Magic Knight
| Level | Proficiency Bonus | Features | Spells | Slot Level | Mana | Magic Shot Dice |
|---|---|---|---|---|---|---|
| 1st | +2 | Mana, Magic Type, Spellcasting | 2 | 1st | 4+Con | 1d4 |
| 2nd | +2 | Magic Shot | 2 | 1st | 6+Con | 1d4 |
| 3rd | +2 | Magic Type l | 2 | 2nd | 8+Con | 1d4 |
| 4th | +2 | Ability Score Improvement | 3 | 2nd | 10+Con | 1d4 |
| 5th | +3 | Magic Form | 3 | 2nd | 12+Con | 2d4 |
| 6th | +3 | Mana Zone | 3 | 3rd | 14+Con | 2d4 |
| 7th | +3 | Magic Type ll | 4 | 3rd | 16+Con | 2d4 |
| 8th | +3 | Ability Score Improvement | 4 | 3rd | 18+Con | 2d4 |
| 9th | +4 | - | 4 | 4th | 20+Con | 2d4 |
| 10th | +4 | Mana Method | 5 | 4th | 22+Con | 3d4 |
| 11th | +4 | Magic Type lll | 5 | 4th | 24+Con | 3d4 |
| 12th | +4 | Ability Score Improvement | 5 | 5th | 26+Con | 3d4 |
| 13th | +5 | - | 6 | 5th | 28+Con | 3d4 |
| 14th | +5 | Ability Score Improvement | 6 | 5th | 30+Con | 3d4 |
| 15th | +5 | Magic Type lV | 6 | 5th | 32+Con | 4d4 |
| 16th | +5 | Ability Score Improvement | 7 | 6th | 34+Con | 4d4 |
| 17th | +6 | - | 7 | 6th | 36+Con | 4d4 |
| 18th | +2 | Magic Type V | 7 | 6th | 38+Con | 4d4 |
| 19th | +6 | Ability Score Improvement | 8 | 7th | 40+Con | 4d4 |
| 20th | +6 | - | 8 | 7th | 42+Con | 4d4 |
The Life of a Magic Knight
Magic Knights are tasked with defending their nation, the Clover Kingdom, using their own unique magic, assisted with their equally unique grimoires. Not only are they tasked with defending their nations from their neighbors, but they are also expected to be the law of the land. Each Magic Knight is trusted to defend their citizens with all of their might.
The Energy of Life, Mana
Mana is the most important thing for a Magic Knight, as they're very limited by the amount of mana they possess. Those that carry imense amounts of mana are praised highly amongst other Magic Knights, while those with little to no mana are belittled or overlooked by their comrades.
Creating a Magic Knight
How did you learn about the Magic Knights? How were the entrance trials for you? Or perhaps you were automatically enrolled into the Magic Knights by a captain you're close to.
Also think about how you ended up in your current area? Were you assigned as a spy to check out this new land? Or were you exiled from the Clover Kingdom?
Hit Points Hit Dice: 1d8 per Magic Knight level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 + your Constitution modifier per Magic Knight level after 1st Proficiencies Armor: None Weapons: Simple Weapons Tools: None Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, History, Insight, Medicine, and NatureClass Features
Equipment
- Grimoire
- Two simple melee weapons
- (a) Explorer's Pack or (b) Scholar's Pack
Mana
Beginning at 1st level, your body is able to harness and use the mana flowing within you. You have as much mana shown in the mana column of the Magic Knight table plus your Constitution modifier.
Mana Casting
When determining the amount of mana you need to use when casting a spell, double the level of the spell you're casting. For example, a 1st level spell costs 2 mana, a 2nd level spell costs 4 mana, and so on.
Casting at a Higher Level When casting a spell at a higher level than initially, you add an extra 2 mana cost per spell level
Mana Regeneration Every time you take a short rest, you recover an amount of mana equal to Your Level + Intelligence modifier. Mana regenerates completely after a long rest.
