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The Clover Compendium
\pagebreak “Black Clover” belongs to Yuki Tabata and Shueisha Inc. ___ Cover image by Yuki Tabata and Shueisha Inc. ___ (Art citations are liable to mistakes - if I got the source wrong, please correct me!) ___ #### Changelog ___ **Version 1.0, 8/11/24** - Document created. ___ **Version 1.0.1, 8/12/24** - The "Earth Gnome" option from the Spirit Host subclass was changed to "Gnome". The damage of the spell "Dark Cloaked Deep Black Blade" was changed from 10d10 + 20 dark to 10d10 dark. ___ **Version 1.0.2, 8/13/24** - The "Improved Mana Recovery" class feature was accidentally listed twice in the class table, once at 7th level, and once at 9th level. It has been changed to be listed only at 7th level, like it is supposed to. ___ **Version 1.0.3, 8/19/24** - The hit point maximum granted to the Spirit Host's spirit has been changed from 15 to a formula of 10 + your Constitution modifier + your Clover Knight level. The Gnome option of the "Spiritual Flow" subclass feature was changed to use Charisma instead of Constitution. The following 5th level spells have been given new effects when cast at a higher level: * Calidos Brachium Purgatory: Flame Burial * Dark Cloaked Deep Black Blade * Lightning Battle Fiend * Soul Chain Death Match ___ **Version 1.0.4, 8/20/24** - Guiding Light Leopard's range has been changed from 10 feet to 20 feet. Laevatein's casting time has been changed from 1 action to 1 bonus action. Thunder Fiend's range has been changed from a radius of 15 feet to a radius of 20 feet. Mana Zone clashes have been altered - the two creatures now must engage in a skill contest, and cannot pick between either a skill contest or a flat level. Additionally, the following spells have been changed so that they can be dispelled instantaneously when hit by a weapon with the Anti-Magic property: * Dream Healing Flower Cradle * Binding Magic ___ **Version 1.1.0, 8/22/24** - Changed the "Additional Rules, Conditions & Actions" chapter to the "Miscellaneous" chapter. Added the "Races & Lineages" chapter as chapter 1, and added the Elf (Revised) race, Dark Elf (Revised) subrace, and Reincarnated Elf & Half Devil lineages. ___ **Version 1.1.1, 8/25/24** - Leo Rugiens' duration has been changed from 1 Hour, to a concentration of up to 1 minute. Salamander's Breath's range has been changed from a 45-foot cone to a 60-foot cone. The Negate maneuver of the Loathed by Mana subclass has been given the option to negate and dispel curses, regardless of their level. ___ \pagebreakNum
### # Table of Contents ###
- - ##### [
5
Chapter 1: Races & Lineages
](#p5) - - [
5
Elf (Revised)
](#p5) - - - [
5
Dark Elf (Revised)
](#p5) - - [
5
Reincarnated Elf
](#p5) - - [
6
Half Devil
](#p6) - - ##### [
7
Chapter 2: The Clover Knight
](#p7) - - [
8
Spellcasting
](#p8) - - [
9
Magical Circumstance
](#p9) - - [
9
Mana Recovery
](#p9) - - [
9
Mana Sense
](#p9) - - [
10
**Ki Sensing (Exclusive)**
](#p10) - - [
10
Versatile Magic
](#p10) - - [
10
Mana Specialty
](#p10) - - [
10
Mana Skin
](#p10) - - [
11
**Anti-Mana Skin (Exclusive)**
](#p11) - - [
11
Mana Zone
](#p11) - - [
11
**Extra Training (Exclusive)**
](#p11) - - [
11
True Magic
](#p11) - - [
12
Mana Zone: Full Release
](#p12) - - [
12
**Anti-Mana Zone (Exclusive)**
](#p12) - - ##### [
13
Chapter 3: Magical Circumstances
](#p13) - - [
13
**Loathed By Mana**
](#p13) - - - [
13
Magicless Fool
](#p13) - - - [
13
Limits, Surpassed
](#p13) - - - [
13
Anti-Magic Combat
](#p13) - - - [
14
Devilish Connection
](#p14) - - - [
14
Black Form
](#p14) - - - [
14
Grimoire Growth
](#p14) - - - [
15
Budding Bond
](#p15) - - - [
15
Devil Union
](#p15) - - - [
16
True Devil Union
](#p16) - - [
16
**Blood of the Royals**
](#p16) - - - [
16
Royal Magic
](#p16) - - - [
16
Magical Combat
](#p16) - - - [
17
Royal Upbringing
](#p17) - - - [
17
Royal Specialty
](#p17) - - - [
18
Superpowered Magic
](#p18) - - - [
18
Might of the Royals
](#p18) - - [
19
**Spirit Host**
](#p19) - - - [
19
Host Grimoire
](#p19) - - - [
20
Spirit Manifestation
](#p20) - - - [
20
Spiritual Flow
](#p20) - - - [
20
Spirit Assimiliation: Spirit Dive
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21
Spirit Assimiliation: Spirit Dive - 100%
](#p21) - - - [
21
Spirit Recovery
](#p21) - - - [
22
Spirit Dive - Saint Stage
](#p22) - - [
22
**Foreign Mage**
](#p22) - - - [
23
Foreign Knowledge
](#p23) - - - [
23
Foreigner's Fight
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23
Wild Etiquette
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23
Foreign Tactics
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24
Zetten
](#p24) \columnbreak - - - [
24
Combat Ki Mastery
](#p24) - - - [
24
Zetten Master
](#p24) - - ##### [
25
Chapter 4: Spells
](#p25) - - [
26
Cantrips
](#p26) - - [
27
1st-Level Spells
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29
2nd-Level Spells
](#p29) - - [
31
3rd-Level Spells
](#p31) - - [
32
4th-Level Spells
](#p32) - - [
35
5th-Level Spells
](#p35) - - ##### [
37
Chapter 5: Miscellaneous
](#p37) - - [
37
**Additional Rules**
](#p37) - - - [
37
Mana Zones
](#p37) - - [
37
**Conditions**
](#p37) - - - [
37
Drenched
](#p37) - - - [
37
Burned
](#p37) - - [
37
**Actions**
](#p37) - - - [
37
Dousing
](#p37)
\pagebreakNum ## The Goal of This Compendium & Adjusting it to D&D ___ The goal of this compendium is to make Black Clover inspired content that works well in D&D 5th edition. I’m a big fan of both Black Clover and D&D, and part of my reason for creating this compendium is my fascination with Black Clover's magic system, and its similarity to the way Wizards cast spells in D&D - mages in Black Clover rely on a grimoire of spells to use magic, wizards in D&D need their spellbook to cast spells, and both can’t cast powerful magic without their respective container of spells (Black Clover mages are limited to weaker spells without a grimoire, D&D wizards are limited to only cantrips without a spellbook). I tried to embody that similarity as much as possible in the main class mechanics and spell list, giving them features similar to that of the Wizard, making the grimoire function similarly to a spellbook (with some differences to make it faithful to the Black Clover lore), and also making the spell list a mix of original spells and Wizard spells. ___ Despite their similarities, I did end up deciding that the Clover Knight should be a half caster, to allow one to experiment between full magic builds, and builds that mix magic and martial combat, which is portrayed in the different subclasses as well - this also ties into the fact that some mages in Black Clover do indeed supplement their magic with weapons and close-quarters combat, which I felt was an important thing to keep. ___ Adjusting it to D&D took some effort - at the end of the day, some things just aren't going to translate cleanly between a narrative meant to keep readers emotionally engaged and invested, and a TTRPG whose first and foremost priority is fun. Despite that, I tried to translate things as faithfully as possible, while still taking the medium differences into account, and trying to come up with creative solutions. I tried my best to make things work as smoothly as possible, while minimizing the need for new rules - hopefully I accomplished that. With regards to actual balancing of features and classes, this isn’t my first homebrew, thankfully, and things are always being tweaked - I’ll need to run at least a single one-shot with this content before I can confidently say for sure whether it’s balanced or not, but for now, I think it’s rather balanced (this is also a version 1.0, officially, so balance changes and tweaks are bound to happen, obviously). Regardless, suggestions are always welcome. ___ Despite the massive lore differences between Black Clover and D&D, I’ve tried my best to make the lore explanations behind each subclass and feature as setting-free as possible, but if not, it can all still be adjusted in later versions (and tbh if your DM actually lets you use this, you can always just dismiss the setting lore and use your own lore). \columnbreak ## Exclusive Features - A Quick Explanation ___ Throughout the Clover Knight’s class table and list of features, you’ll see several features that have the tag of Exclusive, presented like this - (Exclusive). Those are exclusive features, general class features that are exclusive to a specific subclass. If they sound exactly like subclass features, that’s probably because that’s essentially what they are - the only reason they’re really in the main class’ list of features is for logistics and saving space, if I’m being entirely honest, but hey, it’s an excuse to create something cool, so I’m not gonna object. ___ So yeah, main class features, but you can only take them if you took a specific subclass/meet specific requirements, which are all listed at the end of the feature. \pagebreakNum
