action on your turn, you can create a clone of yourself within 30 feet of you (you can choose to spend 5 extra mana points to summon an additional clone as part of the same action. This effect is repeatable) . A clone has one hit-point and uses your modifiers for saving throws. Whenever you use your mist-ile ability, every clone under your control also throws a mist-ile. Clones last for one minute, or until they are reduced to zero hit-points.
- Mana zone
At sixth level you learn how to control the latent mana around you. You gain a 60 ft aura that you may activate as a bonus action for 10 mana points for one minute. Upon activating this ability, the area inside the aura becomes filled with mist. Anything inside the aura becomes lightly obscured. Your vision is unimpeded by this effect. Additionally, any creature that ends their turn within the aura must make a wisdom saving throw as the mist disorients them. If they fail this saving throw you may teleport them to a location within the mist of your choice. If they fail by 5 or more, then they are subjected to the effects of the confusion spell until the end of their next turn.
- Mist spider’s binding thread
At ninth level, you learn how to bind opponents in solid mist. As an action on your turn you can spend 10 mana points in order to attempt to bind a creature within 60 ft of you. That creature must succeed on a dexterity saving throw or become subjected to the restrained condition. At the start of each of their turns, they may repeat the saving throw.
- Substantial illusions
At eleventh level you have learned how to make your illusions more physical. Your mist clones instead have hit-points equal to one fourth of your hit-points. Additionally, whenever you create an illusion, you may spend 3 mana points to make that illusion physical for the duration. You may not create a magic item or a creature with a creature higher than zero with this ability.
Bone Grimoire[edit]
- Eternal fangs
1st level, for 1 mana you can create a large amount of bones that pierce your target 1d8 piercing damage
- Eternal claw
Starting at the 3rd level for 1 mana point you can use your Eternal claw to produce a large claw that reaches 30 ft which deals 3d6 slashing damage. You can spend 1 additional mana point to do an additional slash.
- Eternal defense
Starting at 5th level for 10 mana point the user can create several bones around him to block incoming attack adds 7 ac as a reaction for the rest of that turn
- Mana zone
starting at 6th level For 10 mana points surround 80 ft around yourself with Bone magic for one minute, you can use ability , and can add 1 additional damage dice for each magic attack. You have advantage in any Magical Attacks used while inside the Mana Zone.
- Eternal Bone saw
Starting at 7th level for 15 the user creates 3 bone tails each doing 3d12 piercing and adds 3 extra attacks
- Bone raise
starting at 9th level for 2 mana you can raise and hover 35ft using your bones to raise your body upward
- Eternal pose
starting 10th level for 15 mana points you create a large amount of bones to capture other they must make a dex save or be restrained and 4d12 piercing
- Eternal slashing
starting 11th level for 15 mana points points you create countless large bone slashes as they take 15d4 slashing damage as you cut through them
- Euryale
starting 19th 30 mana points you create a armor of bone and shadow as you move faster and are even harder to hit Bone defense: Your AC increases by 10. Bone raise: You gain +50 flying speed. Bone launcher: Your attacks range increase by 10 ft, and will gain 1 extra dice.
- Bone Dominion
At Level 20th for 45 mana point You harness the power of ancient bones to dominate the battlefield. When you cast this spell, choose a point within range. From that point, a massive skeletal structure erupts from the ground, covering a 120-foot radius. The area becomes difficult terrain for creatures other than you and your allies.
While the spell is active, you can use your bonus action to manipulate the bones in various ways:
- ’’Bone Spikes:’’ You cause sharp bone spikes to protrude from the ground. Each creature of your choice within the area must make a Dexterity saving throw. On a failed save, a creature takes 10d10 piercing damage and is restrained. On a successful save, the creature takes half as much damage and isn't restrained. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC to free itself.
- ’’Bone Wall:’’ You raise a wall of bones up to 60 feet long, 10 feet high, and 5 feet thick. The wall provides total cover and has AC 20 and 300 hit points. The wall remains for the duration or until you dismiss it as a bonus action.
