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]
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An Innate mage blessed by mana, source [1]
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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
Starting at 1st level, you, as well as any other mage, has the ability to use Mana. Mana is an important aspect of every mage that has ever lived, as it is their source of "magic power", which is used to cast magic spells.
You have a number of Mana equal to your level added five times. Whenever you use mana for one of your features, it is spent. You regain all mana lost on a short or long rest.
- Mana Types
There is a variety of mana types a mage can use, with some being beneficial while others being dangerous.
- Mana. The normal mana, also known as just Mana, is located everywhere around the world and is the mana the great majority of mages use.
- Dark Mana. Mana from the underworld is called Dark Mana in the living world, this makes magic forbidden.
- Natural Mana. Natural mana is the magic accumulated by nature which can only be used by those skilled in the Mana Method.
- Mana Exhaustion
A mage that uses all of their mana could end up with severe exhaustion and be rendered unconscious. When you are reduced to 0 Mana, you must make a DC 20 Constitution saving throw. On a failure, you receive two levels of exhaustion. On a success, you receive only one level of exhaustion, or none if you have Endurance. If you fail the saving throw by 5 or more, you are also knocked unconscious.
If your mana has been reduced to 0 or below, you won't regain any mana when making short rests until you make a long rest.
- Mana Skills
As a Mage, you have been trained in spells and naturally started to learn Mana Skills. You must choose one Mana Skill you meet the prerequisites of.
Whenever you gain a level in this class, you can choose another one of your choice that you meet the prerequisites of.
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Grimoire[edit]
Also at 1st level, upon turning 15 years old, a mage can attend an annual ceremony where they receive a special book, known as a grimoire. At first, a grimoire is mostly empty, but as the user grows as a person, new spells are inscribed on the blank pages.
- Magic Attributes
Unlike mana that exists in nature, the mana that is situated within mages has a specific nature to it, known as an attribute. These attributes are one of the aspects that differentiate one mage from another, with the attribute that a mage possesses is the one that they are born with. You must choose one of the Magical Attributes available at the Mana Attributes page.
- Grimoire Origin
Grimoires vary in style, size, width, and even symbols. You gain one of the following grimoire covers based on the kingdom you received your grimoire:
Clover. Your grimoire came from the clover kingdom, having a clover in it's cover, generally being of 3 leafs. If you have the Blessed magic feat, your clover will have 4 leafs. If you choose the Devil Host magic path, your clover will have 5 leafs.
Diamond. Your grimoire came from the Diamond Kingdom, having a diamond on it's cover.
Heart. Your grimoire came from the Heart Kingdom, having a heart on it's cover.
Spade. Your grimoire came from the Spade Kingdom, having a spade on it's cover.
- Grimoire Size
The size of a grimoire is defined by the potential and mana of it's wielder. Your grimoire will have one of the following sizes depending on your mana total:
Tiny. To receive this grimoire you must have a 11 or lower Charisma score. Your grimoire is very tiny, showing your very small amount of mana. This type of grimoire is rare even among commoners, since it's an absurd lack of mana and potential. You have a number of spells equal to half your level (rounded down), additionally you may make an additional cantrip at 1st level.
Small. To receive this grimoire you must have a 12 or 13 on your Charisma score. Your grimoire is small, most commoners have this kind of grimoire, it has an ordinary potential but it's mana is still low. You have a number of spells equal to your level. Whenever you gain a level on this class, you have one new spell you can learn.
Medium. To receive this grimoire you must have at least 14 or higher on your Charisma score. Your grimoire is medium, a few commoners possess this type of grimoire while a majority of nobles have them. You have a number of spells equal to your level added twice. Whenever you gain a level in this class, you learn two new spells you can learn.
The following Grimoire sizes can only be obtained if you have the Coverless Grimoire magic feat.
Large. Once you have learned at least 40 spells, your grimoire reaches large size. You cannot carry your grimoire in your grimoire pouch anymore, having to carry it yourself or keeping it floating on the air at all times.