# PART 1 ##### Races & Lineages
## Elf (Revised) ***Beloved by mana and in touch with nature, the Elves are a race of people with powerful magic and a strong connection to the mana of the world. While they used to be safely reclusive in the past, they were wiped out centuries ago in a catastrophic tragedy.*** ___ **Ability Score Increase.** Your Constitution score increases by 2. ___ **Age.** Although elves reach physical maturity at about the same age as humans, their decay is far, far slower. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. ___ **Alignment.** Elves are a typically peaceful race, however, the mistrust humans show towards them has made them justifiably wary. Despite that, they are still good more often than not. ___ **Size.** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. ___ **Speed.** Your base walking speed is 30 feet. ___ **High Mana.** You know one cantrip of your choice from the Druid, Ranger, Sorcerer, Warlock or Wizard spell lists. Your spellcasting ability for that cantrip is Constitution. ___ **Fey Ancestry.** You have advantage on saving throws against being charmed, and magic can't put you to sleep. ___ **Keen Senses.** You have proficiency in the Perception skill. ___ **Languages.** You can speak, read, and write Common and Elven. ___ ## Dark Elf (Revised) ***The result of an elf being corrupted by enormous despair and other negative emotions, a dark elf is a dark, rampaging reflection of the pristine beauty of elves, endowed with negative mana.*** ___ **Ability Score Increase.** Your Strength score increases by 1. ___ **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. \columnbreak
**Negative Mana.** Your body is flooded with negative mana due to your transformation, corrupting your spells into demonic versions of themselves. On your turn, you can take a bonus action to draw upon your negative mana. If you do, the next spell you cast this turn deals necrotic damage instead of its usual damage, and ignores all damage resistances and immunities fiends, devils and demons possess. You can only do this a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest. ___ **Dark Elf Berserker.** You have proficiency with longswords, greatswords and greataxes. Once per turn, you can give yourself advantage on your next weapon or spell attack roll, but if you do, all hostile creatures have advantage on the first attack roll they make against you until the start of your next turn. ___ ## Reincarnated Elf ***The result of a forbidden reincarnation spell, you are an elf soul forcefully occupying the body of a human host. While you possess plentiful mana, your mind is distorted by the reincarnation spell, filling you with rage.*** ___ ***Reincarnated elves always have at least one red mark somewhere on their face, usually shaped like a curved line with dots around it.*** ___ **Ability Score Increase.** Your Constitution score increases by 2, and your Charisma score increases by 1. If you are replacing your race with this lineage, you can either replace any Ability Score Increase you previously had with this, or retain your previous one. ___ **Age.** While elves age much slower than humans, as a reincarnated elf, you possess a human body, and therefore age at the same rate humans do. ___ **Alignment.** Reincarnated elves hold an intense grudge towards whoever it is that originally killed them. Despite being chaotic in nature, they are peaceful towards races other than their killers, and people that do not stand in their way. They lean towards neutrality. ___ **Size.** Reincarnated elves vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. ___ **Speed.** Your base walking speed is 35 feet. \pagebreakNum **Reincarnated Legacy.** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. ___ **High Mana.** You know one cantrip of your choice from the Druid, Ranger, Sorcerer, Warlock or Wizard spell lists. Your spellcasting ability for that cantrip is Constitution. ___ **Languages.** You can speak, read, and write Common and Elven. If you are replacing your race with this lineage, you retain the languages you knew when you were alive, and instead simply learn Elven. ___ ## Half Devil ***Humans who use forbidden magic draw closer and closer to the world it originated from, a world inhabited by creatures known colloquially as “devils”. Having used a strong enough spell, you have gained some devil-like traits, becoming a half devil in the process.*** ___ ***Half Devils often have features that give away their otherworldly nature. These features can range from extremely subtle to incredibly blatant, however, they do not change over time. The Half Devil Demonic Features table has examples you can choose or use as inspiration to create your own.*** #### Half Devil Demonic Features | d6 | Demonic Feature | |:---:|:-----------:| | 1 | Cold to the touch, even when hot | | 2 | Unnaturally pale skin | | 3 | Blood-red eyes | | 4 | A pair of small horns | | 5 | A tail with a sharp end | | 6 | A wavy shadow | ___ **Ability Score Increase.** Your Constitution score increases by 2, and your Wisdom score increases by 1. If you are replacing your race with this lineage, you can either replace any Ability Score Increase you previously had with this, or retain your previous one. ___ **Additional Creature Type.** You are a Fiend, in addition to being a Humanoid. ___ **Age.** You age at the same rate regular humans do. ___ **Alignment.** Half devils tend toward no particular alignment. The best and the worst are found among them. ___ **Size.** Half devils vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. \columnbreak **Speed.** Your base walking speed is 30 feet. ___ **Devilish Legacy.** If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. ___ **Devil’s Knowledge.** You have advantage on Insight (Wisdom) checks made to discern whether or not a devil is lying to you. Additionally, once per turn, you can give yourself advantage on all weapon and spell attack rolls you make against a devil until the start of your next turn. You can only do so a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. ___ **Languages.** You can speak, read, and write Common and Infernal. If you are replacing your race with this lineage, you retain the languages you knew when you were alive, and instead simply learn Infernal. ___ \pagebreakNum
# PART 2 ##### The Clover Knight
# The Clover Knight A knight from a faraway land, you wield magic from your grimoire under the orders of your country of origin and military. Fighting for faith, hope, and love, may great fortune be with you. ___ *You need to have a Constitution score of 13 or higher in order to multiclass in or out of this class.