- ’’Bone Servants:’’ You animate up to ten skeletal creatures of CR 4 or lower that rise from the bone structure. These creatures are under your control and act on your initiative count. You can give them commands as a bonus action.
- ’’Bone Armor:’’ You or an ally within the area gains a protective bone armor, granting +5 to AC and resistance to bludgeoning, piercing, and slashing damage for the duration.
- ’’Bone Barrage:’’ You launch a barrage of bone shards at up to ten creatures of your choice within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 8d12 piercing damage and is knocked prone. On a successful save, a target takes half as much damage and isn’t knocked prone.
The bone structure and its effects remain until the spell ends or you lose concentration. This spell represents the pinnacle of bone magic, granting you unparalleled control over bones and skeletal structures.
World Tree Grimoire[edit]
- World Tree Roots
At 3rd level for 5 mana points. You summon thick roots from the ground to entangle your enemies. Choose a point within range. Each creature within a 20-foot radius centered on that point must succeed on a Strength saving throw or be restrained by the roots for the duration. A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC to free itself.
While restrained by this spell, the creature takes 2d6 bludgeoning damage at the start of each of its turns as the roots constrict tighter.
- World Tree Healing
At 4th level for 7 mana points. You call upon the healing power of the World Tree to restore health to you and your allies. Each creature of your choice within a 30-foot radius centered on you regains hit points equal to 5d8 + Proficiency modifier bonus
- World Tree Sanctuary
At 6th level for 12 mana points. You create a sanctuary of protective energy emanating from the World Tree. The area within a 30-foot radius centered on you is protected by a shimmering barrier. Creatures within this area have advantage on saving throws against spells and other magical effects. Additionally, each creature of your choice within the area gains temporary hit points equal to 3d10 + Proficiency Modifier Bonus
- World Tree Binding
AT 7th level for 14 mana points. You invoke the binding power of the World Tree to trap a creature in a prison of roots and vines. Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be restrained for the duration. While restrained by this spell, the target is also incapacitated and has a speed of 0.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
- World Tree Ascension
At 9th level for 18 mana points. You summon a colossal World Tree that erupts from the ground at a point you choose within range. The tree is 100 feet tall and 30 feet wide, providing a formidable structure. The area within a 60-foot radius around the base of the tree becomes difficult terrain for your enemies.
While the tree stands, you and your allies within a 60-foot radius of the tree have advantage on all attack rolls, saving throws, and ability checks. Additionally, at the start of each of your turns, each ally within the radius regains hit points equal to 3d10 + Proficiency Modifier Bonus
The tree can also be used as a means of transportation, allowing you and up to 10 creatures of your choice to travel through its branches to any location you have seen before, as long as it is on the same plane of existence. This transportation takes 1 minute and can be used once during the spell's duration.
Spatial Grimoire[edit]
- Dimensional Step
At 1st level for 2 mana points You teleport up to 30 feet to an unoccupied space that you can see.
- Spatial Barrier
At 2nd level for 3 mana points. You create an invisible barrier of spatial energy around yourself. The barrier moves with you, providing three-quarters cover against ranged attacks for creatures inside it.
- Blink
At 3rd level for 5 mana points You briefly phase out of existence and reappear up to 30 feet away in an unoccupied space that you can see. Until the start of your next turn, attacks against you have disadvantage, and you have advantage on Dexterity saving throws.
- Dimensional Blade
At 4th level for 7 mana points. You summon a shimmering blade of dimensional energy into your hand. This magic weapon lasts for the duration and counts as a magic weapon with which you are proficient. It deals 2d8 force damage on a hit.
- Spatial Rift
At 5th level for 9 mana points You tear open a rift in space at a point you can see within range. The rift is a 10-foot-radius sphere centered on that point. Any creature that starts its turn in the rift or enters it for the first time on its turn must make a Dexterity saving throw. On a failed save, a creature takes 6d10 force damage and is pushed 10 feet away from the rift. On a successful save, a creature takes half as much damage and isn't pushed.
