Variant Rules (Black Clover Supplement)

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Variant Rules[edit]

The following are writeups and links to various variant rules this campaign should use.

General Rules[edit]

Additional Status Conditions[edit]

This rule serves to make using different types of attacks being worth it, instead of just using the same attacks over and over again.

Limb System[edit]

This rule makes any combat an actual risk, with a single slip up leaving a deep scar on one's character.

More Actions[edit]

This rule serves to give more variety in what you can do on your turn.

Setting Specfic Variant Rules[edit]

Backgrounds[edit]

Backgrounds work differently in this setting. Instead of choosing a background based on a past experience or profession, you choose a background based on the place you were born or grew up in.

Unlike normal 5e backgrounds, background features give you actual mechanical benefits here.

Devil’s Heart[edit]

When using this rule, high or highest-ranking devils hearts become nearly indestructible.

Only other devils, creatures who utilise Underworld Magic, Spirit Magic, or mages of Arcane Stage are able to damage a devil of that ranking's heart, otherwise it takes no damage whatsoever. Spirit Magic users will need Saint Stage to successfully destroy the heart of a Highest-Ranking Devil.

Evasive Saving Throws[edit]

In this setting, creatures are known for their prowess to dodge than for their durability capabilities. This variant rule aims to simulate that in combat, by making some physical saves require more effort to fully succeed.

Whenever a feature says they make a Evasive Strength/Dexterity/Constitution saving throw, follow these rules:

On a success, they're able to use their movement (taking from their next turn's movement) to avoid the attack, taking half as much damage if they end their movement outside of the area. They can use movement increasing abilities that don't cost an action or bonus action during this movement, if necessary. If a creature doesn't have enough movement to avoid the effect, they automatically fail.

If a creature has a feature that makes their successes no damage and their failures half as much, they only take no damage on a successful save, while a failed save is always full damage.

Heritage[edit]

In this supplement, there is one additional step during character creation. You must choose one of the available heritages, traits your character obtained before their journey or were born with.

Inoffensive Potential[edit]

If this rule is active, then a player may choose to use this rule, however, if they decide to no longer use this rule then they lose all benefits. While chosen, you are unable to create or use any spell that causes damage directly or indirectly, but you gain one of the following options:

  • You add your Spellcasting modifier an additional time when calculating your Spell Point total.
  • You add half your Spellcasting Modifier (rounded down) to all natural abilities.
  • You gain a number of additional pages for your grimoire equal to your Proficiency Bonus.

You are still able to create spells that cause debilitating effects as long as they don’t deal damage, or summons that are able attack (but the summons focus cannot be to attack, otherwise it’s invalid). You may choose to give up one or both of them, in exchange you gain another one of the options. You cannot pick an option you have chosen before.

Magic Knight’s Ranking System[edit]

Magic Knight’s Monthly Salary[edit]

You may choose for Magic Knights to get paid at the end of every month, depending on their rank and power. Each person gets a set amount of pay equal to their rank, however, the DM may decide to either raise or reduce the amount a person gets. Some factors may include how well one performs every month, how they have helped the community, what sort of combatants they have faced, etc. Alternatively, their pay may be reduced for unintentional damage to the terrain, buildings or people.

The following is the set prices for each rank:

Rank Amount
Junior 50 Gold
Intermediate 100 Gold
Senior 250 Gold
Grand 500 Gold
Wizard King 1000 Gold

Magic Stages[edit]

Magic Stages is a universal system used by most kingdoms to determine the power of an individual, usually by ranking their magical power and skills. These stages follow a 9 to 0 rule where 9th is considered the weakest, while stage 0 is considered the strongest. This system is usually used to determine how great a country’s military power truly is.

Different factors play into what stage you are and everything from mana amount and magic power, to things such as what/how many mana skills you have, what attribute(s) do you possess, what are your spells, etc.

The stages are listed down below.

Stage Nine. This stage is reserved for people who have next to no mana, or none at all. This stage is usually reserved for infants or users of Anti-Magic, as they show no real potential with mana until they are older.

Stage Eight. Younger adults and standard workers belong to this stage, due to a lack of mana and only having spells for everyday labour work, instead of any combat potential.

Stage Seven. Every village tends to have a certain older person that looks out for everyone, either a leader or someone who has lived there for years. This stage shows people with strength just past the regular commoner, but not enough of a difference to stand toe to toe with trained mages.