Beginnning at 1st level, there are certain categories that magic falls under. Choose your magic type which describes the innate ability of your magic. You are able to expell and use the mana flowing inside your body to your will. Spellcasting Focus Spellcasting Ability Constitution is your spellcasting ability for your Magic Knight spells due to your spells being based off of mana, the very life that brings forth your magic.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier Spell attack modifier = your proficiency bonus + your Constitution modifier At 2nd level, your body has been able to advance your mana to the point where as an action, you can make a ranged spell attack against a creature within 60 feet. This blast deals 1d4 + your Intelligence modifier force damage initially, but will increase as you gain levels, as shown in the Magic Shot Dice column in the Magic Knight table. When you reach 4th level, and again at 8th, 12th, 14th, 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. At 5th level, you are able to access more mana from within, sometimes physically changing your appearance. As a bonus action, you can activate your Magic Form. While in this Magic Form, you can add your Magic Shot Dice to the damage rolls of your spells, including your magic shot. Your AC is now 10 + your Constitution modifier + your Intelligence modifier. A Magic Form can take the shape of anything (at your DMs discretion). This can be a simple energy flowing around you, armor wrapping around your body, or even body parts glowing. There isn't a limit to what your Magic Form can look like. 6th level, you are able to send out your mana further from your body. As an action, you spend 5 mana to activate the transformation. Your mana spreads outwards up to 10 feet. You can spend an action to determine what stance you are in, you can choose between either an offensive stance or defensive stance. This transformation lasts for 1 minute. The offensive stance: you can attack anything within those 10 feet with either a weapon attack or an unarmed strike. You can also launch your spell from anywhere within that space. The defensive stance: all attacks within your Mana Zone have disadvantage to hit you. You also gain truesight within that space. At 10th level, your understanding of the true nature of mana expands, allowing you to have more control over your magic. As a bonus action, you can add a command to your spells. However, using these commands costs mana, on top of the spell being cast.Magic Type
Spellcasting
Magic Shot
Ability Score Improvement
Magic Form
Mana Zone
Mana Method
Command
Mana Cost
Description
Pursue the target
10
The spell automatically hits the target
Grow Bigger
10
If the spell is an AoE, the range of the effect doubles
Attack only the enemy
12
The spell will not hit allies
Magic Types
Spatial Magic
Spatial magic users are quite important on battle. Being able to send their allies around the battlefield using their unique mana.
Spatial Strike
Beginning at 1st level, you learn the Mind Sliver cantrip
Spatial Portal
Beginning at 1st level, you learn a new spell to assist your allies in battle. When casting the spell out of combat, you are able to keep the portal open for 1 minute, allowing anything to come through.
Fallen Angel Gate
1st level Conjuration
- Casting Time: 1 action
- Range: 20 foot radius (self)
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 2
The user opens their hand, creating portal wherever they desire within range that you can see. If used on a friendly creature, you can send them anywhere within your range. You can also use this spell on yourself. If used on a hostile creature, they must make a Dexterity saving throw. On a failure, they are teleported to wherever you desire within range.
Spatial Control
At 3rd level, you are now able to use a reaction to divert an attack directed at you away, making the attack miss in exchange for 2. If the attack is a spell, the mana cost is 2 per spell slot the attacking spell is.
Spatial Strength At 7th level, you learn the new spell listed below. 3rd level Evocation The user creates 3 blobs of strong spatial magic. Each blob hits a creature of your choice that you can see within range. A blob deals 1d6 necrotic damage. The blobs strike simultaneously and you can direct them towards one creature or several -At higher levels: When you cast this spell at a higher level, you create a new blob for each spell slot above 2nd. Increased Spatial Knowledge Also at 7th level, you are able to perform a 1 hour ritual to place a marker down. You are now able to summon your Fallen Angel Gate portal there. When trying to send a hostile creature there, they have advantage on the saving throw. The amount of markers you have is equal to half your proficiency level. Spatial Assault At 11th level, you are able to cast the spell listed below. 4th level Enchantment The user manifests multiple portals in front of themselves that connect to portals that have manifested around their target. Target a creature within range. They must make a Dexterity saving throw. On a failure, you can now send spells through the portals around the target no matter how far they are from you for the duration of the spell. Mass of Destruction At 15th level, you are able to cast the spell listed below. 5th level Evocation The user creates a large blob of spatial magic. Select a space within range. Any creature within 15 feet of the selected space must make a Constitution saving throw. On a failure, the creatures take 8d8 necrotic damage and half damage on a success. -At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 5th.Archangel Shootdown
Myriad Black
Archangel Destruction
Magic Control
At 18th level, you are able to cast the spell listed below. You are able to cast this spell once per long rest. Twice at 20th level
Spatial Mana Domination
6th level Enchantment
- Casting Time: 1 action
- Range: 100 foot radius
- Components: V, S
- Duration: Concentration, 1 minute
The user creates a cube around themselves, being able to control the magic within the area. Each creature that can cast spells in the terrain must make a Constitution saving throw. On a failure, the creatures spells are now under your control. You can now impose either disadvantage or advantage.
Elemental Magic
These mages thrive off of natural magic, taking advantage of the environment around them or simply using their inherent magic to turn the tides of battle.
