Mana User (5e Class)

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Mana User[edit]

The Demon King has been defeated, and the victorious hero party returns home before disbanding. The Mana Users use their mana to fight enemies, entertain, and help people. Your magic comes from the imagination. Most Mana Users are Humans but there are also some elves and other races. Evil Mana Users are known as Demons.

Creating a Mana User[edit]

frieren-episode-15-elf-magic.png
Frieren using magic

When creating a Mana user think of these things. Do you want to learn grimoires and explore, make people happy, protect people, fight evil, or just cause chaos?

Quick Build

You can make a Mana User quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Sage or Folk Hero background. Third, choose Elf or Human Race.

Class Features

As a Mana User you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: None
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Dexterity and Intelligence
Skills: Choose three from Acrobatics, Arcana, History, Perception, Religion, Investigation and Stealth

Equipment

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

  • (a) You start with a magic staff that has a crystal in it. or (b) A small wand
  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • (a) Simple weapon or (b) Leather armor
  • If you are using starting wealth, you have 3d4x10 in funds.

Table: The Mana User

Level Proficiency
Bonus
Features Mana Grimoire Points
1st +2 Spell Casting, Basic Magic, Mana 3 + int -
2nd +2 Grimoire points 5 + int 2
3rd +2 Subclass, Mana Increase 6 + int 3
4th +2 Ability Score Improvement, Mana Concealment 8 + int 3
5th +3 Basic Magic Feature 9 + int 5
6th +3 Subclass Feature, 3rd class mage 11 + int 6
7th +3 Mana Regeneration 12 + int 8
8th +3 Ability Score Improvement 14 + int 8
9th +4 Subclass Feature 15 + int 9
10th +4 Improved Magic 17 + int 9
11th +4 Party Improvment 18 + int 10
12th +4 Ability Score Improvement 20 + int 10
13th +5 Enhanced Magic 21 + int 11
14th +5 2nd Class Mage 23 + int 11
15th +5 Subclass Feature 24 + int 12
16th +5 Ability Score Improvement 26 + int 12
17th +6 Magical Overload 27 + int 13
18th +6 1st Class Mage 29 + int 15
19th +6 Ability Score Improvement 30 + int 18
20th +6 The Height of Magic 32 + int 20

Spell Casting[edit]

You have learned to use magic in your everyday life for everything and learn a few spells. Your spells are weak now but will get stronger in the future.

Spellcasting ability

Intelligence is your spellcasting ability for your Mana User spells since you learn your spells through reading grimoires and using your imagination. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Mana User spell you cast and when making an attack roll with one.

Intelligence is your spell casting ability for your mana

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Basic Magic[edit]

At first level, You have basic offensive and defensive spells you can use for mana.

Basic Offensive Magic

As an action on your turn you may use your spell-casting modifier to make an attack against an enemy within 50 feet of you making a blast of a few magic beams go at them. First, roll a 1d8 for each blast and add your intelligence modifier. This counts as magical force damage. This costs 1 Mana point. At the 5th level the d8s turn into d10s you may also do one extra blast as a bonus action spending one additional mana. At level 3 you get two blasts, at 5th three, at 8th four, at 12th five, at 15th six, at 18th seven, and at 20th eight.

Basic Defensive Magic

As a reaction for 1 mana if a spell is being targeted at you you may roll a d20 with no modifiers. If you get an 18+ the spell does no damage if it is 15+ it does half. You may also instead choose to add 1 to your ac for a maximum of your proficiency bonus after the attack ends your added ac ends too. At 5th level 17+ is none and 14+ is half.

Mana[edit]

For every spell you need mana. For each level, you have a mana level + your intelligence modifier. You may regain all of your mana at the end of a long rest or 1d4+int mana for a short rest. This is changed to 1d6+int at level 3.

Grimoire points[edit]

At level 2 you get 2 Grimoires points, which can be spent at the bottom of the class for different spells the more a spell costs the better it is. You gain more Grimoire points as you level up as seen in the table.

Subclass[edit]

At 3rd level, you chose a subclass. Choose between either Priest, Demon, Advanced Magic, or Grimoire Collector. This is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 9th, and 15th

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.

Mana Concealment[edit]

At 4th level, You now learn to conceal your magic to hide it from enemies and even your friends. You gain advantage on stealth rolls and rolls that have to do with detecting magic. As a reaction you may minus your intelligence modifier from your total mana count to make you undetectable from magical sources. You may only do this for 1d4 minutes a long rest. At 8th level, you can do it for 2d4 minutes.