Huge. Once you have learned at least 50 spells, your grimoire reaches Huge size.
Gargantuan. Once you have learned at least 60 spells, your grimoire reaches Gargantuan size.
- Magical Aptitude
Every mage has an aptitude to a certain magic type. Rather it be from blood or a soul in your body, at 1st level you gain a magical aptitude of your choice.
- Barrier Magic. When creating a Barrier Magic spell, its natural abilities are increased by 1.
- Communication Magic. The range for any communication spell you create is doubled.
- Creation Magic. You pick one subtype of creation magic you want aptitude with (summon, weapon, armor, etc). When you make magic for that subtype, its natural abilities are increased by 1. The chosen subtype gains additional benefits, as shown below. When picking a second aptitude, you can pick this aptitude again to gain a different subtype benefit.
- Objects. When creating a Weapon spell, you can choose to either increase its damage die tier by one or give it a free regular property.
- Armor. When creating an Armor spell, your armor gains a +1 to your AC.
- Summons. When creating a Summon spell, you gain additional points to add to the score equal to your proficiency bonus, increasing as you gain levels.
- Transportation. When creating a Vehicle spell, your creation lasts for a number of minutes equal to your level naturally.
- Curse Magic. When creating a Curse Spell, the duration of the curse is doubled. In addition, you must choose a subtype of Curse Magic. Said subtype grants you additional benefits, as shown below. When picking a second aptitude, you can pick this aptitude again to gain a different subtype benefit.
- Ability Reduction. You spend no mana or Spell Points to increase your die tier up to 1d6.
- Debilitating Effects. You can have two debilitating effects at once in a single spell instead of one.
- Healing Magic. When creating a healing spell, its natural abilities are increased by 1. In addition, you now only spend 1 Spell Point for every 2 dice added to the spell’s potency.
- Offensive Magic. When creating an offensive spell, its natural abilities are increased by 1. In addition, you now only spend 1 Spell Point for every 2 dice added to the spell’s potency.
- Reinforcement Magic. When creating a Reinforcement spell, its mana cost is halved. If you add Reinforcement magic to a spell, only the Reinforcement part has its cost halved. In addition, you must choose a subtype of Reinforcement Magic. Said subtype grants you additional benefits, as shown below. When picking a second aptitude, you can pick this aptitude again to gain a different subtype benefit.
- Ability Increase. You spend no mana or Spell Points to increase your die tier up to 1d6.
- Enhancement. You can grant one additional advantage or disadvantage when creating a Reinforcement spell, your choice.
- Body Enhancement. The Spell Point cost to add scores is reduced by 1.
- Restraining Magic. You can add a secondary condition that a restraining magic spell you are creating causes when someone is caught by it. You can only use conditions of the minor danger level. You still have to spend mana and Spell Points to add this into the spell, as normal.
- Seal Magic. You add your Spellcasting modifier thrice instead of twice, when determining the time reduction.
- Transformation Magic. Creatures have disadvantage on telling that your transformations are transformation magic.
- Trap Magic. Trap Magic takes half as much time for you to set up, rounded down.
- Weakening Magic. When creating a Weakening spell, its mana cost is halved. If you add Weakening magic to a spell, only the Weakening part has its cost halved. In addition, you must choose a subtype of Weakening Magic. Said subtype grants you additional benefits, as shown below. When picking a second aptitude, you can pick this aptitude again to gain a different subtype benefit.
- Ability Weakening. You can grant one additional disadvantage or advantage when creating a Weakening spell, your choice.
- Body Weakening. The Spell Point cost to remove scores is reduced by 1.
- Spells
While you have small cantrips that help you slightly during the day to day life, the spells you obtain with your grimoire will be what truly define you as a Magic Knight. All of your spells are automatically written in your grimoire as you learn them, with all of them costing mana points.