- Teleportation Circle
At 7th level for 14 mana points You create a circle of magical energy with a 10-foot diameter on the ground. When you cast the spell, you draw a 10-foot-radius circle on the ground inscribed with sigils. At the end of the casting, you and any creature that stands in the circle are instantly transported to a designated location.
- Spatial Distortion
At 9th level for 18 mana points. You create a field of spatial distortion around you, warping the space within a 30-foot radius. The area becomes difficult terrain for creatures other than you. Additionally, any creature that starts its turn in the area or enters it for the first time on its turn must make a Dexterity saving throw. On a failed save, a creature takes 10d10 force damage and is restrained until the spell ends. On a successful save, a creature takes half as much damage and isn't restrained.
- Gate of Dimension
At 11th level for 22 mana points. You open a gateway to another plane of existence within range. The gate is a 20-foot-radius circle that lasts for the duration. Any creature that starts its turn in the gate or enters it for the first time on its turn must make a Constitution saving throw. On a failed save, a creature takes 12d10 force damage and is teleported to a random location on the plane of existence you specify. On a successful save, a creature takes half as much damage and isn't teleported.
- Spatial Rupture
At 15th level for 30 mana points You create a rift in space at a point you can see within range. The rift tears open violently, creating a shockwave that affects creatures and objects within a 30-foot-radius sphere centered on the point of origin. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d10 force damage and is pushed 20 feet away from the center of the rift. On a successful save, a creature takes half as much damage and isn't pushed.
- Spatial Singularity
At 20th level for 50 mana points. You create a massive, gravitational anomaly at a point you can see within range. The singularity is a 100-foot-radius sphere that pulls creatures and objects toward its center. Each creature and object in the area must make a Strength saving throw when the spell is cast and at the start of each of its turns while within the area. On a failed save, a creature or object is pulled 20 feet toward the center of the sphere and takes 15d10 force damage. On a successful save, a creature or object takes half as much damage and isn't pulled.
Lava Grimoire[edit]
- Lava Blast
At 3rd Level for 5 mana points. You conjure a blast of molten lava that erupts from a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
- Lava Shield
At 4th level for 7 mana points. You create a protective shield of molten lava around yourself. You gain resistance to fire damage, and any creature that hits you with a melee attack takes 2d8 fire damage. Additionally, you can use your reaction to absorb a spell that deals fire damage. If you do so, you negate the damage and gain temporary hit points equal to the damage absorbed.
- Lava Surge
At 5th level for 9 mana points You transform the ground in a 60-foot line that is 10 feet wide into a surge of flowing lava. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The affected area becomes difficult terrain for the duration of the encounter.
- Eruption
At 7th level for 14 mana points. You cause a violent eruption of lava at a point you can see within range. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 12d10 fire damage on a failed save, or half as much damage on a successful one. The ground in the area becomes difficult terrain and deals 2d10 fire damage to any creature that ends its turn there.
- Lava Domain
At 9th level for 18 mana points. You create a domain of flowing lava in a 100-foot-radius centered on a point you choose within range. The area is filled with molten lava that makes it difficult terrain for all creatures except you. Each creature that starts its turn in the area or enters it for the first time on a turn must make a Dexterity saving throw. A creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one.
While in the domain, you can use your bonus action to command the lava to form various shapes and structures. You can create walls of lava, raise pillars, or form other shapes. These structures are 10 feet thick and have AC 18 and 200 hit points. They deal 4d10 fire damage to any creature that touches them.
- Molten Cataclysm
At 11th level for 25 mana points You summon a catastrophic surge of molten lava that transforms the landscape within a 200-foot radius centered on a point you choose within range. The area is filled with lava flows, molten geysers, and volcanic rock, becoming extremely hazardous terrain. Each creature in the area must make a Dexterity saving throw. A creature takes 15d10 fire damage on a failed save, or half as much damage on a successful one.