Third Class Mage[edit]

At 6th Level, you have trained so far to take your exam to become a third-class mage. You can now use spells that cost 3 points. You are also more respected by other magic and mana users. (If the DM wants to make you take an actual exam you have to do that before you gain this feature)

Mana Regeneration[edit]

At 7th level, you can now regenerate your mana in a short amount of time. As a bonus action, you can regenerate 2d6-2 mana once per long rest. This is upgraded to 2d8-2 at 12th level twice per long rest.

Improved Magic[edit]

At 10th level, Your basic attack magic now uses d12s, and can use 2d12s each for 2 mana. Your shielding magic also gets stronger. Whenever you use your defensive magic you gain x(intelligence modifier)d4 temporary hit points. You still need to spend 1 mana.

Party Improvement[edit]

At 11th level, you have been with your party of heroes for a long time now. You learn a lot about them and help them in need. You may choose one
- +1 to one of your party members stats
- Help your party member get proficiency in one skill after a long rest.

Enhanced Magic[edit]

At 13th level, your basic magic is now a lot stronger but instead costs 2 mana for offensive and defensive. You gain another reaction or can gain a feat that you qualify for.

Second Class Mage[edit]

At 14th level you have become a 2nd class mage. You can now spend 5 extra mana to cast another spell as an action on your turn. You are even more respected and can get into places that only high mages could go. (If your dm says so again take another exam)

Magical Overload[edit]

At 17th level, your magic is now overloaded with power and you can now use two extra basic offensive blasts for a bonus action but your basic magic now costs 3 mana.

1st Class Mage[edit]

At 18th level you have become a 1st class mage. You can use spells that cost 5 grimoire points now making your spells very powerful. You are also respected by all other magic users. (If your dm says so again take another exam)

The Height of Magic[edit]

At 20th level you unlock a spell of ultimate proportions. You can only use this spell if you have been reduced to at least 25% of your maximum hit points.
Casting Time: One Action
Range: 50 feet
Cost: 10 mana
You make a giant blast that is undetectable; the creature you are attacking can not use a reaction against this spell. The creature makes a dexterity saving throw. On failure take 20d12 Magical Force Damage. On success be pushed 30 feet and take half. You can only use this once per long rest.

Beyond 20th Level[edit]

If you are playing in a campaign that lets you go higher than 20th level you gain 1 Grimoire Point and one mana each level above 20th level.


Subclass Feature[edit]

Advanced Magic[edit]

You mastered the basics of magic and do not care for other spells. You are fine with the original basic offensive and defensive magic so much that yours are better than others.

Upgraded Offensive

At 3rd level, You may upgrade the damage tier once for 8 mana in your offensive magic. (d4-d6 d6-d8 d8-10 d10-d12. d12-2d6) You permanently lose this mana unless you want to degrade the offensive magic.

Upgraded Defense

At 6th level, you gain another reaction. You can use this reaction to use Basic defense magic twice instead of once.

High Mana Reserve

At the 9th level Since you normally only use normal magic and not grimoires you lose one grimoire point but in return you can add your proficiency bonus to your maximum mana.

Concealment Master

At 15th level you are a master at concealing your magic so much that you are barely detectable. Gain expertise in stealth and +10 to your movement speed. You can also conceal your magic for as long as you want but you need a bonus action to stop concealing it.

Priest[edit]

As a priest, you are capable of utilizing The Goddess’s magic from the scriptures.

Basic Heal

At 3rd level, when you touch someone you want to heal a green orb appears around your hands and you heal that person 1d6+ your intelligence modifier for one mana. You may do a DC 18 religion check to instead do 2d6 healing. This costs 1 mana. At level 9 this increases to d10s.

Curse Breaker

At 6th Level, you are immune to spells that would make you fall asleep. Also, you may break curses that are on people or objects by making a DC religion check (the DM says how powerful the curse is for the DC)

Three Spears of the Goddess

At 9th level, you shoot 3 spears of light at a target. Roll to hit each attack on hit and they each deal 3d8 radiant damage. This costs 10 mana and has a range of 30 feet.

Super Healing

At 15th level you are now almost a master at healing people. Your dice to heal people is now d12s and you can spend 3 additional mana to multiply that healing by 2. You can also heal yourself now.

Demon[edit]

You are an evil demon who uses magic to hurt and manipulate people.

Human Killer

You hate humans so much that you kill them all of the time. Whenever you are making an attack against a humanoid you do x2 damage to them. You also have disadvantage on all charisma saving throws against humans.

Demon Spells

At 6th level, you may choose one spell from the spell list that says Demonic spell. This will not cost grimoire points.

Demonic Regeneration

Because you are a demon it is harder to kill you. At 9th level, at the start of your turn heal 1d12 health. You also have resistance to fire damage. At 15th level heal 1d20 health.