Learning new Spells. You can learn new spells at the rate described at your grimoire size. You cannot forget or switch a spell once you learned it. You must learn a spell of your current Magic Knight Rank, which is described at the Magic Knight Rank table.
- Creating Spells
Each spell a mage has is corresponding to his personality and generally follow a theme. Whenever you receive a new spell, you can create another spell or enhance one you already know. Regardless of what you do, you must use the Spell Creation system.
- Cantrips
Even commoners of the forsaken realm use magic in their day to day, while most just use their magic for menial tasks like housework, other mages like Magic Knights can use these cantrips in combat. When making a cantrip you must use the Spell Creation system as normal but with the following limitations.
- Cantrips can not be classified as any magic type you lack aptitude in unless your magic attribute says otherwise (Cantrips cannot be Multi-typed).
- Cantrips can only use your natural abilities (i.e can not increase range or potency for additional mana).
- Cantrips may only have a duration that lasts until the end of your next turn. If they’re a Creation Cantrip they have a duration of 1 minute, unless otherwise stated.
You may only have a number of cantrip equal to your proficiency bonus and you may not forget or switch a cantrip once it has been learned. Cantrips do not count towards your Grimoire’s spell maximum.
While common cantrips lack proper limits, such as being used for simple tasks, when a cantrip is classified under a specific Magic Type there are certain rules that it must follow depending on its magic type in addition to the rules stated above:
Barrier Cantrips
- Shape
When calculating the size of your barrier, you instead must use half your spellcasting modifier. Barrier Cantrips cannot be Dome shaped
- Armor Class
When calculating the armor class of barrier cantrips, the calculation is equal to your spellcasting DC minus your proficiency bonus.
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Communication Cantrips
- Harmful Communication Spells
When creating a communication cantrip, you cannot make it a harmful cantrip.
- Distance
The distance of a communication cantrip cannot surpass your natural distance.
- Marking. Communication cantrips can only mark a number of objects or creatures (share the same counter) up to your proficiency bonus.
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Object Creation Cantrips
- Size
When creating an Object creation cantrip, you cannot create objects that are sizes larger than small, unless otherwise stated.
- Weapons
Weapons made via a creation cantrip cannot have properties added or removed.
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Armor Creation Cantrips
- Durability
When calculating the temporary hitpoints provided by your armor cantrip, you instead must use half your spellcasting modifier.
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Summoning Creation Cantrips
- Durability
When calculating the maximum hitpoints provided by your summon cantrip, you instead must use your proficiency bonus.
- Statistics
When determining the amount points a creature may have from your summoning cantrip, the amount is equal to your spellcasting modifier added twice + your proficiency bonus.
- Proficiencies
A creature created by a summoning cantrip can only have 1 common saving throw, and 1 skill proficiency.
- Size
When creating a Summoning creation cantrip, you cannot create summons that are sizes larger than small, unless otherwise stated.
- Movement Speed
Summons created by your creation cantrips have a speed equal to 5 times your spellcasting modifier. This amount can be transferred into other speeds using the respective values.
- Attacks
Attacks made by cantrip-created summons cannot have an attack die higher than a d6, with attacks that inflict conditions having a d4 maximum.
- Attack Quality. A creature may have a condition attached to its attacks, this condition may not surpass a minor danger level.
- Attack Amount. A creature created using a creation cantrip may only attack once when taking the attack action. This increases to 2 attacks at level 14.
- Attack Range. Melee attacks from summons have a range of 5 feet. Ranged attacks have a maximum range equal to half your natural distance.
- Limitations
While a Summoning cantrip is active, you may not cast additional summoning cantrips unless otherwise specified.
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Vehicle Creation Cantrips
- Durability
When determining the maximum hit points of a vehicle made by a creation cantrip, its health is equal to your level added twice.
- Size
The maximum size a vehicle can be for a creation magic spell is medium, meaning that 2 medium or smaller creatures can fit comfortably.
- Speed
When determining the speed of your vehicle, its speed is equal to 10 times your spellcasting modifier. Additionally, it may only have one type of speed between Walking, Flying, and Swimming.