The ground in the area becomes molten, dealing 5d10 fire damage to any creature that ends its turn there. You can use your action on subsequent turns to cause further eruptions, dealing 10d10 fire damage to creatures within the area (Dexterity saving throw for half damage).
- Volcanic Apocalypse
At 13th level for 30 mana points. You unleash a devastating volcanic eruption that causes massive destruction within a 300-foot radius centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 20d10 fire damage and 20d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
The eruption creates a lava flow that spreads out in a 500-foot radius from the point of origin, turning the area into difficult terrain and dealing 5d10 fire damage to any creature that ends its turn in the area.
- Infernal Rift
At 15th level for 40 mana points. You tear open a rift to the elemental plane of fire, causing a massive eruption of lava and fire within a 500-foot radius centered on a point you choose within range. The area is filled with lava, firestorms, and volcanic ash, making it nearly impassable.
Each creature in the area must make a Dexterity saving throw. A creature takes 25d10 fire damage and 25d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The ground becomes molten lava, dealing 10d10 fire damage to any creature that ends its turn there.
You can use your bonus action on subsequent turns to manipulate the rift, causing additional eruptions or shifting the flow of lava, dealing 15d10 fire damage to creatures within the area.
- World End Eruption
At 20th level for 50 mana points You call forth the ultimate destructive power of lava, causing a cataclysmic eruption that devastates everything within a 1-mile radius centered on a point you choose within range. The eruption causes the ground to crack open, spewing forth rivers of molten lava, firestorms, and volcanic rock.
Each creature in the area must make a Dexterity saving throw. A creature takes 30d10 fire damage and 30d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The ground becomes a sea of molten lava, dealing 15d10 fire damage to any creature that ends its turn there.
For the duration, you can use your action to cause further eruptions or manipulate the lava, dealing 20d10 fire damage to creatures within the area (Dexterity saving throw for half damage). The area remains a hazardous landscape for 1 hour, continuing to deal 10d10 fire damage to any creature that enters or ends its turn in the area.
Earth Grimoire[edit]
- Stone Spike
At 1st level for 2 mana points. You cause a small spike of earth to shoot up from the ground at a point you choose within range. The spike targets one creature in a 5-foot-radius area. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 piercing damage. On a successful save, the target takes half as much damage and is not pushed.
- Stone Skin
At 3rd level for 5 mana points. You touch a willing creature, and its skin becomes as hard as stone. Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.
- Earth Wall
At 4th level for 7 mana points You conjure a solid wall of earth at a point you choose within range. The wall is up to 30 feet long, 10 feet high, and 5 feet thick. The wall provides total cover and has AC 15 and 100 hit points. You can shape the wall in any way you choose, as long as it forms a continuous path along the ground.
- Earthen Grasp
At 5th level for 9 mana points. You create a large hand of compacted earth at a point you can see within range. The hand is a Large object with AC 20 and 60 hit points. When you cast the spell, you can use the hand to grapple a creature. Make a melee spell attack against a creature within 10 feet of the hand. On a hit, the target is grappled (escape DC equal to your spell save DC). Until the grapple ends, the target is restrained.
As a bonus action on your subsequent turns, you can move the hand up to 30 feet and make another melee spell attack with it.
- Earthquake
At 7th level for 14 mana points You create a seismic disturbance at a point on the ground that you can see within range. For the duration, the ground in a 100-foot-radius centered on that point shakes violently. Each creature on the ground in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
The area becomes difficult terrain, and fissures open throughout the area. Each fissure is 1d10 × 10 feet deep, 10 feet wide, and runs the entire radius of the area. A creature standing on a fissure must succeed on a Dexterity saving throw or fall into the fissure.