Demon Wings

At 15th level you now grow your demon wings. You learn the fly spell for free and instead have a 50 feet flying speed. (If you already have the fly spell you only spend one mana for every two turns)

Grimoire Collector[edit]

You love grimoires so much you want to collect all of them so you can learn every spell.

Grimoire Finder

At 3rd level, you gain an extra grimoire point

Powerful Grimoires

At 6th level, You may take a 3 spell for only 2 points or a 2 spell for only 1 point. You can only do this one time after you gain this feature.

Grimore Creator

At 9th level, instead of spending your grimoire points, you may instead spend 2 points to learn any 3rd-level wizard spell and have it prepared. When you use the spell it takes 3 mana. (Talk to your dm for homebrew spells)

More Mana

You like grimoires so much that you want to have more mana to use them. At 15th You add half your proficiency bonus to your total mana count.


Mana User Spell List[edit]

1/2 Spells[edit]

Half Spells only cost one-half of a grimoire point although they are mostly just used for making simple tasks easier.

Spell to produce a field of flowers

Range: touch
Duration: 1 Minute
Cost: 1 Mana
You create a field of flowers that is 1d4x5 feet wide.

The Magic of seeing through people's clothes

Range: 15 Feet
Duration: 1 minute requires concentration
Cost: 2 Mana You can now see through people's clothes. You can see if they are hiding anything in their pockets or use it for any other reason.

Analysis of the type of poison

Range: Touch
Casting Time: Bonus Action
Cost: 3 Mana
You can now see what type of poison a creature has and how to cure that poison.

The magic of cleaning and refreshing stains from clothes

Range: Touch
Cost: 3 Mana
You clean off all of the mess, dirt, and stains of a piece of clothing you are holding or wearing.

The magic of fixing a broken wand

Casting time: 10 minutes
Range: touch
Cost: 5 Mana
You fix a wand that is broken to better than its original form as long as you have 70% of the wand.

Spell to turn a red apple into a green apple

Casting time: bonus action
Range: Touch
Cost: 1 mana
You turn a red apple into a green apple. That's it.

1 Spells[edit]

These spells are better and used more for attacking but some spells will make your life easier

Floating Magic

Range 15 feet
Casting time: 1 action
Duration: As long as you are concentrating
Cost: 3 Mana
One creature or object of your choice that you can see within range rises vertically, up to 20 feet. You may move the creature with you but for every hour you will gain one level of exhaustion. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

Arrows of Ice

Range: 30 Feet
Casting time: 1 Action
Cost: 3 mana
Make a spell attack roll. You make 6 bolts of ice that deal 1d4 cold damage each. You may point these at different enemies. At level 3 this is increased to 8 bolts, At level 6 this is increased to 12 bolts.

Water Manipulation

Range: 5 feet
Casting Time: One action
Cost: 3 mana
As an action, you can conjure up to 5 cubic feet of water in an open space directly adjacent to you. You can also freely manipulate any water within 30 ft of you as an action.

Manipulate Stones into Puppets

Range 5 feet
Casting time: 1 Action
Cost: 5 Mana
You manipulate stones and rocks from the surrounding environment into the shape of a puppet of varying size and allows the caster to manipulate the resulting puppet. This puppet has health equal to your intelligence base stat plus your proficiency bonus. It can use an action rock punch that is +4 to hit and does 1d6+2 bludgeoning damage. The rest of its stats are all 10 (+0) and 12 AC. Once the puppet is defeated you can not use this spell again until a long rest. You may only have one rock puppet at a time

Small Electric Shock

Range: Touch
Casting time: Bonus action
Cost: 5 mana
The targeted creature rolls a Constitution saving throw. On failure take 1d4 Lightning damage and be paralyzed for one minute. On success take half the damage without the effect.

2 Spells[edit]

These spells start to deal more damage or protect you more.

Flame Ray

Range: 30 feet
Casting time: 1 action
Cost: 5 mana
The creature you are targeting makes a dexterity saving throw against your spell save DC. On failure, the creature takes 4d8 fire damage and gets the burned effect on success, taking half damage without the effect.

Zoltraak

Range: 30 Feet
Casting time: 1 action
Cost: 8 mana
Make a spell attack against a creature. On a hit, You turn all of your magic blasts into one big magic blast to deal massive amounts of damage dealing 5d8+int magical force damage. At level 10 this increases to 10d8.

Capturing Spell

Range: 5 feet
Casting time: 1 action
Cost:3 mana
The creature you target makes a dexterity saving throw against your spell save DC. On a failure, they get incapacitated and are unable to move. On success, they dodge your attack.