Element Type
At first level, you must choose an element to fall under. Each element has their own spell list, along with unique spells specifically for those elemental magic types. When you choose your element type, you also gain a cantrip related to that element type as shown in the chart below.Elemental Magic List
| Element | Cantrip |
|---|---|
| Fire | Control Flames |
| Water | Shape Water |
| Lightning | Lightning Lure |
| Wind | Gust |
| Plant | Druidcraft |
Signature Moves
At 3rd, 7th, 11th, and 15th level, you learn a signature move that is listed below along with the mana cost. The spells are ordered in what level you learn the signature spells.Fire Elemental Signature Moves
Exploding Fireball
2nd level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 3
The caster summons a swirling fireball in the palm of their hand as their grimoire opens, winding their arm back before launching it at an enemy of their choice within 60 feet. Make a ranged spell attack against the target. Once impacted upon, the target takes 2d8 fire damage. Any creature within 5 feet of the target must make a Dexterity saving throw. On failure, the creature takes 2d6 fire damage, and half damage on success.
- At higher levels: When you cast this spell at a higher level, the damage for the saving throw increases by 1d6 for each spell slot above 2nd.
Sol Linea
3rd level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 5
The user manifests a small sun-like sphere of concentrated flame and then manipulates the sphere to shoot an intense beam of fire towards a target. Make a ranged spell attack against a creature in range. On a hit, the target takes 6d6 fire damage.
- At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 3rd.
Wild Bursting Flame
4th level Evocation
- Casting Time: 1 action
- Range: Self, 15 foot radius
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 7
The user thrusts their hand downwards and a burst of flames manifest on the ground, surrounding the user. Each creature within a 15 foot radius of the caster must make a Dexterity saving throw. On a failure, the creatures take 5d8 fire damage and are launched 10 feet away from the caster.
- At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 and the knockback increases by 5 feet for each spell slot above 4th.
Leo Rugiens
5th level Evocation
- Casting Time: 1 action
- Range: 120 foot line
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 9
Your mana visibly expands around your person, taking the shape of a bears head before opening it's mouth to launch a large blast of flames. Each target within the area must make a Dexterity saving throw. On a failure, the targets take 5d10 fire damage.
- At higher levels: When you cast this spell at a higher level, the damage increases by 1d10 for each spell slot above 5th.
Water Elemental Signature Moves
Sea Serpent Twine
2nd level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, 1 minute
- Mana Cost: 3
The user launches a serpent-shaped water thread towards the target. Make a ranged spell attack against a target within range. On a hit, the target is now restrained. The target can try to escape the restrain by making a Strength saving throw at the end of their turns.
Sea Dragon's Cradle
3rd level Enchantment
- Casting Time: 1 action
- Range: Self, 10 foot radius
- Components: V, S
- Duration: Concentration, 1 minute
- Mana Cost: 5
The user manifests an enormous, smooth sphere of whirling water with a ring of watery globs. Each friendly creature within the cradle gains +2 to their AC and all attacks against them are at disadvantage.
-At higher levels: When you cast this spell at a higher level, the range increases by 5 feet for each spell slot above 3rd.
Current of the Fortune River
4th level Conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Instantaneous
The user creates a current of water from their current position. The caster is then able to move up to 60 feet without provoking opportunity attacks.
Holy Water Assassination Bullet
5th level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
The user gathers streams of water together to create a large bullet. Make a ranged spell attack against a single creature within range. On a hit, the creature takes 7d8 piercing damage. If you are hidden, or the creature in unaware of you, the attack is counted as a crit if it hits.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 5th.
Lightning Elemental Signature Moves
Thunder God's Boots
2nd level Enchantment
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concenration, 1 minute
- Mana Cost: 3
Boots made of lightning form around the users feet. Your walking speed is now doubled and you don't provoke opportunity attacks with your movement.
Lightning Arrow
3rd level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 5
The user creates an arrow nearby before flinging it at their target. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d8 lightning damage and must make a Constitution saving throw. On a failure, the target is paralyzed.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 3rd.
Thunder Fiend
4th Level Evocation
- Casting Time: 1 action
- Range: 30 foot radius
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 7
The user speeds throughout the battlefield. Select up to 3 creatures within range and make 3 melee spell attacks. On a hit, each creature takes 4d10 lightning damage and must make a Constitution saving throw when hit. On a failure, the target is now prone.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d10 for each spell slot above 4th.
Keraunos
5th level Evocation
- Casting Time: 1 action
- Range: 100 foot line
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 9
The user surrounds themselves in lightning before launching forward as if they were a lightning bolt. Any creature within the line must make a Dexterity saving throw. On a faliure, the targets take 8d8 lightning damage and are paralyzed. On a success, the target takes half damage. If you knock a creature to 0 hit points with this spell, they are dead.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 5th.