- Stone Prison
At 9th level for 18 mana points You create a prison of solid stone around a creature that you can see within range. The creature must make a Strength saving throw. On a failed save, it is restrained for the spell's duration. A creature restrained by this spell can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
The prison has AC 17 and 100 hit points. If the prison is reduced to 0 hit points, the spell ends, and the creature inside is freed.
- Earth Golem
At 11th level for 22 mana points You summon an earth Golem from the Elemental Plane of Earth. The golem appears in an unoccupied space that you can see within range. The golem is friendly to you and your companions for the duration. Roll initiative for the golem, which has its own turns.
The Golem obeys your verbal commands (no action required by you). If you don’t issue any commands to the golem, it defends itself from hostile creatures but otherwise takes no actions.
- Earthquake Storm
At 13th level for 26 mana points. You create a storm of seismic upheaval within a 100-foot-radius, 300-foot-high cylinder centered on a point you choose within range. Creatures and objects in the area take 12d10 bludgeoning damage at the start of each of their turns while they remain in the area. A creature moving into the area for the first time on a turn or starting its turn there must succeed on a Dexterity saving throw or take the damage.
The area becomes difficult terrain, and each round on your turn for the duration, you can use an action to cause the ground in a 20-foot-radius within the area to shake violently, dealing 6d10 bludgeoning damage to creatures in that area (Dexterity saving throw for half damage).
- Mountain's Wrath
At 15th level for 30 mana points You unleash the wrath of a mountain upon your enemies. Choose a point within range. For the duration, the chosen point and a 200-foot-radius around it become a zone of total devastation.
Every creature and object in the area takes 15d10 bludgeoning damage at the start of their turn while they remain in the area. Additionally, the area becomes difficult terrain, and any structure in the area that is not secured to the ground is destroyed.
- World’s End Quake
At 20th level for 50 mana points You cause the very ground to tremble and rupture in a cataclysmic quake that devastates everything within a 2-mile radius centered on a point you choose within range. The ground shakes violently, structures collapse, and the earth splits open.
Every creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 20d10 bludge
Ice Grimoire[edit]
- Icy Dart
At 1st level for 2 mana points You create a sharp dart of ice and fling it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes Xd6 cold damage.(X being proficiency modifier)
- Frost Armor
At 3rd level for 5 mana points A layer of frost covers your body, granting you resistance to cold damage and causing any creature that hits you with a melee attack while within 5 feet of you to take 2d6 cold damage.
- Ice Lance
At 4th level for 7 mana points. You create a spear of ice and hurl it at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 6d8 cold damage.
- Frozen Shield
At 5th level for 9 mana points A barrier of ice instantly forms around you in response to an attack. You gain a +5 bonus to AC against the triggering attack. If the attack misses you, the attacker takes cold damage equal to 4d10 + Proficiency Modifier Bonus
- Ice Storm
At 7th level for 14 mana points. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 8d6 cold damage and 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one
- Glacial Prison
At 9th level for 18 mana points. You create a prison of solid ice around a creature that you can see within range. The creature must make a Strength saving throw. On a failed save, it is restrained for the spell's duration. A creature restrained by this spell can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
The prison has AC 18 and 100 hit points. If the prison is reduced to 0 hit points, the spell ends, and the creature inside is freed.
- Frozen Tomb
At 11th level for 22 mana points. You encase a creature that you can see within range in solid magical ice. The creature must succeed on a Constitution saving throw or be frozen in place for the spell's duration. A frozen creature is incapacitated and has resistance to all damage. The ice has AC 16 and 50 hit points. If the ice is reduced to 0 hit points, the creature is freed.
- Blizzard
At 13th level for 26 mana points You create a freezing storm of ice and snow in a 40-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 12d8 cold damage and is restrained by icy winds for the duration. On a successful save, a creature takes half as much damage and isn't restrained.
A creature restrained by the icy winds can use its action to make a Strength saving throw against your spell save DC. On a success, it frees itself.
- Absolute Zero
At 15th level for 30 mana points You unleash a wave of freezing cold in a 200-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 15d10 cold damage and is frozen solid until it breaks free using its action on its turn. On a successful save, a creature takes half as much damage and isn't frozen.
