Innate Mage (Black Clover Supplement)

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Innate Mage[edit]

Talent Over Hard Work[edit]

Innate Mages are blessed with the abilities to utilize magic ever since they were little, not needing to train like the rest. They think outside the box, learning things not even the most knowledgeable know.

Creating a Innate Mage[edit]

Yuno.jpg
An Innate mage blessed by mana, source [1]

When creating an Innate Mage, ask yourself these questions; When did you realize your affinity for magic? Did you learn it by accident? Were you the best at your village? Did you come from a family where that is expected of you?

Quick Build

You can make an Innate Mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom.

Class Features

As a Innate Mage you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: One simple weapon of your choice.
Tools: One Artisan tool of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose three from the following Skills: Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Religion.

Equipment

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

  • Any simple weapon
  • One artisan tool
  • (a) A dungeoneer's pack or (b) A explorer's pack
  • A Grimoire

Table: The Innate Mage

Level Proficiency
Bonus
Mana Features
1st +2 5 Mana, Grimoire, Talent
2nd +2 10 Magic Flight, Magic Power, Innovation Path
3rd +2 15 Jack of all Trades
4th +2 20 Ability Score Improvement
5th +3 25 Innovation Path (2)
6th +3 30 Arcane Genius
7th +3 35 Resistant
8th +3 40 Ability Score Improvement
9th +4 45 Prodigy
10th +4 50 Reliable Talent
11th +4 55 Innovation Path (3)
12th +4 60 Ability Score Improvement
13th +5 65 Prodigy (2)
14th +5 70 Innovation Path (4)
15th +5 75 Reliable Talent Improvement
16th +5 80 Ability Score Improvement
17th +6 85 Innovation Path (5)
18th +6 90 Prodigy (3)
19th +6 95 Ability Score Improvement
20th +6 100 True Genius

Mana[edit]

Grimoire[edit]

Alternate Feature: Scroll[edit]

Talent[edit]

Also at 1st level, you were born unique, your grasp of magic and things overall is innately different. This has made you develop your own talents, each benefitting you in a unique way.

You gain a Talent you meet the prerequisites of.

Whenever you gain a level in this class, you gain another Talent of your choice.

Magic Flight[edit]

Magic Power[edit]

Innovation Path[edit]

At 2nd level, you follow a path of innovation, in which only you may find what are the secrets of magic. You must choose one of the paths listed at the Innovation Paths.

Your path grants you features at 2nd level, 5th, 11th, 14th and 17th levels.

Jack of all Trades[edit]

At 3rd level, you can add half your proficiency bonus, rounded down, to any ability check that uses Intelligence, Wisdom or Charisma you make that doesn't already include your proficiency bonus.

Ability Score Improvement[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.

You may choose to not gain an ability score to pick a Magic Feat of your choice.

Arcane Genius[edit]

At 6th level, no one compares to yourself in the capability of learning spells. Whenever you roll a Intelligence (Arcana) check to learn a new spell, you add your Charisma modifier (minimum of 1) to the total.

Resistant[edit]

At 7th level, your strength as a mage allows you to resist certain area effects. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Intelligence
  • Intuition - Wisdom
  • Repulsion - Charisma

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Prodigy[edit]

At 9th level, you have known it since you were little, but now the truth shows itself even more. You receive a +1 bonus to the natural abilities of any spells you make. This bonus is doubled if you’re making a spell you have an aptitude on.

This bonus increases to a +2 at 13th level, and to a +3 at 18th level.

Reliable Talent[edit]

At 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

At 15th level, you may add your Charisma modifier (minimum of 1) to the result of this 10.

True Genius[edit]

Finally at 20th level, you are the greatest genius of all time. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses at the end of a short or long rest.

Finally, if you use this feature when learning a spell, it doesn’t count towards one of its uses.