Stage Six. A stage where someone, typically a rookie joining the ranks of their country’s military, begins to take form. Typically learning the basics of combat and a handful of new spells of various types, and further increasing their magic power.

Stage Five. This is for commoners who have been soldiers for a while, having a limited mana pool and magic power but figuring out how to fight their own way. This can vary for multiple factors, such as someone being an exclusively offensive mage, only knowing spells for support or healing others, or a mix of all.

The only thing to note is that they also have experience in the battlefield, meaning they are still a threat if not taken seriously.

Stage Four. Similar to the prior stage but generally reserved for nobles and royals who contain a much higher amount of mana, magic power and even magical skills. They also generally know a greater variety of spells, or are naturally better with a singular Magic Type.

Their large mana reserves also make them ideal to fight off low-ranking devils.

Stage Three. This is the stage where mages begin to stand out, having battle-hardened senses and magic to keep up with country level threats. A Stage Three mage is typically required to deal with a mid-ranking devil.

Stage Two. A typical stage of a standard Squad Captain, having the battle and leadership knowledge to stand out among their peers. Stage Two mages can face multiple mid-ranking devils, however they need aid against the likes of high-ranking devils.

Stage One. A stage where the simple appearance of a mage in battle already turns its tide. Its members consist of hardened veterans on the battlefield with a wide array of skills and spells to always keep your opponents on their feet. Stage One’s are strong enough to face high-ranking devils on their own, however even a handful of them might not be able to destroy highest-ranking devils.

Stage Zero. This stage is reserved for mages who achieved the pinnacle, being one of if not the strongest at their country.

Even if a thousand warriors faced a stage zero mage, it would be shocking if the stage zero even faced some trouble. Stage Zero’s can typically keep up with the highest-ranking devils, but they cannot kill them alone.

Arcane Stage. This is a special stage reserved for anomalies, fitting any mage that is able to break the fundamental laws of the universe in some way or another. Sometimes one's attribute can instantly make you Arcane Stage, such as Dark, Transmutation or World Tree, or on the other hand, one could simply have a spell so powerful it makes them an arcane stage mage.

Dual attributes and devil-enhanced attributes may be considered, but it depends on how it affects the mage’s performance.

Rarity[edit]

Rarity describes how common it is for a player to acquire something. This can span from races, to items, to even some abilities. GMs are not expected to only allow one type of rarity in their campaign. This merely serves as a guideline on how accessible some features are. Down below is the explanation for each rarity and how GMs should treat them.

Rarity Table
Rarity Description
Common Races and items of common rarity are the most plausible things to run into. These are often the most balanced and accessible options. A GM can allow any common features, as their inclusion will oftentimes not change the overall course of a campaign.
Uncommon Uncommon races and items are either less accessible, or slightly more powerful than their common counterparts. Generally, Uncommon features can be included alongside common features without causing any major balancing concerns, but it is ultimately up to the GM.
Rare Rare races and items are not only harder to come by, but quite strong when compared to Common variants. For players to start with Rare races, they should always seek GM approval.
Mythical Mythical races and items are typically either one of a kind, or are incredibly powerful. Their strength far exceeds even that of Rare items and races, and can easily reshape an entire campaign. The inclusion of Mythical options should be heavily limited.

Spell Clashing[edit]

In this setting, there will be instances where spells will clash with eachother. In this moment, the advantages and disadvantages of Mana Attributes start to show.

When a creature is targeted by a damaging spell, they can use their reaction to initiate an attack clash with a similar effect (spell attack, saving throw, etc) if within range and the spell doesn't take an action cost above a Lengthy action. Both creatures immediately roll damage for their respective attacks. The higher roll deals damage equal to the difference between the two rolls; if the damage rolls tie, no damage is dealt.

Starting Racial Hit Points[edit]

While in d&d 5e races generally don’t give hit point increases, this setting deals with high damage dice since early game. This variant rule is in here so most players and enemies don’t die in one hit.

All races grant you a flat bonus to your starting hit points, listed on their racial traits.

Strengthend Defense[edit]

Not all mages use the swift of their feet to dodge and avoid weapons and spells, others may rarely use their raw strength to force through attacks. When calculating your Armor Class, you may use Strength in place of Dexterity.

5.00
(one vote)

Black CloverVariant Rules

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