* ___
##### The Clover Knight | Level| Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | |:---: |:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Magical Circumstance | 3 | 2 | — | — | — | — | | 2nd | +2 | Mana Recovery, Mana Sense, Ki Sensing (Exclusive) | 3 | 3 | — | — | — | — | | 3rd | +2 | — | 3 | 3 | ─ | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 | — | — | — | — | | 5th | +3 | Magical Circumstance feature | 4 | 4 | 2 | — | — | — | | 6th | +3 | — | 4 | 4 | 2 | — | — | — | | 7th | +3 | Magical Circumstance feature, Improved Mana Recovery | 4 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Versatile Magic | 4 | 4 | 3 | — | — | — | | 9th | +4 | Mana Specialty | 4 | 4 | 3 | 2 | — | — | | 10th | +4 | Mana Skin, Anti-Mana Skin (Exclusive) | 5 | 4 | 3 | 2 | — | — | | 11th | +4 | — | 5 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement, Magical Circumstance feature | 5 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 5 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Mana Zone, Extra Training (Exclusive) | 5 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Magical Circumstance feature, Perfected Mana Recovery | 5 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | 1 | | 17th | +6 | *Versatile Magic* | 5 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | True Magic | 5 | 4 | 3 | 3 | 3 | 2 | | 19th | +6 | Ability Score Improvement, Mana Zone: Full Release, Anti-Mana Zone (Exclusive) | 5 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Magical Circumstance feature | 5 | 4 | 3 | 3 | 3 | 2 |
\pagebreakNum ## Class Features As a clover knight, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per clover knight level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your
Constitution modifier per clover knight level after 1st
___ #### Proficiencies ___ - **Armor:** light armor - **Weapons:** quarterstaff, spear - **Tools:** one gaming set of your choice ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose three from Athletics, Insight, Arcana,
Perception, Performance, Intimidation, Medicine, and
History
___ #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - Leather armor - *(a)* A quarterstaff or *(b)* a spear - One gaming set of your choice - *(a)* A dungeoneer's pack or *(b)* an explorer’s pack - A grimoire
## Spellcasting ___ As a clover knight, you possess a grimoire - a book of spells, for you to channel your magic through, and show the first glimmerings of your potential. ___ ## Cantrips ___ Starting at 1st level, you know three cantrips of your choice from the Clover Knight spell list. You learn additional clover knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Clover Knight table. ___ ## Grimoire ___ Starting at 1st level, a magical grimoire is born of your soul, containing four 1st-level clover knight spells of your choice, and their relevant information - their names, descriptions, and how to cast them. The grimoire amplifies your magic, allowing you to cast the spells contained within it, except for your cantrips, which can be cast even with the power you yourself possess. ___ The spells that are engraved inside your grimoire as you gain levels reflect the growth of your magic over time. You might find other spells during your adventures. You could discover a spell recorded on a scroll inside a dungeon, for example. \columnbreak **Copying a Spell into the Grimoire.** When you find a clover knight spell of 1st-level or higher, you can add it to your grimoire if it is of a spell level you can prepare. ___ Unlike wizards, who have to understand the flow of the arcane with meticulous detail to learn new spells, your grimoire is a magical manifestation of your very soul, and therefore can instantly engrave any new spells into itself, so long as the spell is contained in a scroll, and you hold the open scroll up to your grimoire. ___ For each level of the spell, the process consumes unused spell slots of any level (you choose the spell slots, and any spell slots you choose for this process are expended). Once you have consumed the spell slots, you can prepare the spell just like your other spells. ___ **The Grimoire's Appearance.** Your grimoire is a reflection of your very soul. Because of that, its appearance is limited only by your imagination - it can be anything from a massive, leather bound tome, to a tiny pocket dictionary. Regardless, all grimoires possess a three-leaf clover on their front cover, or a four-leaf one in extremely rare occasions (the symbol on the cover can be something different than a clover, however, it then must be the symbol of your country of origin). Once you decide on your grimoire's appearance, it cannot be changed without extremely extenuating circumstances, such as awakening to a physical aspect of your bloodline that may have lain dormant up to that point. ___ **Unmatched Durability And Loyalty.** As a construct of pure magic manifested from your very soul, your grimoire is completely impervious to damage, making it impossible to destroy (it is still advised you do not attempt to use it as a shield). Additionally, your grimoire will never betray you - if someone else takes possession of your grimoire, they will not be able to open it, or use it to cast spells. A grimoire can be stolen or restrained, though, making it impossible for the clover knight it belongs to to cast spells until the grimoire is either retrieved, or set free. ___ The only way to destroy a grimoire is to kill the clover knight to whom it belongs. The only exception to this are grimoires of despair, which linger on after their original owner's death, however, these grimoires can be stolen from their original owner by anyone, even while said owner is alive, and are considered to be cursed by a devil. ___ ## Preparing and Casting Spells ___ The Clover Knight table shows how many spell slots you have to cast your clover knight spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. \pagebreakNum You prepare the list of clover knight spells that are available for you to cast. To do so, choose a number of clover knight spells from your grimoire equal to your Constitution modifier + half your clover knight level (rounded down, minimum of 1). The spells must be of a level for which you have spell slots. ___ For example, if you're a 5th-level clover knight with the Spirit Host Magical Circumstance, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your grimoire. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. ___ You can change your list of prepared spells when you finish a long rest. Preparing a new list of clover knight spells requires time spent thinking about the current situation and what might lay ahead, the potential dangers, and what spells would be best to counteract them: at least 1 minute per spell level for each spell on your list. ___ ## Spellcasting Ability ___ Your spellcasting ability for your clover knight spells is Constitution, since you derive your magic from the mana in your body, which is determined at birth. You use your Constitution modifier whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a clover knight spell you cast and when making an attack roll with one. ___ **Spell save DC** = 8 + your proficiency bonus + your Constitution modifier ___ **Spell attack modifier** = your proficiency bonus + your Constitution modifier ___ ## Ritual Casting ___ You can cast a clover knight spell as a ritual if that spell has the ritual tag and you have the spell in your grimoire. You don't need to have the spell prepared. ___ ## Spellcasting Focus ___ You can use your grimoire as a spellcasting focus for your clover knight spells. ___ ## Learning Spells of 1st Level and Higher ___ Each time you gain a clover knight level, you can add one clover knight spell of your choice to your grimoire. That spell must be of a level for which you have spell slots, as shown on the Clover Knight table. On your adventures, you might find other spells that you can add to your grimoire (only if they are contained in spell scrolls). ___ \columnbreak ## Magical Circumstance ___ Starting at 1st level, you choose a Magical Circumstance that explains your vast magical power, the path you plan to take as a clover knight, and what style of combat you specialize in. Your choice grants you features at 1st level and again at 5th, 7th, 12th, 15th, and 20th level. Those features include circumstance spells. - Loathed By Mana - Blood of the Royals - Spirit Host - Foreign Mage ___ ## Circumstance Spells ___ Each circumstance has a list of associated spells. You gain access to these spells at the levels specified in the circumstance description. Once you gain access to a circumstance spell, you always have it prepared. Circumstance spells don't count against the number of spells you can prepare each day. ___ If you gain a circumstance spell that doesn't appear on the clover knight spell list, the spell is nonetheless a clover knight spell for you. ___ ## Mana Recovery ___ At 2nd level, you have learned to quickly regain some of your magical energy by resting and focusing on recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your clover knight level (rounded up, minimum of 1), and none of the spell slots can be of 3rd level or higher. ___ For example, if you're a 5th-level clover knight, you can recover up to three levels worth of spell slots. You can recover either a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots. ___ Starting from 7th level, you can use this feature twice per day. From 15th level, you can use this feature three times per day. Additionally, starting from 7th level, once per day, when you take a long rest, if you have at least two levels of exhaustion, you can reduce your exhaustion level by two instead of one. ___ **If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.** ___ ## Mana Sense ___ Also at 2nd level, your power as a mage grows, allowing you to understand the mana around you better, improving your ability to read it. \pagebreakNum You have advantage on Perception checks made to sense magical items, or other mages. Additionally, if a hostile mage attempts to sneak up on you by beating your passive perception (Wisdom) with their stealth (Dexterity), they must make that stealth check with disadvantage. ___ **If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.** ___ ## Ki Sensing (Exclusive) ___ Alternatively at 2nd level, instead of improving your ability to read the mana around you, you learn how to read the ki around you - the natural energy emitted by all living things. ___ You receive a bonus to your Perception (Wisdom) skill and passive Perception (Wisdom) equal to your Constitution modifier. Additionally, when you make an active Perception check to look for a specific person, you can try to sense for their ki - make that Perception check with advantage. You can only do this a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. ___ Lastly, you gain blindsight up to a number of feet equal to your proficiency bonus times 5. ___ **You can only use this feature if you picked the Loathed By Mana Magical Circumstance.** ___ ## Ability Score Improvement ___ When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ___ ## Versatile Magic ___ At 8th level, you have started conversing with other mages, studying them enough time to have grasped how to mimic their magic, resulting in some of it getting engraved in your grimoire as a spell. Choose one spell from any class’ spell list, including this one, in addition to any spells you might learn by gaining a level in this class - that spell is engraved into your grimoire, and added to your spell list. A spell you choose must be of a level you can cast, as shown on the Clover Knight table, or a cantrip. The chosen spell counts as a clover knight spell for you. ___ You learn one additional spell from any class at 17th level. ___ **If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.** ___ \columnbreak ## Mana Specialty ___ At 9th level, you are starting to become accustomed to the uniqueness of your mana, and the element that it has an affinity to, making you more proficient at using spells of that element. ___ Choose a damage type: Cold, Fire, Lightning, Wind, Dark, Water, Earth or Plant. When you cast a cantrip, or a spell of 2nd-level or lower that deals that specific damage type, you can add your Constitution modifier to that spell’s damage roll. ___ **If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.** ___ ## Mana Skin ___ At 10th level, you have undergone specialized training in a region rich with wild, natural mana, forcing you to adapt or die. In your attempt to survive, you learn to manifest a Mana Skin - a thin layer of mana that surrounds your body and amplifies your power. ___ As a bonus action, you can conjure a Mana Skin around yourself to boost your magic. While the Mana Skin is active, you gain the following benefits: - You gain a bonus to your AC equal to your Constitution modifier. - You have resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. - If you make a weapon attack, that weapon is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, it gains the Reach property (only during your turn). ___ Your Mana Skin lasts for 1 minute. It ends early if you are knocked unconscious, if someone casts Dispel Magic on you, or if someone hits you with a weapon that has the Anti-Magic property. The DC for Dispel Magic is 10 + your Constitution modifier + half your proficiency bonus (rounded up), and the caster makes an ability check using their spellcasting ability. When hit with a weapon or attack that possesses the Anti-Magic property, you must make a Constitution saving throw to maintain concentration, with your Mana Skin counting as broken on a failed save. You can also end your Mana Skin early by using a bonus action to dismiss it. ___ You can only activate Mana Skin a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. ___ **If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.** ___ \pagebreakNum ## Anti-Mana Skin (Exclusive) ___ Alternatively at 10th level, instead of manifesting mana around yourself to protect yourself, you coat your body with a thin layer of anti-magic, producing a similar effect. ___ As a bonus action, you can conjure an Anti-Mana Skin around yourself to boost your durability. While the Anti-Mana Skin is active, you gain the following benefits: - You gain a bonus to your AC equal to your Constitution modifier. - You have resistance to all magical damage from cantrips, and spells cast at 1st-level. - Your movement speed is increased by 10 feet. ___ Your Anti-Mana Skin lasts for 30 seconds. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. ___ You can only activate Anti-Mana Skin a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. ___ **You can only use this feature if you picked the Loathed By Mana Magical Circumstance.** ___ ## Mana Zone ___ Starting at 14th level, you have become so proficient with using Mana Skin that you have gained the ability to expand its reach, grabbing hold of the surrounding mana and carving an area in space that is only yours. ___ As a bonus action, you can create a Mana Zone centered around yourself (the Mana Zone follows your movement), its diameter a number of feet equal to your level times 5 + your movement speed (not including benefits from the Mana Zone itself). While the Mana Zone is active, you gain the following benefits: - You have advantage on spell attack rolls made against hostile creatures inside your Mana Zone, and hostile creatures inside your Mana Zone have disadvantage on Dexterity and Constitution saving throws against your spells. Additionally, you have advantage on Dexterity and Constitution saving throws made against spells. - The casting origin of your spells can be any point inside your Mana Zone, not just yourself. Additionally, if you cast a spell that targets multiple creatures inside your Mana Zone, you can decide which creatures are and aren’t affected (example: if you cast fireball, and both an ally and a hostile creature get caught in the 20-foot radius of the spell’s explosion, you can decide that your ally is unaffected, and thus automatically succeeds their saving throw and takes no damage from the spell, while the hostile creature is affected). . - Your movement speed is increased by 5 feet. \columnbreak Additionally, your Mana Zone gains the following benefits depending on the Magical Circumstance you chose at 1st level: - **Blood of the Royals.