V2.0 - Magic Knight - Homebrew Black Clover Class

by DASHS70RM

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Magic Knight
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?

Class Features

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 Nature

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.

Magic Type

Beginnning at 1st level, there are certain categories that magic falls under. Choose your magic type which describes the innate ability of your magic.

Spellcasting

You are able to expell and use the mana flowing inside your body to your will.

Spellcasting Focus

Your spellcasting focus is your grimoire.

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

Magic Shot

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.

Ability Score Improvement

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.

Magic Form

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.

Mana Zone

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.

Mana Method

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.

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.

Archangel Shootdown

3rd level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Mana Cost: 3

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.

Myriad Black

4th level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 1 minute
  • Mana Cost: 7

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.

Archangel Destruction

5th level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Mana Cost: 9

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.

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

At 1st level, you are able to send Salamander out to battle. You can cast your spells through him. If Salamander were to drop to 0 hit points, he disappears. You can resummon him after a short rest. His stats update along with you as shown in each level.

Stage 1 Salamander

Small Dragon, Neutral


  • Armor Class PC's AC
  • Hit Points PC's Con modifier
  • Speed Fly 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Strength, Constitution
  • Skills Acrobatics +4, Arcana +2
  • Damage Resistances Fire
  • Senses Passive Perception 10
  • Languages None

Actions

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

At 3rd level, Salamander is now size medium and as a reaction, Salamander can jump in between you and an attack, directing the attack towards Slamander instead.

Stage 2 Salamander

Medium Dragon, Neutral


  • Armor Class PC's AC
  • Hit Points PC's Con modifier + PC's proficiency modifier
  • Speed Fly 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 22 (+6) 12 (+1) 12 (+1) 10 (+0)

  • Saving Throws Strength, Constitution
  • Skills Acrobatics +6, Arcana +3
  • Damage Resistances Fire
  • Senses Passive Perception 11
  • Languages None

Actions

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

At 7th level, Salamander's Mana surrounds your body, taking form of pure fire surrounding your body. You AC is now +1 when you summon Salamander and you gain a flying speed of half your movement.

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 underwater

Chains 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 points

Water 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 made

V 2.0 - 05/14/21

A new devil subclass has been added.

Practice

Safe

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