Wind Elemental Signature Moves
Wind Blade Shower
2nd level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost 3
The user manifests dozens of blades composed solely of compressed solid wind. The blades take a shape closer to a throwing knife rather than to a blade where it does not have a handle nor a hilt. Select a single creature within range, that creature must make a Dexterity saving throw. On a failure, the target takes 4d4 slashing damage or half as much on a success.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d4 for each spell slot above 2nd.
Piercing Tornado Needle
3rd level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 5
The user manifests a miniature vortex of wind and elongates the vortex to create needle-shaped spears to attack the target. Make 3 ranged spell attacks. Each attack deals 1d8 piercing damage.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 3rd.
Tornado Fang
4th level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 7
The user creates a large, horizontal tornado that barrels through the opponent. Make a ranged spell attack against a creature within range. On a hit, the attack deals 5d8 piercing damage and the target it pushed back 15 feet.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 4th.
Gale White Bow
5th level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 9
The user pulls back their right arm with an open palm, generates a large bow made of wind, and creates six large arrows that are fired at a target. Make 6 ranged spell attacks. On a hit, the attacks deal 2d6 piercing individually.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d6 for each spell slot above 5th.
Plant Elemental Signature Moves
Control Magic Grass
2nd level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, 1 minute
- Mana Cost: 3
The user creates seeds within their hand before throwing it at an enemy. Select a single creature within range, that creature must make a Dexterity saving throw. On a failure, the target is restrained. The creature may attempt a Strength saving throw to break out at the end of their turns.
Magic Pollen
3rd level Enchantment
- Casting Time: 1 action
- Range: 30 foot
- Components: V, S
- Duration: 1 minute
- Mana Cost: 7
The user extends their hands toward a target, and vines grow from the user to the target. The vines then release magical pollen onto your allies. Select 3 friendly creatures within range. Those targets then gain advantage on attacks and saving throws for the duration of the spell.
Flower on the Roadside
4th level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 5
The user holds out their hand, and a root rises up out of the ground and whips the target. Make a ranged spell attack against a creature within range. On a hit, the target takes 5d8 bludgeoning damage.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 3rd
Magic Cannon Flower
5th level Evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 9
The user creates a large flower and, from an opening of the petals, launches a powerful beam of concentrated mana. Make a ranged spell attack against a creature within range. On a hit, the target takes 9d6 radiant damage.
Ultimate Move
At 18th level, you are able to channel the elemental magic with all of your might, changing up the tides of battle drastically in one turn. Each element's ultimate move is listed below. You are able to use this once per long rest. At 20th level, this changes to twice per long rest.Fire Elemental Ultimate Move
Soul Chain Deathmatch
6th level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, 1 minute
The user throws a fireball at an opponent, and when it strikes the opponent, it leaves behind a magic circle that generates a chain made of fire. The chain connects to a similar array on the chest of the user and evenly splits the total magic power of the user and the opponent. Make a ranged spell attack against a creature within range. On a hit, you and the creature share the same features, including any natural weapons such as claw or bite attacks, as well as any features that give resistancs or immunities
Water Elemental Ultimate Move
Sea Dragon's Roar
6th level Evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
The user points their arm at a target, manifests the head of a sea dragon with sharp teeth, and fires it at the target. Make a ranged spell attack against a creature within range. On a hit, the target takes 7d10 bludgeoning damage and is pushed back 20 feet.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d10 and the knock back increases by 10 feet for each spell slot above 6th.
Lightning Elemental Ultimate Move
Thunderclap Crumbling Orb
6th level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
The user focuses their Lightning Magic to the tip of their fingers to create a concentrated orb of lightning, which is then launched towards the target. Make a ranged spell attack against a creature within range. On a hit, the target takes 8d10 lightning damage and is stunned. The target can break out of the stun with a Constitution saving throw at the end of their turn.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d10 for each spell slot above 6th.
Wind Elemental Ultimate Move
Liable Tempest
6th level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, 1 minute
The user flies in a circle around the target and increases their speed until a vortex of wind is created. The user then compresses the vortex into a tight cocoon and fastens it with several wind streams. Target a creature within range, that creature must make a Dexterity saving throw at disadvantage. On a failure, the target is restrained and will take 3d8 bludgeoning damage at the end of each of your turns. The creature can attempt to break out by making a Strength saving throw normally at the end of their turns.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 6th.