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Curse Cantrips
- Curse Application
Due to the inherently weaker abilities of cantrips, a curse cantrip may induce a condition with a danger level of average, but may not deal damage.
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Healing Cantrips
- Healing Potency
Healing cantrips are significantly less effective than healing spells, but are still usable for patching up light wounds.
- Die Tier. Healing cantrips may only have a die tier of d6.
- Die Amount. A Healing cantrip may not have more healing die than your proficiency bonus -1.
- Condition Healing
When making a healing cantrip, you may choose to have it heal a condition with a danger level of minor, excluding the prone condition. Cantrips that heal conditions cannot have healing die.
- Targeting
Healing cantrips may only affect 1 creature at a time, and may only target creatures within 15 feet of the caster.
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Offensive Cantrips
- Damage Potency
Offensive cantrips are significantly less effective than offensive spells, but are still usable for damaging enemies.
- Die Tier. Offensive cantrips may only have a die tier of d6.
- Die Amount. An Offensive cantrip may not have more healing die than your proficiency bonus -1. This increases to your proficiency bonus if the spell is a saving throw.
- Condition Application
When making an offensive cantrip, you may choose to have it inflict a condition with a danger level of minor. Cantrips that inflict conditions cannot have damage die.
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Reinforcement Cantrips
- Ability Increase
Ability Increasing cantrips, while less effective, still have benefits to their targets.
- Skill Affection. Ability Increasing cantrips may only target particular skills such as Arcana or Athletics at a time.
- Die Tier. Reinforcement cantrips may only have a die tier of d2.
- Body Enhancement
Body Enhancing Reinforcement cantrips may only increase 1 stat between Strength, Dexterity, or Constitution, and may only increase the stat by 1.
- Smite
Smite cantrips have a maximum damage die of a d4, which increases to a d6 at level 12.
- Die Amount. A smite cantrip may only have a number of dice equal to ⅓ of your proficiency bonus (minimum of 1).
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Transformation Cantrips
- Transformation Limits
When a creature is affected by a transformation cantrip, its mana does not change.
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Cantrips, while being very simple and limited, do not cost mana unless they have a magic type associated with them. When casting a cantrip that has a magic type not given by your Mana Attribute, you may cast it for 0 mana a number of times equal to your proficiency bonus, once reached an amount of castings equal to your limit you will spend 1 mana and the counter will return to 0. You cannot cast typed cantrips while at 1 mana.
No matter the cantrip, they do not require your grimoire to use and cast.
- Grimoire-less Spells
Although a grimoire is needed for most powerful spells most mages have a set of spells that don't require their grimoire, you are no different.
Any spells that cost equal to or less than your Proficiency bonus added twice have the option to be a Grimoire-less spell and not take a page in the Grimoire.
You can learn a new Grimoire-less spell ever other Level and may have an amount learned equal to half your level (rounded down), when creating and learning these spells you will still follow the Spell Creation rules as normal.
Grimoire-less spells can not be forgotten or swapped out.
- Casting Spells
Casting spells can be both easy and hard at the same time. Some spells require you to make an attack roll or the target to make a saving throw. The saving throw DC and spell attack bonus are calculated as follows:
Spell save DC: 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier: your proficiency bonus + your Charisma modifier.
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Alternate Feature: Scroll[edit]
If a mage turns the age others would gain their grimoires while in the land of the Sun, they may instead gain a scroll, heavily altering how they interact with their spells.
The following features differ when using a scroll instead of a grimoire:
- Size. The size of a scroll and grimoire are relative in nature, both determining the amount of spells a grimoire may hold. The maximum amount of spells a scroll may hold is based on the spell point usage of each spell, with each size of scroll using the following calculation for spell point maximums:
- Emakimono. If your Charisma is 11 or lower, your scroll has a maximum amount of spell points equal to your level, additionally you may create an additional cantrip at 1st level.