- Absolute Zero Zone
At 20th level for 50 mana points. You create a zone of absolute freezing cold within a 2-mile radius centered on a point you choose within range. For the duration, the temperature drops drastically, and everything within the area is affected.
- ’’Freezing Aura:’’ Every creature hostile to you that starts its turn within the zone takes 10d10 cold damage.
- ’’Frozen Ground:’’ The ground in the area becomes difficult terrain, and any creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature is restrained by icy winds until the start of its next turn
Shadow Grimoire[edit]
- Shadow Bolt
At 1st level for 2 mana points. You create a bolt of shadow energy and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage.
- Shadow Step
At 2nd level for 2 mana points You step into the Shadow dimension for a brief moment and reappear in a different location within 60 feet that you can see. This movement doesn’t provoke opportunity attacks.
At higher level: after 10th level the range increases by 10 feet.
- Shadow Blade
At 4th level for 7 mana points You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d8 psychic damage on a hit, and it has the finesse, light, and thrown properties (range 20/60).
- Shadow Walk
At 5th level for 9 mana points. You and up to five willing creatures you touch become shadowy and insubstantial, allowing you to move through objects and creatures as if they were difficult terrain. The affected creatures gain a flying speed equal to their walking speed until the spell ends. Anything they are carrying or wearing is also affected.
- Shadow Cloak
At 7th level for 14 mana points. You shroud yourself in a cloak of shadowy mist. For the duration, you gain resistance to radiant damage and have advantage on Dexterity (Stealth) checks. Additionally, you can use your action to become invisible until the start of your next turn or until you attack or cast a spell.
- Shadow Prison
At 9th level for 18 mana points You create a prison of shadowy tendrils around a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be restrained for the spell's duration. While restrained by this spell, the creature is incapacitated and has vulnerability to necrotic damage.
- Umbral Storm
At 11th level for 22 mana points. You summon a swirling storm of shadow and darkness in a 40-foot-radius, 80-foot-high cylinder centered on a point within range. The area is heavily obscured, and creatures fully within the area are blinded.
Additionally, when a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 10d10 necrotic damage and is blinded until the start of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
- Shadow Avatar
At 13th level for 26 mana points. You create an avatar of shadow that looks like a shadowy version of yourself. The avatar lasts for the duration or until it drops to 0 hit points. It is size Large, and you control its actions. It has AC 18, 100 hit points, and immunity to necrotic damage. It attacks with your spell attack modifier and deals 4d10 necrotic damage on a hit.
- Shadow Realm
At 15th level for 30 mana points. You create a 100-foot-radius sphere of shadow energy centered on a point within range. The sphere spreads around corners and its area is heavily obscured. The sphere moves with you, remaining centered on you and turning as you turn. You can use an action to move the sphere up to 30 feet in any direction.
Creatures fully within the area are blinded. The sphere lasts until the spell ends, and its area is heavily obscured.
- Abyssal Convergence
At 20th level for 50 mana points. You open a portal to the Plane of Shadow, causing darkness and shadow to flood an area in a 2-mile radius centered on a point you can see within range. The entire area is shrouded in magical darkness that even creatures with darkvision cannot penetrate.
Every creature in the area must make a Constitution saving throw at the start of each of their turns. On a failed save, a creature takes 10d10 necrotic damage and is blinded until the start of its next turn. On a successful save, a creature takes half as much damage and isn’t blinded.
Posion Plant Grimoire[edit]
- Poisonous Vine
At 1st level for 2 mana points. You conjure a vine covered in poisonous thorns that lashes out at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 poison damage, and it must succeed on a Constitution saving throw or be poisoned until the spell ends.