Plant Elemental Ultimate Move
Evergreen Vida Valtoria
6th level Evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
The user creates a large magic circle on the ground, from which multiple vines sprout. These vines can grow to enormous lengths. Make a ranged spell attack against a creature within range. On a hit, the creature takes 10d6 piercing damage and is restrained. The creature can break out by making a Strength saving throw at the end of their turns.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d6 for each spell slot above 6th.
Spirit Magic
Some people are either extroadinarily gifted, or extroadinarily lucky. These people catch the attention of the great nature spirits and may gain their favor, allying with the spirits and sharing their mystical mana.
Spirit Avatar
Beginning at 1st level, you choose between the great spirit of fire, Salamander, the great spirit of wind, Sylph, or the great spirit of water, Undine. As you gain levels, your spirit size will adjust depending on the spirit chosen. As a bonus action, you may summon your spirit, increasing your AC by +1. You also have advantage on Charisma checks when your spirit is revealed.
Salamander Features Salamander's Fury Small Dragon, Neutral Multiattack. Salamander makes 2 claw attacks Claw. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d4+4 slashing damage Salamander's Protection Medium Dragon, Neutral Multiattack. Salamander makes 3 claw attacks Claw. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 1d4+6 slashing damage Salamander's Breath. Salamander releases a breath of fire in a 15 foot cone. Each creature within range must make a Dexterity saving throw. On a failure, the targets take 4d4 fire damage or half damage on a success. Salamander Armor
Stage 1 Salamander
STR
DEX
CON
INT
WIS
CHA
18 (+4)
14 (+2)
18 (+4)
10 (+0)
10 (+0)
10 (+0)
Actions
Stage 2 Salamander
STR
DEX
CON
INT
WIS
CHA
22 (+6)
18 (+4)
22 (+6)
12 (+1)
12 (+1)
10 (+0)
Actions
Salamander Upgrade
At 11th level, Salamander evolves. You are also able to mount Salamander as an action.Stage 3 Salamander
Large Dragon, Neutral
- Armor Class PC's AC
- Hit Points PC's Con modifier + PC's proficiency modifier
- Speed Fly 30 ft.
STR DEX CON INT WIS CHA 26 (+8) 22 (+6) 24 (+7) 16 (+3) 16 (+3) 10 (+0)
- Saving Throws Strength, Constitution
- Skills Acrobatics +10, Arcana +7, Perception +7
- Damage Resistances Nonmagical slashing, bludgeoning, and piercing
- Damage Immunities Fire
- Senses Passive Perception 17
- Languages None
Actions
Multiattack. Salamander makes 4 claw attacks
Claw. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 2d4+8 slashing damage
Salamander's Breath. Salamander releases a breath of fire in a 20 foot cone. Each creature within range must make a Dexterity saving throw. On a failure, the targets take 6d4 fire damage or half damage on a success.
Salamander's Claw. Ranged Spell Attack: +7 to hit, Range 60 ft., one target. Hit: 2d6+7 fire damage
Shared Mana
At 15th level, you are able to use Salamander's abilities as if they were your own. For example, you can use Salamander's Claw or Breath attack as your own action.Perfect Salamander
At 18th level, Salamander accesses his final stage and is fully complete.Perfect Salamander
Huge Dragon, Neutral
- Armor Class PC's AC
- Hit Points PC's Con modifier + PC's proficiency modifier
- Speed Fly 50 ft.
STR DEX CON INT WIS CHA 30 (+10) 24 (+7) 28 (+9) 18 (+4) 18 (+4) 10 (+0)
- Saving Throws Strength, Constitution
- Skills Acrobatics +13, Arcana +10, Perception +10
- Damage Resistances Nonmagical slashing, bludgeoning, and piercing
- Damage Immunities Fire
- Senses Passive Perception 20
- Languages None
Actions
Multiattack. Salamander makes 4 claw attacks
Claw. Melee Weapon Attack: +10 to hit, Reach 10 ft., one target. Hit: 4d4+10 slashing damage
Salamander's Breath. Salamander releases a breath of fire in a 30 foot cone. Each creature within range must make a Dexterity saving throw. On a failure, the targets take 8d4+9 fire damage or half damage on a success.
Salamander's Claw. Ranged Spell Attack: +9 to hit, Range 60 ft., one target. Hit: 4d6+9 fire damage
Sylph Features
Sylph's Blessing
At 1st level, Sylph grants part of her mana pool to you. When you gain levels, you gain additional mana equal to your proficiency modifier.Sylph's Grace
At 3rd level, you can learn a variety of spells listed below the class features at which you are able to use those spells. You also gain blindsight of 60 feet.Sylph's Breath
2nd level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 3
The user summons Sylph, the wind spirit, and then launches an enormous bullet of concentrated wind streams with the spirit's assistance. Make a ranged spell attack to a creature within range. On a hit, the spell deals 2d6 bludgeoning damage and the target must make a Strength saving throw or be pushed back 15 feet.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d6 for each spell slot above 2nd.