- Portrait Kakemono. If your Charisma is 12 or 13, your scroll has a maximum amount of spell points equal to twice your level.
- Landscape Kakemono. If your Charisma is 14 or higher, your scroll has a maximum amount of spell points equal to thrice your level.
- Every spell, excluding cantrips, counts as having 1 spell point for this feature, even if no spell points were spent in their creation.
- Spells
- Learning New Spells.
- A mage using a scroll can make 1 new spell per long rest as long as they have space within their Scroll’s spell point maximum. A mage can only have a maximum number of unlearned spells at a time equal to their proficiency bonus.
- Scroll-less Spells.
- Spells that fall under a certain threshold do not need to be inscribed into the surface of your scroll, if a scroll has a spell point cost less than half your level you may choose to memorize its characters into your mind instead of your scroll, not consuming your scroll’s spell point maximum.
- You may have an amount of Scroll-less spells equal to half your magic power level (minimum of 1).
Feats and Boon Interactions
Due to the difference between scrolls and grimoires, certain feats interact with them differently.
- Zone caster
Instead of gaining additional pages, you gain a special spell point count for Mana Zone spells equal to ½ your normal spell point maximum.
- Potential Unleashed
When choosing the option to gain additional grimoire pages, you instead gain an increase to your scroll spell point maximum equal to twice your proficiency bonus.
- Dual Grimoire
You may be given a Scroll along with a grimoire, or vice versa, with the Scroll having the corresponding maximum spell points according to your stat level.
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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]
At 2nd level, you got the basics of Mana control down, so you became able to fly with objects.
While on top of an object or vehicle that's not more than 1 category smaller than you, you can spend 1 Mana to grant that object flying speed equal to your walking speed + 5 times your proficiency bonus (no action required). You can fly on top of said object, and may keep hovering in the air.
You must spend 1 Mana at the end of every 10 minutes to keep the object flying.
You can only affect one object or vehicle at once with this feature, and may end your Magic Flight at will. This ends early if you have no mana remaining or fall unconscious.
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Magic Power[edit]
At 2nd level, you have started to exhale magic power. Magic Power originates from the soul, being a product of mana making its home inside of you. It is directly connected to your Mana.
Your magic power is equal to your Mana maximum divided by 10 (minimum of 1).
Magical Power Die. For some features related to Magic Power, you must utilize your Magic Power die. Your Magic Power die is defined by your total Magic Power, as shown below at the Magic Power table.
Magical Power table
Magical Power |
Damage Dice
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1 or lower |
d4
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2 or lower |
d6
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5 or lower |
d8
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6 or lower |
d10
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8 or higher |
d12
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- Magic Superiority
When there is a great difference in magic power, the pure aura exhaling from the mage reduces the potency of weaker mages’ spells.
- Magic Endurance. You reduce all non-magical damage by your Magic Power. In addition, for every Magic Power you are above a creature, you reduce the damage of their spells by half your level (rounded down) times the difference. The multiplication cannot go higher than 5, and once you reach a 10 Magic Power difference you reduce it by your full level.
- Effect Negation. If your Magic Power is 5 or more above a creature’s, even if you fail a saving throw caused by one of their spells, if you didn’t fail by 5 or more you don’t suffer any of their spell Effects. In addition, if the current conditions stated above are met you can still succeed Evasive Spells even if you can’t move out of it if you have rolled high enough.
- Spell Incapacitation. Once you reach a high enough Magic Power, certain mages cannot cast spells when near you. If you have a Magic Power of 20 or higher, creatures of your choice within your natural distance that have a Magic Power of 10 or more below your own cannot cast spells.
- Magical Bullet
Magic Power grants mages the ability to utilize a technique called Magic Bullet, which appears in its base state as a blast of mana.
As an action on your turn you may make a ranged spell attack roll against a creature within X feet of you (X = 10 + your Magic power times 5), if a creature is within 5 feet of you the attack is not at disadvantage. On a hit, they take 1dX (with X being your Magic Power Die) equal to your attribute’s damage type.