- Toxic Spores
At 3rd level for 5 mana points. You release toxic spores into the air around you, creating a cloud of poisonous gas. The cloud spreads around corners and remains stationary for the duration. Each creature that starts its turn in the cloud or enters it for the first time on a turn must make a Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one
- Envenomed Blade
At 4th level for 7 mana points You enchant your weapon or up to three pieces of ammunition with poison from natural plants and fungi. For the duration, your weapon attacks deal an extra 3d6 poison damage on a hit.
- Verdant Barrage
At 5th level for 9 mana points. You conjure a barrage of poisonous thorns and shoot them at creatures within range. Choose up to three creatures you can see within range. Each target must make a Dexterity saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one.
- Toxic Blossom
At 7th level for 14 mana points. You conjure a large poisonous blossom at a point within range. The blossom spreads poisonous pollen in a 20-foot-radius sphere centered on that point. Creatures that start their turn in the area or enter it for the first time on a turn must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.
- Lethal Thicket
At 9th level for 18 mana points. You create a dense thicket of poisonous vines and brambles in a 40-foot-radius, 40-foot-high cylinder centered on a point within range. The area becomes difficult terrain for creatures other than you for the duration. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much damage on a successful one.
- Virulent Growth
At 11th level for 22 mana points. You cause a thick patch of poisonous plants to rapidly grow and spread in a 30-foot-radius circle centered on a point within range. The plants turn the ground in the area into difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 14d6 poison damage on a failed save, or half as much damage on a successful one.
- Poisonous Paradise
At 13th level for 26 mana points. You create an area of intense plant growth and poison in a 60-foot-radius, 60-foot-high cylinder centered on a point within range. The area is filled with thick underbrush and vines. The ground in the area becomes difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 16d6 poison damage on a failed save, or half as much damage on a successful one.
- Verdant Cataclysm
At 15th level for 30 mana points. You create a devastating explosion of poisonous plant life in a 100-foot-radius sphere centered on a point you can see within range. Creatures in the area must make a Constitution saving throw, taking 20d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain for 24 hours.
- Primeval Overgrowth
At 20th level for 50 mana points. You conjure a massive, toxic jungle that covers a 2-mile radius centered on a point you can see within range. The area becomes difficult terrain, and every creature hostile to you that starts its turn in the area takes 10d10 poison damage. Creatures that enter the area for the first time on a turn or start their turn there must also make a Constitution saving throw, taking 8d10 poison damage on a failed save, or half as much damage on a successful one
Mercury Grimoire[edit]
- Mercury Dart
At 1st level for 2 mana points. You conjure a small dart of mercury and hurl it at a target within range. Make a ranged spell attack. On a hit, the target takes 1d8 piercing damage and 1d4 poison damage.
- Mercury Shield
At 3rd level for 5 mana points. You create a shield of mercury that absorbs damage. You gain 10 temporary hit points, which last until the start of your next turn.
- Mercury Spear
At 4th level for 7 maba points. You conjure several spears of mercury and launch them at up to three targets within range. Make a ranged spell attack for each spear. On a hit, each target takes 4d8 piercing damage and 2d6 poison damage.
- Mercury Binding
At 5th level for 9 mana points. You create chains of mercury that wrap around a creature within range. The target must succeed on a Strength saving throw or be restrained for the duration. While restrained, the creature takes 3d6 poison damage at the start of each of its turns. The creature can use an action to make a Strength check against your spell save DC, ending the effect on a success.
- Mercury Armor
At 7th level for 14 mana points. You create a suit of armor made of mercury that covers your body. You gain the following benefits for the duration:
- Your AC becomes 20 if it is not already higher.
- You have resistance to all damage except psychic damage.
- You are immune to poison damage and the poisoned condition.
- Mercury Flood
At 9th level for 18 mana points You create a wave of mercury that floods a 30-foot-radius area centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d10 piercing damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The area becomes difficult terrain for the duration.
- Mercury Dragon
At 11th level for 22 mana points. You conjure a dragon made of mercury that fights for you. The dragon appears in an unoccupied space within range and acts on your initiative. It has the statistics of a Young Silver Dragon, but it is immune to poison damage and the poisoned condition. You can use your bonus action to command the dragon to move and use its actions.