Talents[edit]

General Talents[edit]

Defensive Talents[edit]

Supportive Talents[edit]

Speedy Talents[edit]

Offensive Talents[edit]

Innovation Paths[edit]

Path of the Defender[edit]

Nozel.png
A mage with a expert defense surrounded by liquid created by his attribute, source [2]

Those who walk the path of defense carry a sense of vitality and durability to their very core, with their spells reflecting that.

Durable Mage

Starting at 2nd level, your very body has become more durable, being able to handle more damage without affecting your spells. You have advantage on concentration checks to maintain a spell.

In addition, whenever you are forced to make a concentration check to maintain a spell, you reduce the DC by your Innate Mage level (to a minimum of 10).

Arcane Defense

Also at 2nd level, when surrounded by magic, you can boost your defenses beyond the limit for a moment. Whenever you would take damage while benefiting from a Armor or Spell Creation (Black Clover Supplement)#Reinforcement spell, you can spend a reaction to halve the damage.

If the damage would be reduced to your Magic Power or below, you instead take no damage.

Bastion

At 5th level, you take your role as a defender very seriously, your mere presence increases the odds of your allies’ survival. While benefiting from a Armor or Reinforcement spell, all friendly creatures within 30 feet of you gain a +1 bonus to AC and saving throws.

In addition, any structures or barriers you create now receive a bonus to their AC equal to your proficiency bonus.

Unstoppable Protector

At 11th level, you’ve proven yourself a reliable shield for your allies and can rush to their aid when necessary. Whenever an ally within your movement speed range becomes the target of an attack roll or saving throw, you can spend a reaction to cast one of your spells (regardless of their action cost). It can only be spells that do one or more of the following:

  • Grants temporary hit points.
  • Grants resistance to a damage type.
  • Grants immunity to a damage type.
  • Grants advantage against a saving throw.
  • Grants a bonus to their AC.
  • Grants a bonus to their saving throw.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses at the end of a long rest.

Tough as Nails

At 14th level, even the strongest attacks fall short against you. While benefiting from a Armor or Spell Creation (Black Clover Supplement)#Reinforcement spell, whenever a creature scores a critical hit against you you can use your reaction to turn all critical hits into normal hits for the rest of the turn.

If you aren’t benefitting from such spells, you can only use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses at the end of a long rest.

Indestructible Spell

At 17th level, you can cast a spell so powerful almost nothing can destroy it. When you cast a spell that grants temporary hit points or that creates a structure, vehicle or summon with maximum hit points, you can double the total amount.

This feature can be used once, regaining its use at the end of a short or long rest.

Path of the Healer[edit]

Charmy.jpg
A Healer followed by her helpful sheep chiefs, source [3]

Those who walk the path of healing always had it in their heart to aid others, their output of supportive spells being nothing to scoff at.

Unending Vitality

Starting at 2nd level, the first person you learned to support was yourself. You have advantage on death saving throws. In addition, you always roll the maximum on your hit dies used in short rests.

Arcane Helper

Also at 2nd level, due to your function in the battlefield you became a natural at helping and aiding others with your spells. Whenever you take the help action, you can cast a beneficial spell (GM discretion is advised) on an ally within range as part of the same action.

Magical Support

At 5th level, you have always been good at helping others, but with your innate talents you managed to bring this to the next level. When you take the Help action, you also add a +1 to the creature’s roll.

In addition, whenever an ally is damaged while they are within your movement speed’s range, you can cast a Healing spell as a reaction.

Healing Superiority

At 11th Level, your raw Magic Power can make Healing spells cure lasting detriments with no efforts. If you cast a Healing spell that removes conditions on a creature, and the condition was caused by a non-magical source or by a spell cast by a creature with a Magic Power lower than your own, the mana cost is reduced by the mana needed to heal such condition.

In the case your Magic Power is 5 or more above the caster, the spell’s mana cost is halved instead (unless it would make it cost more).

Last Minute Help

At 14th level, you can save your comrades at the last minute by giving them a much needed aid. You can now use the Help action as a reaction, and it now can also give advantage to saving throws.