Additionally, you may modify your Magic Bullet every time you use the feature, being able to spend mana up to your spellcasting modifier + your proficiency bonus to enhance and change that casting of your magic bullet. The costs of modifications are listed below:
- Range Addition. When you cast a Magic Bullet, you may spend 1 mana to increase the range by 10 feet. You may pick this modification multiple times.
- Area Modification. When you cast a Magic Bullet, you may spend 3 mana to cause the bullet to mutate into a less direct force. The Magic Bullet turns into a 10 foot wide line that shares the range of the normal bullet or at a point within the Magic Bullet’s range it explodes into an X foot radius, forcing all creatures within that area to make a saving throw that relates to the projection of your attribute. This Modification cannot be put on a Magic Bullet that already has the Multi Targeting modification.
- Damage Enhancement. When you cast Magic Bullet you may choose to add an additional die to the attack for 2 mana. You may pick this an enhancement a number of times equal to half your level.
- Multi Targeting. When you cast Magic Bullet you may choose to add an additional target within range to the attack for 1 mana. You may choose this modification a number of times equal to your spellcasting modifier. This Modification cannot be put on a Magic Bullet that already has Area Modification.
Magic Bullet when casted counts as a grimoire-less spell, gaining any benefit from features that enhance grimoire-less spells.
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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]
The following Talent options do not have path prerequisites attached to them, meaning that any innate mage may use them.
- Close-Quarters Blaster
Your ranged spell attack rolls don’t receive disadvantage when attacking a creature within 5 feet of you.
- Explosive
Prerequisites: Must be 5th level or higher, Close-Quarters Blaster
Your ranged blasts explode violently when used at close range. When attacking a creature with a ranged spell attack while they are within 5 feet of you, you may choose to reduce the critical hit radius by one or grant yourself advantage on the roll.
- Combative
With time, you learned how to utilize certain weapons even if you are a spell focused mage. You gain proficiency with one weapon of your choice.
You can take this talent multiple times.
- Expander
Prerequisites: Must be 5th level or higher.
You are an expert at making large scale spells, being able to cover a large area in seconds. When calculating your Natural Range, the calculation is now 5 times your Spellcasting modifier added twice.
You can pick this talent again at 9th, 13th and 17th levels, adding your Spellcasting modifier again for each pick.
- Spreader
Prerequisites: Must be 9th level or higher, Expander.
You have learned how to condense your line spells, spreading them around. Whenever you cast a spell with a line, you can choose to increase its action cost by 1 (unless if the spell is already a Full Turn Action) to halve the spell’s range (rounded down to the nearest multiple of 5) in exchange for the line to become a cone.
- Extended Warranty
Making a great spell sometimes requires that its duration be increased beyond its capabilities, which you can thankfully do. When enhancing the Duration of your spells, it now increases by one additional round (3 rounds total).
You can pick this talent again at 9th level, and once again at 17th level.
- Hand Artist
Your ability with your hands is an art few can match. When you cast a spell that requires Somatic Components, you can roll a Dexterity (Sleight of Hand) check against your spellcasting DC. If you succeed, the mana cost reduction from the somatic component is doubled.
- Physical Prowess
Prerequisites: Must be 5th level or higher.
Your genius applies to all types of situations, even those that don’t involve the mind. The Jack of all Trades feature now applies to any ability checks you make that don't already include your proficiency bonus.
- Patient Caster
Prerequisites: 5th level.
Your patience is your biggest virtue, with your spells taking a long time to cast in exchange for a greater potency. When you cast a Full Turn Action spell, the natural abilities of the spell are increased by 6 instead of 3, and its spell point cost is reduced by 4 instead of 2.
- Skillful
You gain expertise in one skill or tool of your choice.
- Sniper Magician
Your spells have a heightened range, granting them reach beyond what they should do. When calculating your Natural Distance, the calculation is now your Spellcasting modifier added twice times 20.