- Mercurial Field
At 13th level for 26 mana points. You create a field of shimmering mercury that protects and enhances you and your allies within a 30-foot radius. Friendly creatures in the area gain the following benefits:
- A +2 bonus to AC.
- Resistance to all damage except psychic damage.
- Immunity to poison damage and the poisoned condition.
- Mercurial Zone
At 15th level for 30 mana points. You create a zone of mercurial energy in a 60-foot-radius sphere centered on a point you can see within range. The area is filled with floating orbs of mercury that interfere with movement and attacks. Each creature of your choice that starts its turn in the area or enters it for the first time on its turn must make a Dexterity saving throw. On a failed save, a creature takes 12d10 piercing damage and is restrained. On a successful save, a creature takes half as much damage and isn't restrained.
- Mercurial Cataclysm
At 20th level for 50 mana points. You unleash a cataclysmic storm of mercury in a 100-foot-radius sphere centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 20d10 piercing damage and 10d10 poison damage, and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The area becomes heavily obscured and difficult terrain for 1 minute.
Slash Grimoire[edit]
- Aegis of Blades
At 3rd level for 5 mana points. You create a shield of razor-sharp energy around yourself. You gain 10 temporary hit points, and any creature that hits you with a melee attack takes 2d6 slashing damage for the duration.
- Bladestorm Valley
At 4th level for 7 mana points. You conjure multiple blades of energy and launch them at up to three targets within range. Make a ranged spell attack for each blade. On a hit, each target takes 4d8 slashing damage.
- Grasp of the Razor
At 5th level for 9 mana points. You create a hand made of sharp energy that grasps a creature within range. The target must make a Dexterity saving throw. On a failed save, the target takes 5d10 slashing damage and is restrained for the duration. On a successful save, the target takes half as much damage and isn’t restrained. The target can use an action to make a Strength check against your spell save DC to break free.
- Whirlwind of Razors
At 7th level for 14 mana points. You create a tempest of razor-sharp winds around you. Each creature of your choice within a 30-foot radius takes 4d10 slashing damage at the start of each of your turns. A creature that starts its turn within the area must make a Dexterity saving throw. On a failed save, the creature takes an additional 2d10 slashing damage.
- Cutting Maelstrom
At 9th level for 18 mana points. You create a storm of slicing blades in a 30-foot-radius, 100-foot-high cylinder centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d10 slashing damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
- Phantom Scythe
At 11th level for 22 mana points. You conjure a large, ethereal scythe that hovers around you. The scythe acts on your initiative and can be commanded to attack as a bonus action. It has a reach of 10 feet and uses your spell attack modifier to hit. On a hit, it deals 6d10 slashing damage.
- Field of Serrated Blades
At 13th level for 26 mana points. You create a field of slicing energy in a 60-foot radius centered on you. Each creature of your choice that starts its turn in the area takes 4d10 slashing damage. Additionally, creatures have disadvantage on saving throws to avoid being moved or knocked prone while in the area.
- Zone of Infinite Blades
At 15th level for 30 mana points. You create a zone of slicing energy in a 60-foot-radius sphere centered on a point you choose within range. The area is filled with sharp, swirling blades. Each creature of your choice that enters the area or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 12d10 slashing damage and is restrained. On a successful save, the creature takes half as much damage and isn’t restrained.
- Bladewind Cataclysm
At 20th level for 50 mana points. You unleash a cataclysm of slicing energy in a 100-foot-radius sphere centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 20d10 slashing damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The area becomes heavily obscured and difficult terrain for 1 minute.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Grimoire User class, you must meet these prerequisites: 15 Wisdom, 13 Intelligence, need some way of obtaining a grimoire
Proficiencies. When you multiclass into the Grimoire User class, you gain the following proficiencies: Arcana
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