Spirit Dive
At 7th level, you and Sylph become one, your left arm shining neonic green entirely, half of a green circle of conneted crosses appear on the left side of your head, as well as an entire green circle of connected crosses surrounding your left wrist. Finally, a bright green wing sprouts from your back. When casting a spell, you now add half of your proficiency bonus, gain a flying speed equal to your movement, and your AC is +1.Spirit Storm
3rd level Evocation
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 5
With an open grimoire and after absorbing an elemental spirit, the user concentrates a large amount of mana in the palm of their hand and then releases the mana in a dense beam of swirling Wind Magic. You are able to cast this spell from within anywhere within range. Select a creature within range and make a ranged spell attack. On a hit, the target takes 8d6 radiant damage and must make a Constitution saving throw. On a failure, the target is blinded.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d6 for each spell slot above 3rd.
Extroadinary Mana
At 11th level, you gain access to the following spell.Spirit's Hushed Dance
4th level Enchantment
- Casting Time: 1 reaction which you take when you're being targeted by an attack
- Range: Self
- Components: V, S
- Duration: Concentration, 1 minute
- Mana Cost: 7
The user takes control of the surrounding mana, enabling them to predict and evade attacks. All attacks made against you have disadvantage and you have advantage on all your saving throws for the duration of the spell.
Spirit Summoning
At 15th level, you are able to summon a greatsword that you are proficient in as a bonus action. This greatsword deals 2d12 slashing damage and counts as magical for the purpose of overcoming magical resistance and immunities. The greatsword can be your spellcasting focus for the following spell.Spirit of Zephyr
5th level Evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (Spirit Summoning Greatsword)
- Duration: Concentration, 1 minute
- Mana Cost: 9
The user can manifest a giant tornado around the sword. This grants the sword an extra 2d12 radiant damage.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d12 for each spell slot above 5th.
Spirit of Boreas
At 18th level, you can access a new form with Sylph. In this form, you summon a halberd that deals 2d12 slashing and 1d12 radiant damage. Intense streams of wind surround you with a radius of 20 feet. Any attack towards you or a friendly creature within that radius is made with disadvantage. Your AC is also a +3. You can use this feature once per long rest.Undine Features
Oceanic Sight
Beginning at 1st level, Undine grants you her extroadinary sight. Your proficiency bonus for perception and insight is now doubled and you receive a swimming speed equal to your movement.Whirlpool Protection
At 3rd level, as a bonus action, you can summon clones of Undine to surround you, granting you full cover until the end of your next turn. You can use this feature a number of times equal to half your proficiency modifier. You can also breathe underwaterChains of the Deep
At 7th level, you can summon a number of chains equal to your constitution modifier. You can place these chains on a creature of size large or smaller within 60 feet of you. The creature must make a Dexterity saving throw for each chain or be restrained. The user can break out of 1 chain by succeeding a Strength saving throw at the end of their turn, or another creature can break the restrained creature free by making an Athletics (Strength) check against your spell save DC.Followers of the Depths
At 11th level, you can summon fighters made of water. You can summon an amount up to half your proficiency modifier. These fighters go after your turn in initiative. You can use this feature once per long rest and the fighters stay for 1 minute or until they drop to 0 hit pointsWater Fighter
Medium Humanoid, None
- Armor Class 16
- Hit Points PC's Con modifier + proficiency modifier
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 26 (+8) 26 (+8) 16 (+3) 16 (+3) 10 (+0)
- Saving Throws Dexterity, Constitution
- Damage Resistances Nonmagical slashing, piercing, and bludgeoning
- Damage Immunities Fire
- Senses Passive Perception: 13
- Languages None
Actions
Multiattack. The Water Fighter makes 3 rapier attacks
Rapier. Melee Weapon Attack: +8 to hit, Reach 10 ft., one target. Hit: 2d8+8 cold
All Seeing Spirit
At 15th level, you are able to place a clone of Undine and gain knowledge of what is going on 120 feet from the clone. You must perform a 10 hour ritual to place the clone. You can do this a number of times equal to half your proficiency bonus.Ludic Sanctuary
At 18th level, you can actively transform the area 120 feet away from you. The area becomes surrounded in water, granting disadvantage to hostile creatures within the area, any hostile spells casted within the area now does half damage to friendly creatures. Friendly creatures also gain advantage on attack rolls and saving throws. The area remains like this for 1 minute and you can use this feature once per long rest.Devil Magic
The lore of the clover kingdom goes as follows. Normally, there are three leaves on a clover, each leaf representing faith, hope, and love. Within a fourth leaf dwells good luck. Within a fifth leaves resides a demon.