You can pick this talent again at 5th, 9th, 13th and 17th levels, adding your Spellcasting modifier again for each pick.
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Defensive Talents[edit]
The following Talent options can only be taken by those who follow the Path of the Defender.
- Anchored Defender
You or any creature wearing armor created by one of your Creation spells have advantage on saving throws against being moved against their will.
- Unmovable Defender
Prerequisites: Must be 13th level or higher, Anchored Defender.
You or any creature wearing armor created by one of your Creation spells cannot be moved against their will, unless if the Magic Power of the creature trying to move them is above their own, which then they simply roll with advantage against it.
- Armored Transport
Prerequisites: Must be 5th level or higher.
Vehicles created by your Creation spells have resistance to bludgeoning, slashing and piercing damage. You may choose to not give them any of these resistances in exchange for giving them one damage immunity to a damage type they’re already resistant to.
- Indestructible Transportation
Prerequisites: Must be 13th level or higher, Armored Transport.
Vehicles created by your Creation spells now have resistance to all damage but psychic. You may choose to not give them any of these resistances in exchange for giving them two damage immunities to damage types they’re already resistant to.
- Durable Creations
Summons, objects, structures and vehicles created by one of your Creation spells have their maximum hit points increased by 5 times your proficiency bonus.
You can pick this Talent again at 9th, 13th and 17th levels, adding your proficiency bonus again to the hit point maximum increase calculation.
- Extended Vitality
Prerequisites: Must be 13th level or higher, Durable Creations.
Summons, objects, structures and vehicles created by one of your Creation spells have their maximum hit points increased by 10 times your current bonus.
- Enduring Reinforcement
Prerequisites: Must be 9th level or higher.
Creatures under the effects of Reinforcement spells cast by you gain the benefits of the Endurance feature.
- Immense Endurance
Prerequisites: Must be 13th level or higher, Enduring Reinforcement.
In addition to gaining the benefits of the Endurance feature, creatures under the effects of Reinforcement spells cast by you reduce the damage by your Magic Power on a failure.
- Extended Defense
Prerequisites: Must be 5th level or higher.
You can now use the Arcane Defense feature as a reaction when an ally within 30 feet of you receives damage.
- Temporary Fortification
Any spells you cast that grant temporary hit points have their amount increased by 5 times your proficiency bonus.
You can pick this Talent again at 9th, 13th and 17th levels, adding your proficiency bonus again to the hit point maximum increase calculation.
- Eternal Fortification
Prerequisites: Must be 13th level or higher, Temporary Fortification.
Any spells you cast that grant temporary hit points now have their amount increased by 10 times your bonus.
- Reactive Defense
Prerequisites: Must be 11th level or higher.
You must always be ready for action, otherwise you won’t be able to defend your allies. You gain one additional reaction, which you may only use to use Path of the Defender features or talents.
- Tough Summons
Summons created by your Creation spells receive a damage reduction equal to your Magic Power or a bonus to AC equal to your proficiency bonus, your choice. You cannot change the bonus once chosen, however you may choose a different bonus for each one of your creatures.
- Toughest Summons
Prerequisites: Must be 13th level or higher, Tough Summons.
Summons created by your Creation spells now receive both benefits granted by Tough Summons.
- True Bastion
Prerequisites: Must be 5th level or higher.
You are a True Bastion, your defense extends to all. The range of the Bastion feature is increased to 60 feet.
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Supportive Talents[edit]
The following Talent options can only be taken by those who follow the Path of the Healer.
- Enhanced Assistance
Prerequisites: Must be 9th level or higher.
When you take the Help action, you may choose to increase the +1 bonus to be half your proficiency bonus (rounded down).
You may do this a number of times up to your Charisma modifier, regaining all uses at the end of a long rest.
- Helper
Prerequisites: Must be 5th level or higher.
You can take the help action as a bonus action. You cannot take the help action more than once per turn.