** Your movement speed is increased by an additional 10 feet while inside your Mana Zone. - **Spirit Host.** You and all allies within your Mana Zone gain a bonus to all saving throws equal to your Charisma modifier (with a minimum bonus of +1). - **Foreign Mage.** when a hostile creature tries to cast a spell that requires a spell attack roll inside of your Mana Zone, you can use a reaction to make them perform that spell attack roll with disadvantage. You can only do this a number of times equal to your Wisdom modifier per Mana Zone you activate. ___ Your Mana Zone lasts for 1 minute. It ends early if you are knocked unconscious, or if someone casts Dispel Magic at 7th-level or higher on the Mana Zone. ___ You can only activate Mana Zone a number of times equal to half your proficiency bonus (rounded down). You regain all expended uses when you finish a long rest. ___ **If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.** ___ ## Extra Training (Exclusive) ___ Alternatively at 14th level, since you cannot naturally manifest a Mana Zone, you instead focus on your physical training, strengthening your body. ___ The maximum of both your Strength and Constitution scores is now 22. Choose either your Strength or Constitution score - increase the one you chose by 2. Additionally, whenever you gain the ability score improvement feature, you can increase your Strength and Constitution scores above 20, regardless of other restrictions, to a maximum of 26. ___ **You can only use this feature if you picked the Loathed By Mana Magical Circumstance.** ___ ## True Magic ___ At 18th level, your growing mastery over using nature’s mana and studying under various mages has allowed you to learn True Magic - runic arrays that allows one to use magic with nature’s mana, amplifying their spells. ___ Once per day at dawn, choose a number of spells from your spell list equal to half your proficiency bonus (rounded up). The spells must be of 3rd-level or lower (they cannot be cantrips), must have a casting time of one action or bonus action, and if they deal damage, must deal damage of one of the following types: Fire, Cold, Lightning, Wind, Water, Plant or Earth. Those spells become True Magic spells until the next dawn. True Magic spells possess the following benefits: - They are always prepared, and do not count against your maximum number of prepared spells. \pagebreakNum - They are always cast at their highest possible level, however, when you cast them, you do not expend a spell slot of the highest level you can possibly cast them at, but instead, you expend a spell slot of their original level. (example: if you chose Fireball as one of your True Magic spells, whenever you cast it, it is treated as if it were cast at 5th-level, but you expend a 3rd-level or higher spell slot) - Whenever you cast them, you can treat their casting time as either one action or one bonus action, whichever you choose. Additionally, you may cast two spells on your turn using your action and bonus action, so long as one of them is a True Magic spell. - You may attempt to cast one of your True Magic spells, even if you do not have the spell slots to do so. If you do, make a Constitution saving throw against your own Spell Save DC. On a successful save, you cast the spell successfully. On a failed save, you do not cast the spell, and you receive damage equal to the spell’s level + half your clover knight level (rounded up). ___ **If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.** ___ *A note to players and DMs: due to the way True Magic actually works in Black Clover, this is the best I could do with this feature - in Black Clover canon, True Magic lets you do so many things that I could not possibly cram them all into one feature (without bloat, at least). Despite that, you’re free to try and alter the feature to allow a version of True Magic more accurate to the source material by cooperating with your DM.* ___ ## Mana Zone: Full Release ___ Starting at 19th level, you have elevated your Mana Zone to new heights, allowing you to create a stronger Mana Zone. ___ As a bonus action, you can create a Full Release Mana Zone centered around yourself (the Mana Zone follows your movement), its diameter is a number of feet equal to your level times 10. While the Mana Zone is active, you gain the following benefits: - You have advantage on spell attack rolls made against hostile creatures inside your Mana Zone, and hostile creatures inside your Mana Zone have disadvantage on Dexterity and Constitution saving throws against your spells. Additionally, you have advantage on Dexterity and Constitution saving throws made against spells. - The casting origin of your spells can be any point inside your Mana Zone, not just yourself. Additionally, if you cast a spell that targets multiple creatures inside your Mana Zone, you can decide which creatures are and aren’t affected (example: if you cast fireball, and both an ally and a hostile creature get caught in the 20-foot radius of the spell’s explosion, you can decide that your ally is unaffected, and thus automatically succeeds their saving throw and takes no damage from the spell, while the hostile creature is affected). - Your movement speed is increased by 10 feet. \columnbreak - When you use your action to cast a spell inside of your Mana Zone, you may cast two spells as part of that action, instead of just one. ____ Additionally, your Mana Zone gains the following benefits depending on the Magical Circumstance you chose at 1st level: - **Blood of the Royals.** the diameter of your Mana Zone is a number of feet equal to your level times 20 instead of your level times 10. - **Spirit Host.** Your Mana Zone lasts for 1 minute instead of 30 seconds. - **Foreign Mage.** when a hostile creature attempts to cast a spell that requires an attack roll inside your Mana Zone, they perform that attack roll with disadvantage. ___ Your Full Release Mana Zone lasts for 30 seconds. It ends early if you are knocked unconscious. ___ You can only activate Mana Zone: Full Release once per day. You regain all expended uses of Mana Zone: Full Release at dawn. ___ **If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.** ___ ## Anti-Mana Zone (Exclusive) ___ Alternatively at 19th level, you finally learn how to expand your Anti-Mana Skin in order to mimic Mana Zones, making an Anti-Mana Zone. ___ As a bonus action, you can create an Anti-Mana Zone centered around yourself (the Anti-Mana Zone follows your movements), its diameter a number of feet equal to your level times 10. ___ While your Anti-Mana Zone is active, any hostile creatures inside it must make a Constitution saving throw against your anti mana save DC (8 + your Constitution modifier + your proficiency bonus) whenever they attempt to cast a spell. On a failed save, the casting of the spell fails, and their spell slot is wasted. On a successful save, they cast the spell as normal. ___ Your Anti-Mana Zone lasts for 30 seconds. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. ___ You can only activate your Anti-Mana Zone once per long rest. ___ **You can only use this feature if you picked the Loathed By Mana Magical Circumstance.** ___ \pagebreakNum
# PART 3 ##### Magical Circumstances
___ ## Loathed By Mana ***A Clover Knight without magic, you supplement your lack of mana with physical training and anti-magic, an equally-valuable asset on the battlefield.