Demonic Power
Beginning at 1st level, you inherit the power of the devil residing within your grimoire. There a a variety of devils, though only few can enter the mortal world and infect grimoires. Choose between Anti Magic, Gravity Magic, and Shadow Magic. You can also speak Infernal and Abyssal.Demonic Form
At 3rd level, your Devil begins to give you more access to it's power. Void Black horns begin to grow from your forehead, and parts of your body start to become covered in the same colored black spots. These can take any pattern on your body. A single black tethered wing also begins to sprout from your back. As a bonus action, you can enter this form. In this form, you gain a flying speed equal to your walking speed and can gain benefits specific to your devil.Devil Union
In order to access this feature, you must first perform an ancient ritual to expell the devil from your body. During this ritual, you can either convince the devil to lend more of their power to you with a DC 16 persuasion check. If not, then you must defeat the devil in combat. During this combat, you don't have access to your powers granted by the devil and must survive 30 secoonds (or 5 rounds) before the Devil is forced to succumb to your will. Only after this do you acheive Devil Union at 10th level. In this form, you gain a flying speed equal to double your walking speed. You also gain a +3 to your AC while in this form. You also gain special bonuses based off your specific devil which are listed within those Devil's features.Anti Magic Features
In these features, you will be given light properties to your weapons for the purpose of being able to use two swords at a time. However, once you reach 7th level, you will have more than 2. At this point, you are still able to switch between your swords in the middle of combat, but it costs an action to replace a sword.Anti Magic
Beginning at 1st level, you no longer contain any mana, meaning you do not gain benefits from the base class feaures. As anti magic absorbs mana, it is physically impossible to contain any mana with this demonic power. Instead, your mana is replaced with Ki. You gain an amount of Ki equal to your Magic Knight level.Demon Slayer Sword
Beginning at 1st level, you can also summon a greatsword that deals 1d12 bludgeoning damage from your grimoire. This rusty black blade is coated in anti magic, allowing you to spend a Ki point per spell slot as a reaction to reflect a spell directed towards you as if you had casted the spell. This includes spells directed specifically towards you and area of effect spells as long as you are within the AoE. The greatsword also has the light property instead of the two handed and heavy properties only for you. If another creature were to attempt to pick up your weapon, they automatically fail to hold it and it drains a point of mana, ki, sorcery points, etc. for every 6 seconds they hold onto it. Additionally, whenever you hit a creature, they cannot cast a spell until the start of your next turn.Demon Dweller Sword
At 3rd level, you gain a shortsword. When you have this shortsword out, you can spend 2 ki points per spell slot to absorb a spell as a reaction. You can then launch the spell back as a magical slash from simply slashing towards a target. Make a ranged spell attack on a creature within 60 feet. On a hit, you deal the damage of the initial spell casted.Bull Thrust
At 3rd level, when weilding two of your swords and running towards a hostile creature, you can leap forwards, both swords extended out to pass through the enemy. By spending a ki point, you dash forwards with all of your movement, dealing 2d8 piercing damage.Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.Black Meteriorite
At 5th level, you can spend 2 ki points to dash forwards, slicing through whatever is in your way. You can move through creatures of large size or smaller, and you deal 2d8 slashing damage and 2d6 necrotic damage.Demon Destroyer Sword
At 7th level, you are able to summon a longsword with the light property instead of two handed. When you have this sword out, you can spend a ki point to get rid of a status from a friendly creature with the exception of nonmagical statuses such as grappling, nonmagical restraint, etc.Black Hurricane
At 7th level, you can spin around while weilding two of your swords as if you were an anti magic tornado. By spending 2 ki points per spell slot of the spell causing a magical effect, you can eliminate that effect on the field.Demon Slasher Sword
At 11th level, you are able to summon a katan with the same properties as a shortsword. This katana deals an extra 2d12 necrotic damage. When you knock a creature down to 0 hit points with this sword, they are automatically dead.Black Abyss
At 15th level, you are able to extend the blade on your Demon Slayer Sword. By spending a ki point, you can extend your reach with the Demon Slayer Sword by 30 feet.Completed Devil Union
At 18th level, you become shrouded in Anti Magic. Void Black armor starts to form around your body, blood red cross marks appearing across your chest. Another Black wing bursts forth from your back and your horns start to curl forwards. While in this form, you gain a +5 to AC (does not stack with the AC boost in the Devil Union feature) and now you can extend your reach for Black Abyss to 100 feet. This form lasts for 5 minutes. You can use this feature once per long rest.Gravity Magic Features
Wielder of Gravity
Beginning at 1st level, your devil grants you access to control gravity at your very fingertips. You are able to cast the spell listed below.Heavy Infighting
1st level Enchantment
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
- Mana Cost: 2
The user manipulates the gravity around their arms, drastically strengthening the users punches. For the duration of the spell, your unarmed strikes deal 1d6 force damage.