- Life Clinging
When a creature loses a condition or regains hit points from a Healing spell casted by you, they either have advantage on their next saving throw or the next attack roll against them is made with disadvantage, their choice.
- Limb Restorer
When a creature’s Limb is affected by a Healing spell casted by you, you add your Spellcasting modifier twice to the total healing received.
- People’s Fixer
When a creature is affected by a Healing spell casted by you while under ⅓ of their maximum hit points, they gain resistance to all damage until the start of their next turn.
- Spirit Cleanser
When a creature is affected by a Healing spell casted by you, you can end one disease they are currently suffering from.
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Speedy Talents[edit]
The following Talent options can only be taken by those who follow the Path of the Speedster.
- Accelerated Blasting
Whenever you force creatures to make a Dexterity saving throw against one of your spells, they roll with disadvantage if their passive perception is lower than your Spellcasting DC.
- Hyper Explosion
Prerequisites: Must be 5th level or higher, Accelerated Blasting.
Your Spellcasting DC adds your Spellcasting modifier twice for its calculation, but only for the purpose of the Accelerated Blasting talent.
- Beast’s Velocity
Summons created by one of your Creation spells have their movement speed increased by 5 times half your proficiency bonus (rounded down).
You may pick this talent again at 9th level to increase the movement speed increase to be 5 times your proficiency bonus.
- Immediate Escape
Prerequisites: Must be 5th level or higher.
Whenever you take the dodge action, you may choose to move up to your movement speed, spending movement from your next turn if it was used as part of a reaction.
- Light Armor
The movement speed bonus granted by armors created by one of your Creation spells is increased by 5 times half your proficiency bonus (rounded down). This applies even if the armor did not normally have a speed bonus.
You may pick this talent again at 9th level to increase the movement speed increase to be 5 times your proficiency bonus.
- Lightning Chariot
Vehicles created by one of your Creation spells have their movement speed increased by 5 times your proficiency bonus.
- Quickened Projectile
When you make a ranged spell attack roll, the roll has advantage if the target’s passive perception is lower than your Spellcasting DC.
- Hyper Projectiles
Prerequisites: Must be 5th level or higher, Quickened Projectile.
Your Spellcasting DC adds your Spellcasting modifier twice for its calculation, but only for the purpose of the Quickened Projectile talent.
- Reinforced Reflexes
Creatures under the effects of Reinforcement spells cast by you gain the benefits of the Evasion feature.
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Offensive Talents[edit]
The following Talent options can only be taken by those who follow the Path of the Attacker.
- Blasting Spell
Whenever you miss a spell attack roll, the creature still takes damage equal to your Charisma modifier times half your Magic Power (this damage cannot overcome the average damage roll of the spell), though they suffer no possible effects or conditions that may come with being hit.
- Defense Breaker
Prerequisites: Must be 9th level or higher.
Spells that qualify for the Raw Power feature cast by you ignore resistances but not immunities. This talent cannot ignore resistances if the target’s Magic Power is 5 or more above your own.
You can pick this talent again, now being able to overcome immunities if the target’s Magic Power is 5 or more below your own.
- Magic Clasher
You gain one additional reaction, which can only be used to initiate a spell clash.
- Opportunistic Casting
When a creature has disadvantage on the saving throw of a damaging spell you have cast, the spell ignores the Resistant feature if they fail by 3 or more.
The spell ignores the feature entirely if they have a Magic Power that’s 5 or more below your own.
- Point Blank Exploder
Creatures within 10 feet of you when you cast an area of effect damaging spell, have disadvantage on the saving throw.
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Innovation Paths[edit]
Path of the Defender[edit]
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A mage with a expert defense surrounded by liquid created by his attribute, source [2]
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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]
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A Healer followed by her helpful sheep chiefs, source [3]
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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]
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One of the fastest mages followed by his faster attribute, source [4]
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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]
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A Offense based mage creating a destructive spell with his attribute, source [5]
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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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