Maximum Spell

At 17th level, you have learned how to put all of your power into healing, making a spell that could make a semi-dead man get up and fight. When you cast a Healing spell, you can double the amount of hit points it would grant to one creature affected by it.

This feature can be used once, regaining its use after a short or long rest.

Path of the Speedster[edit]

Patry.jpg
One of the fastest mages followed by his faster attribute, source [4]

Those who walk the path of speed don’t really walk it, they run through it. This path focuses on granting the user immeasurable control over their own speed.

Arcane Surge

Starting at 2nd level, right after casting a spell a surge of energy surges over you. Once per round when you cast a spell, you can take the dash, disengage or dodge actions as part of casting the spell.

Quickened Casting

Also at 2nd level, your speed has transferred to your spells, with you being able to cast spells much more quickly. When you cast a spell, you may choose to reduce its action cost by 1 (use the guidelines stated during casting time for guidance).

You can do this a number of times equal to your Charisma modifier (minimum of once), regaining all uses at the end of a long rest.

Active Movements

At 5th level, you are always moving, being able to dodge at the last moment is just like you. Whenever you are the target of an attack roll you are aware of, you can spend your reaction to take the dodge action.

Velocity Application

At 11th level, when you receive a speed boost, you know how to make the most out of it. If your speed is being increased by a spell, whenever you take the dash action you add your walking speed twice instead of once to your movement speed.

Reaction Speed

At 14th level, your reaction speed has increased by the constant speed boosts you practiced, with this affecting you in and out of battle. You have advantage on Initiative rolls.

Also, once per round when you cast a spell, you gain one additional reaction that is lost at the end of the round. This reaction cannot be used to cast spells.

Dexterous Expertise

At 17th level, you have become one with speed, taking maximum advantage from arcane acceleration. If your speed is being increased by a spell, you have advantage on Dexterity saving throws for the spell’s duration.

Path of the Attacker[edit]

Langris.jpg
A Offense based mage creating a destructive spell with his attribute, source [5]

Those who walk the path of offense wish for nothing but maximum destruction, having such power that they can overwhelm even the strongest of foes.

Raw Power

Starting at 2nd level, your raw power with offensive spells is much above common mages, your talent is unparalleled. You receive a bonus to the natural potency of spells equal to your Spellcasting modifier (minimum of 1).

The spell can only be from Offensive Magic type and that type alone. Additionally, it cant apply anything higher than a minor danger condition unless it is granted by your Magic Attribute.

Burster

Also at 2nd level, your spells are always very damaging, carrying pure potency. Whenever you roll damage with a spell, you add your Charisma modifier to the total. This also affects spells with multiple damage rolls.

Additionally, whenever you cast a spell you may choose to give it the Siege Spell special effect for no mana or spell point cost.

Critical Spell

At 5th level, you’ve become very precise with your spells, knowing what spots shall hurt the most. You score a critical hit with spells on a 19-20.

Aggressive

At 11th level, you learned that the time after a spell is cast is the best moment to attack an opponent. After casting a spell that affects a creature that hits them or which they have failed the saving throw, your next spell attack roll against them is made with advantage or the next saving throw they make against one of your spells is made with disadvantage (your choice) until the end of your next turn.

Fierce Attacker

At 14th level, you are relentless when it comes to your spells, never letting your opponent rest. Whenever you cast a spell with one or more spell attack rolls, you can choose to make one additional spell attack roll with said spell. This additional attack roll does not benefit from any of these subclasse’s features.

Additionally, when you force more than one creature to make a saving throw to avoid taking damage, they receive a -2 penalty on the roll if they are suffering from a condition.

Final Spell

At 17th level, offense is your life, and you’d put everything into a spell just to destroy everything. When you cast a damaging spell, you may choose to grant it up to two of the following:

  • It deals maximum damage.
  • Its radius is doubled.
  • It receives a +5 bonus to its attack roll.
  • Its DC is increased by +5.

After using this feature, you can only use it again after taking a long rest.

Multiclassing[edit]

You cannot multiclass into this class. You must start in this class and multiclass it out.

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