-At higher levels: When you cast this spell at a higher level, the damage incraeses by 1d6 for each spell slot above 1st.
Gravity Distortion
At 3rd level, as an action, you can force a creature within 60 feet to make a Constitution saving throw. On a failure, they are stunned until the end of their turn. You are able to use this features a number of times equal to your proficiency modifier.Gravitational Creation
Also at 3rd level, you are able to learn the spell below.Heavy Infighting Gladiator
2nd level Conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
- Mana Cost: 3
You increase the gravity on a nearby chunk of stone, shaping it into a sword. This sword deals 2d8 slashing and contains the finesse and light properties.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 for each spell slot above 2nd.
Devil Union: 50%
At 7th level, you command more of your devils power. As an action, you can transform. Dark shadows cover you across your shoulders, almost seemingly forming a some what cape. Two long sleek black wings also sprout from your back. As well, a ring of dark connected crosses forms on your forehead, even gonig past your eyes. While in this transformed state, you can spend a reaction to use 5 mana to force an attack to miss you.While in this transformation, you may also make an unarmed strike as a bonus action
Gravitational Increase
At 11th level, you are able to cast the spell listed below.Presence of the Demon King
4th level Evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Concentration, 1 minute
- Mana Cost:* 7
The user drastically increases the gravity of an area. Select a point within range. Any creature within a 20 foot radius of the spell must make a Strength saving throw. On a failure, the targets take 8d6 force damage and is knocked prone. On a success, the targets take half damage.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d6 for each spell slot above 4th.
Demonic Fury
At 15th level, you are able to cast the spell listed below.Evil God's Pressure Craft
5th level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Mana Cost: 9
You begin to pressurize the gravity to certain parts of your surroundings, forming boulders that you fling at your opponents. Make a ranged spell attack against a target within range. On a hit, the creature takes 4d8 bludgeoning and 6d6 force damage.
At higher levels: When you cast this spell at a higher level, the damage increases by 1d8 and 1d6 respectively for each spell slot above 5th.
Devil Union: 100%
At 18th level, you are able to control the full extent of your devils power. Now, your entire body becomes covered in dark energy. A crown of darkness forms off from your head, long horns sprouting upwards from the side of your head. As a bonus action, select a creature within 60 feet. That creature must make a Dexterity saving throw at disadvantage. On a failure, the target is dragged to a spot within 5 feet of you. If there is no spot available, they appear in a spot closest to where you desired them to be. You can use this feature once per long rest. This increases to twice per long rest at 20th level. You also learn the following spell.Gravity Singularity
6th level Evocation
- Casting Time: 1 action
- Range: 120 foot line, 10 feet wide
- Components: V, S
- Duration: Instantaneous
With an open grimoire, the user creates a small black hole that sucks in and destroys anything in a short range around it. Any creature within range must make a Dexterity saving throw. On a failure, the target takes 8d10 force damage. If a creature rolls a critical fail for the save, they are dropped to 0 hit points. On a success, the target takes half damage.
-At higher levels: When you cast this spell at a higher level, the damage increases by 1d10 for each spell slot above 6th.
Magic Knight Spell List
1st Level
- Cure Wounds
- Detect Magic
- Identify
2nd Level
- Aid
- Hold Person
- Levitate
3rd Level
- Counterspell
- Dispell Magic
- Elemental Weapon
4th Level
- Arcane Eye
- Freedom of Movement
- Summon Elemental
5th Level
- Commune with Nature
- Skill Empowerment
- Wrath of Nature
6th Level
- Globe of Invulnerability
- Heal
- True Seeing
7th Level
- Power Word: Pain
- Teleport
Changelogs
Some new abilities have come out during the ongoing story of Black Clover, so I'll be trying my hardest to update this class as much as possible to deliver the best experience with the class possible!V 1.0 - 05/12/21
The class is madeV 2.0 - 05/14/21
A new devil subclass has been added.Practice
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