*** ___ #### Bonus Proficiency ___ At 1st level, you gain proficiency with simple and martial weapons. ___ #### Magicless Fool At 1st level, your years of training your body to compensate for your lack of magic finally bear fruit as you obtain a grimoire, and join your country’s military or a specific organization, becoming a clover knight. ___ Due to lacking magic, you cannot cast spells (you do not possess spell slots), but thanks to your unique physiology and frequent training, you gain the following benefits: - You are capable of wielding weapons that possess the Anti-Magic property. Additionally, you can wield weapons with the Heavy property, regardless of your size. - You gain proficiency in the Athletics and Acrobatics skills. ___ Additionally, you obtain a Grimoire of Despair, which replaces the quarterstaff/spear you obtained from your starting equipment. ___ Your Grimoire of Despair also doubles as a bag of holding. This bag of holding can only hold weapons, and it has a capacity limit equal to your proficiency bonus. Additionally, the Grimoire of Despair comes with one weapon inside it already. The weapon is an Ancient Greatsword (cost: ???, damage: 2d8 slashing, weight: 12 Ibs), and it possesses the heavy, two-handed, reach, and Anti-Magic properties (if you want, the grimoire can instead start off with any simple or martial weapon of your choice that you are proficient with. If you choose to do so, the weapon gains the Anti-Magic property, in addition to any other properties it might have). ___ Lastly, drawing weapons from your grimoire and putting them back inside it does not require an action. ___ *The Anti-Magic property grants a weapon that possesses it the following effects:* - *This weapon ignores resistance and immunity to nonmagical attacks and damage.* \columnbreak
- *It cannot be wielded by anyone, unless they are Loathed By Mana, and aren’t a construct.* - *If you hit a hostile creature with this weapon, and that hostile creature is maintaining concentration on a spell or Mana Skin, they make the Constitution saving throw for maintaining concentration with disadvantage.* ___ #### Limits, Surpassed At 5th level, you surpass your limits, gaining more strength to use in combat. You can engage in two-weapon fighting even with weapons that have the heavy or two-handed properties, however, the weapons must have the Anti-Magic property. ___ Additionally, you can pick one fighting style from the Fighter’s list of fighting styles. You can change that fighting style every time you receive the ability score improvement feature in this class. You can't take a Fighting Style option more than once, even if you later get to choose again. ___ #### Anti-Magic Combat Also at 5th level, the Anti-Magic in your grimoire grows stronger, allowing you to draw more power from within it. ___ Once per long rest, you may attempt to grant up to a number of weapons you own equal to your Constitution modifier the Anti-Magic property by placing them inside your grimoire for the duration of the long rest. If you do, the weapons permanently gain the Anti-Magic property. The weapons can be any weapons you are proficient with, however, they must lack the Special property. You must have space inside your grimoire in order to do this. ___ Additionally, you gain access to Anti-Magic Points. The number of Anti-Magic Points you have equals your clover knight level + your Constitution modifier. ___ You spend these points to fuel various anti-magic maneuvers. Anti-magic maneuvers are a type of combat maneuvers that rely on your anti-magic to function, and you start off knowing two of them - multi-attack, and reflection. You learn more anti-magic maneuvers as you gain levels in this Magical Circumstance. \pagebreakNum When you spend an anti-magic point, it is unavailable until you finish a short or long rest, and you regain half your maximum anti-magic points (rounded up) at the end of a short rest, and all of your expended anti-magic points at the end of a long rest. - **Multi-attack.** When you take the Attack action while wielding a weapon with the Anti-Magic property, you can spend up to three anti-magic points - make a number of additional attacks equal to the number of anti-magic points you spent, as part of that Attack action. All of the additional attacks must be made with weapons that possess the anti-magic property, have not been used to attack yet this turn, and are either in your hand, in your grimoire, or within 5 feet of you. - **Reflection.** When a hostile creature hits a creature within your attack range (this includes yourself) with a spell that deals damage, and you are currently wielding a weapon with the anti-magic property, you may use your reaction to attempt to reflect the spell by spending a number of anti-magic points equal to the level of the spell you attempt to reflect. Make a Strength saving throw against the caster’s Spell Save DC. On a successful save, the spell is successfully reflected - the spell’s target does not take any damage from the spell, and the caster instead takes the spell’s damage and any additional effects it might possess. On a failed save, the spell is not reflected, you and the spell’s target get hit by the spell as normal, and the weapon you used for this maneuver is flung out of your hands and lands 15 feet away from you. ___ #### Devilish Connection At 7th level, you experience a temporary, one-of-a-kind dive into your grimoire in one of your dreams, getting a glimpse of what truly dwells inside it - a devil, one that possesses the power of Anti-Magic. The devil reluctantly grants you some of its knowledge. ___ You learn how to speak, read and write in Abyssal and Infernal. You have advantage on Insight (Wisdom) checks made against demons, devils and fiends. If a demon, devil or fiend tries to sneak up on you by beating your Passive Perception (Wisdom) with its Stealth (Dexterity), it has disadvantage on its Stealth check. ___ #### Black Form At 12th level, whether it be due to gathering the courage, or due to being forced by some outside power, you confront the devil inside your Grimoire of Despair. In an attempt to steal your body from you, the devil floods you with Anti-Magic, however, you harness that power, making it your own. ___ As a bonus action, if you are wielding a melee weapon that possesses the Anti-Magic property, you can activate your Black Form, granting you a single devil horn and wing on your left side. While your Black Form is active, you gain the following benefits: - You immediately regain up to a number of expended anti-magic points equal to your Constitution modifier. \columnbreak - Your movement speed is increased by 10 feet. Additionally, you gain a flight speed equal to half your movement speed (rounded up). - Any weapons you wield that possess the Anti-Magic property possess the Amplified Anti-Magic property instead, so long as you are wielding them. - You have advantage on Dexterity and Constitution saving throws to resist the effects of spells. Additionally, if you make the reflection maneuver, you can do so with advantage. - If you are wielding a melee weapon that possesses the Amplified Anti-Magic property, and you take the Attack action, you can spend three anti-magic points to instead make a special attack of your choice. You are proficient with all special attacks you make, and they all use either your Strength or Constitution modifier for their attack and damage rolls (your choice, same modifier for both rolls). ___ - - **Black Meteorite.** Fly towards a target creature you see inside your movement range and slam your weapon into them. On a hit, this attack deals damage equal to that of the weapon you are currently wielding + 2d6 necrotic damage. ___ If you use a special attack, you cannot attack again until the beginning of your next turn. ___ Your Black Form lasts for 1 minute. It ends early if you are knocked unconscious. When your Black Form ends, any weapons you own that were granted the Amplified Anti-Magic property lose it, and regain the Anti-Magic property. You can also end your Black Form early by using a bonus action to dismiss it. ___ You can only activate Black Form a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest. ___ *The Amplified Anti-Magic property grants a weapon that possesses it the following effects:* - *This weapon ignores resistance and immunity to nonmagical attacks and damage. Additionally, this weapon deals 1d4 necrotic damage in addition to its usual damage.* - *It cannot be wielded by anyone, unless they are Loathed By Mana, and aren’t a construct.