Tornado Winds

Range: 20 Feet
Casting Time: 1 action
Cost: 8 mana
You create a tornado out of magic as a bonus action you can move the tornado 10 feet. When an enemy moves into the tornado or starts their turn inside of the tornado they need to make a Strength saving throw to resist being grappled and taking 3d12 slashing damage. On success they will take half damage and will not be grappled. The tornado counts as difficult terrain.

Spell for High-Speed Movement

Range: Self
Casting time: bonus action
Cost 3 mana
You can now move at very high speeds for the duration of this spell 1d6 minutes. If you are carrying someone or something heavy you can still move just as fast. +30 feet to speed.

3 Spells[edit]

These spells are used by 3rd class and more mages so they are very powerful. (If you are not a demon you can still get demonic spells you just don’t get a free one)

Copy Fighting Style

Range: Sight
Demonic Spell
Casting time: 1 action
Cost: 10 Mana
You copy the fighting style of an enemy you have fought in the past or the current creature you are fighting now. Your wand transforms into their main weapon and you gain temporary proficiency in it. This lasts for 1d6 turns.

Flying Magic

When you get this spell you get a 30 feet flying speed. You gain advantage with ranged spells while this is active. You spend 1 mana for each turn you are flying. You can use this as a free action.

Sharp Wire magic

Range 15 feet
Demonic Spell
Casting time: one action requires concentration
Cost: 10 Mana
You create an extremely sharp magical wire that can slice through anything, even that which has been reinforced by mana. As a bonus action you can control the summoned wire to make an attack with your spellcasting modifier doing 5d6 piercing damage and 1d4 force damage. As an action while having the wire out you can choose to tie someone's neck with this wire. They must make a strength saving throw to break out of the wire or be incapacitated and take 4d6 piercing damage each turn until the saving throw is a success.

Blood Manipulation

Range 60 feet
Casting Time: one action
Demonic Spell
Cost: 8 mana
You can form and manipulate numerous tendrils of your blood that can be sharpened for attacking purposes or used to block attacks. As an action for 8 mana, you can shoot a large amount of blood at a target within 60 ft of you, make a magical attack roll, on a hit you deal 3d12 piercing damage. For an additional 2 mana gain advantage on defense rolls by making your barrier of magic infused with blood. When you reduce a creature to 0 hit points you may steal their blood to gain 1d6 mana back.


Earth Magic[edit]

When you choose earth magic you get these two spells

Rock Storm

Range: 50 Feet
Casting Time: 1 action
Cost: 5 Mana
You create a storm of rocks above the enemy. On hit do 6d4 piercing damage. The enemy also has to make a dexterity saving throw against your spell save DC or take the damage again.

Boulder Bash

Range: 30 Feet
Casting time: 1 Action
Cost: 8 Mana
You create a giant boulder that smashes on the enemy head. All creatures in a 10 feet radius must make a dexterity saving throw or take 8d6+int bludgeoning damage. At level 10 this counts as magical bludgeoning damage.

5 Spells[edit]

These spells are used by only 1st class mages and are the most powerful spells of them all. Although they do cost 5 points. You can do some massive damage with these.

Spell that slashes almost anything
Reelseiden

Range: 15 feet
Casting time: one action
Cost: 10 mana
Slashes through anything with the caster's staff as long as the caster can properly visualize themselves cutting through it. You can't cut through people only objects with this feature. If you want to cut a person make a magical attack and on success deal 10d8 slashing damage.

Destructive Lightning

Range: 30 feet
Casting time: one action
Cost 15 mana
You make many different purple bolts of lightning strike at an enemy dealing massive amounts of damage. On hit deal 8d12 magical lightning damage to your target. If this attack misses instead deal half damage.

Hellfire Summoning

Range: 50 feet
Casting time: one action
Cost: 10 mana
You create a giant blast of fire in front of you to attack a creature. The creature makes a dexterity saving throw. On failure they take 6d10 fire damage and 2d12 force damage they are also burned. On success they take half damage and are not burned.

Spell to create a black hole

Range: 100 feet
Casting time: one action
Cost: 30 mana
When the black hole is created, the area becomes difficult terrain in a 100-foot radius around it. Every creature within this range when the sphere is created must succeed on a Strength saving throw or be pulled 30 feet towards the center. The creature is pulled half the distance on a successful save. If a creature is within 50 feet of the sphere, they have disadvantage on this saving throw. If a creature is within 10 feet of the sphere, they become restrained until the spell ends. Any creature that starts their turn within the range of the sphere’s pulling force is subjected to the saving throw again. If the creature gets within 5 feet within the black hole they take 20d10 force damage and the spell ends. If you lose concentration the spell also ends.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mana User class, you must meet these prerequisites: Intelligence 14 and Dexterity 12

Proficiencies. When you multiclass into the Mana User class, you gain the following proficiencies: Arcana

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