* - *If you hit a hostile creature with this weapon, and that hostile creature is maintaining concentration on a spell or Mana Skin, they make the Constitution saving throw for maintaining concentration with disadvantage.* - *If there is a hostile creature maintaining concentration on a spell within your movement range, you cannot target other creatures for attacks so long as that creature is maintaining concentration on a spell.* ___ #### Grimoire Growth ___ Also at 12th level, the Anti-Magic in your grimoire has grown even further, improving its already existing abilities, and expanding upon your arsenal. You gain the negate maneuver. \pagebreakNum **Negate.** If a creature(s) you see within 30 feet of you (this includes yourself) fails a saving throw to determine whether or not it is affected by the effects of a non-damaging spell, you can use a reaction to end the effect of that spell on the spell’s target(s) by spending a number of anti-magic points equal to its level. If you are incapacitated by the effects of a spell, you can still use your reaction to activate this maneuver. ___ Alternatively, you can use this maneuver as an action, bonus action, or reaction to instantly end the effects of any curse on a creature you see within 30 feet of you, and instantly dispel it, by spending a number of anti-magic points equal to the curse’s level. ___ This maneuver only works on spells of 6th level or lower. If you attempt to use it to dispel a curse, this limitation does not apply. ___ #### Budding Bond ___ At 15th level, you form a temporary contract with the devil in your grimoire, giving up your arm in exchange for more power. The weapon carrying capacity of your grimoire is removed - it can now carry an unlimited number of weapons. Additionally, the arm you sacrificed is corrupted with Anti-Magic, becoming a Devil Arm that permanently grants you the following benefits: - Any weapon you wield with your Devil Arm that does not possess the Anti-Magic property is granted the Anti-Magic property so long as you maintain contact with it. - You gain a +1 bonus to attack and damage rolls you make with weapons that possess the Anti-Magic property, so long as you wield them with your Devil Arm. - You gain the black slash maneuver. ___ **Black Slash.** When you take the Attack action while wielding a weapon with the Anti-Magic property, you can spend two anti-magic points to replace one of your attacks with a black slash attack. You are proficient with this attack, and can use either your Strength or Constitution modifier for its attack and damage rolls (your choice, you must use the same modifier for both rolls). The attack is a ranged weapon attack with a range of 80/320 feet, in which you fire a slash of anti-magic energy from your weapon at a creature you see in range. On a hit, the attack deals 4d6 necrotic damage. ___ #### Devil Union ___ Also at 15th level, you have formed a binding contract with the devil inside your grimoire, granting you unlimited access to the devil’s Anti-Magic in its purest form, and a power even greater than your Black Form. ___ As a bonus action, if you are wielding a melee weapon that possesses the Anti-Magic property, and you do not currently have Black Form active, you can activate Devil Union, granting you a pair of devil horns on your head, and wings on your back. While your Devil Union is active, you gain the following benefits: \columnbreak - You immediately regain up to a number of expended anti-magic points equal to double your Constitution modifier. - Your movement speed is increased by 20 feet. Additionally, you gain a flight speed equal to your movement speed. - Any weapons you wield that possess the Anti-Magic property possess the Perfected Anti-Magic property instead, so long as you are wielding them. - The first attack you make each turn with a weapon that has the Perfected Anti-Magic property deals additional necrotic damage equal to your Constitution modifier. - You have advantage on all saving throws made against spells, and you have resistance to all magical damage, except for Psychic, Poison and Acid damage. Additionally, if you make the reflection maneuver, you can do so with advantage. - If you are wielding a melee weapon that possesses the Perfected Anti-Magic property, and you take the Attack action, you can spend three anti-magic points to instead make a special attack of your choice. You are proficient with all special attacks you make, and they all use either your Strength or Constitution modifier for their attack and damage rolls (your choice, same modifier for both rolls). ___ - - **Black Meteorite.** Fly towards a target creature you see inside your movement range and slam your weapon into them. On a hit, this attack deals damage equal to double that of the weapon you are currently wielding (this does not include the damage bonus). - - **Infinite Slash: Equinox.** Fire a vertical slash of anti-magic energy at a target you see within range, cutting through them as if you split space in half. This attack’s range is 800/3200, it ignores all forms of cover, bypasses magical barriers such as *wall of force*, and immediately destroys them on contact. On a hit, this attack deals 8d8 necrotic damage. ___ If you use a special attack, you cannot attack again until the beginning of your next turn. ___ Your Devil Union lasts for 30 seconds. It ends early if you are knocked unconscious. When your Devil Union ends, any weapons you own that were granted the Perfected Anti-Magic property lose it, and regain the Anti-Magic property. You cannot activate Black Form while Devil Union is active. You can end your Devil Union early by using a bonus action to dismiss it. ___ You can only activate Devil Union a number of times equal to half your Constitution modifier (rounded down). You regain all expended uses when you finish a long rest. ___ *The Perfected Anti-Magic property grants a weapon that possesses it the following effects:* - *This weapon ignores resistance and immunity to nonmagical attacks and damage. Additionally, this weapon deals 1d6 necrotic damage in addition to its usual damage.* - *It cannot be wielded by anyone, unless they are Loathed By Mana, and aren’t a construct.* \pagebreakNum - *If you hit a hostile creature with this weapon, and that hostile creature is maintaining concentration on a spell or Mana Skin, they lose concentration immediately, without making a saving throw.* ___ #### true Devil Union ___ At 20th level, you have achieved perfect sync with your devil, body and soul - a flawless union of human and devil. ___ As a bonus action, if you are wielding a weapon that possesses the Anti-Magic property, you can activate True Devil Union, granting you two pairs of devil horns on your head and a single one on your forehead, and a pair of wings on your back. While your True Devil Union is active, you gain the following benefits: - You immediately regain all of your expended anti-magic points. - Your movement speed is increased by 25 feet. Additionally, you gain a flight speed equal to your movement speed. - Any weapons you wield that possess the Anti-Magic property possess the Perfected Anti-Magic property instead, so long as you are wielding them. - The first attack you make each turn with a weapon that has the Perfected Anti-Magic property deals additional necrotic damage equal to half your Clover Knight level, rounded up. - You have advantage on all saving throws made against spells, and you have resistance to all magical damage, except for Psychic, Poison and Acid damage. Additionally, if you make the reflection maneuver, you can do so with advantage. - If you are wielding a melee weapon that possesses the Perfected Anti-Magic property, and you take the Attack action, you can spend five anti-magic points to instead make a special attack. You are proficient with all special attacks you make, and they all use either your Strength or Constitution modifier for their attack and damage rolls (your choice, same modifier for both rolls). ___ - - **Black Meteorite.** Fly towards a target creature you see inside your movement range and slam your weapon into them. On a hit, this attack deals damage equal to double that of the weapon you are currently wielding (this does not include the damage bonus), plus 30 necrotic damage. - - **Infinite Slash: Equinox.** Fire a vertical slash of anti-magic energy at a target you see within range, cutting through the space they occupy. This attack has a range of 800/3200, ignores all forms of cover, and immediately destroys magical barriers such as *wall of force* on contact. On a hit, it deals 10d10 necrotic damage. ___ If you use a special attack, you cannot attack again until the beginning of your next turn. ___ Your True Devil Union lasts for 3 rounds. It ends early if you are knocked unconscious. When your True Devil Union ends, all weapons that were granted the Perfected Anti-Magic property lose it, and regain the Anti-Magic property. ___ You can only activate True Devil Union once per day, and only if you have not yet expended any uses of Black Form and Devil Union. Once you activate True Devil Union, all uses of Black Form and Devil Union are expended. You regain all expended uses of True Devil Union at dawn. ___ ## Blood of the Royals ***Hailing from a royal family or noble house, you naturally possess stronger magic than most mages from the Clover Knight’s country of origin. While you might be cocky, you are a natural powerhouse on the battlefield, and a valuable asset.*** ___ #### Circumstance Spells ___ You gain circumstance spells at the clover knight levels listed. | Clover Knight Level | Spells | |:---:|:-----------:| | 1st | Sea Dragon’s Lair, Command | | 5th | Sea Dragon's Roar, Enthrall | | 9th | Calidos Brachium, Tidal Wave | | 13th | Point-Blank Sea Dragon’s Roar, Watery Sphere | | 16th | Conjure Elemental, Maelstrom | ___ #### Bonus Equipment ___ When you pick this Magical Circumstance at 1st level, in addition to your starting equipment, you also get an insignia or symbol of either your royal family, or noble house. ___ #### Royal Magic ___ At 1st level, the plentiful magic of your royal blood has already put you ahead of your peers in terms of magical power. Thanks to your plentiful magic, you gain the following benefits: - The amount of 1st-level and 2nd-level spell slots you have equals the amount listed on the Clover Knight table + 1. This only applies to spell slots of a level you have unlocked. - If any number of hostile creatures succeed on a Dexterity or Constitution saving throw against a spell you cast that deals damage, you may expend a spell slot of a level equal to or higher than that of the spell. If you do, those hostile creatures must redo that saving throw, and take the lower roll. ___ #### Magical Combat ___ At 5th level, you have participated in enough battles that you start to grasp the flow of a battlefield. Thanks to your budding understanding of combat, you gain the following benefits: \pagebreakNum - Once per turn, you can use your bonus action to focus your magic. This turn, if you hit a hostile creature with a cantrip that deals damage, you may treat that hit as a critical hit. You can only use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest. - If a creature’s attack hits you while you are concentrating on a spell, as a reaction, you can form a protective barrier around yourself. Decrease the damage you take from the attack by a number of 1d8s equal to your Constitution modifier. If you decrease the damage to 0 with the barrier, as part of that same reaction, you can cast a cantrip that has a casting time of one action, targeting the creature that attacked you. You can only use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest. ___ #### Royal Upbringing ___ At 7th level, thanks to your upbringing in high society, you can navigate political situations and the social landscape of high society far better than others. ___ You have advantage on all Persuasion (Charisma) and Deception (Charisma) checks made on all nobles and royals. Additionally, you have advantage on Insight (Wisdom) checks made to deduce whether or not a noble or royal is telling you the truth, or hiding something from you. ___ If you or your allies are encumbered by guards, security, or any sort of peace-keeping force, you can show the symbol of your noble house, or the insignia of your royal family, and claim you should not be encumbered for whatever reason. If you do so, those guards (or the like) must obey your demands, regardless of any orders they may have received from the people in charge of them, or any failed attempts made by your allies to convince them. The first time per long rest you use this part of the Royal Upbringing feature, you do not need to make a saving throw. From the second time onwards, though, you must make a Charisma saving throw, with a DC of 10 + the number of times you have used your house symbol or family insignia to convince people. On a successful save, you succeed, and may continue using this feature. On a failed save, your demands are ignored, and you cannot use your house symbol or family insignia to command anyone until at least two days have passed. ___ #### Royal Specialty ___ At 12th level, your constant involvement with battle has placed you under tremendous pressure, forcing you to evolve in order to survive. As part of your evolution, you finally learn a special kind of royal magic of your choice, to increase your combat prowess. ___ Choose one of the two royal specialties listed below. You cannot change this later. You cannot have more than one royal specialty, even if you get to choose again. \columnbreak **Brawler.** You treat fighting with magic more like a street brawl, caring only about raw power and damage. Once per turn, if you cast a spell, and you have advantage on that spell’s attack roll, you may forego the advantage to empower your spell. If you do, on a hit, you may treat it as if it were a critical hit. ___ You can only empower a spell a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest. ___ **Battlefield Dancer.** You dance through the battlefield with elegance and grace using magical armor, your fights a display of majesty as well as power. Pick a damage type from either Fire, Water, Wind, Earth, Lightning or Cold - this is the damage type of your armor, and it cannot be changed later. ___ As a bonus action, you can create a magical Valkyrie Armor to boost your combat prowess. While you are wearing the Valkyrie Armor, you gain the following benefits: - Your movement speed is increased by 20 feet. You can ignore all effects of difficult terrain on movement, including jumping and landing. You do not have to move at least 10 feet before either a long or high jump to gain the full benefit of the jump. Lastly, you gain a flight speed equal to your movement speed. - You gain a +1 bonus to your AC. - Your armor is made of the damage type you chose above. Because of that, it possesses weaknesses and resistances depending on its type. Please check the table below to see your weaknesses and resistances. - As part of your armor, you also conjure one of the weapons listed below. The weapon is made of the same element as your armor. You are proficient with the weapon, and you can use your Constitution modifier for its attack and damage rolls. It has a +1 bonus to its attack and damage rolls, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Each weapon possesses different stats, as listed below: ___ - - Lance - cost: ??? damage: 2d12 piercing weight: 12 lb. properties: Reach, special (see Lance’s special property) - - Longsword - cost: ??? damage: 2d8 slashing weight: 6 lb. properties: Versatile (2d10) - - Flail - cost: ??? damage: 2d8 bludgeoning weight: 4 lb. properties: — - - Maul - cost: ??? damage: 3d6 bludgeoning weight: 20 lb. properties: Heavy, two-handed - - Battleaxe - cost: ??? damage: 2d8 slashing weight: 8 lb. properties: Versatile (2d10) ___ You can pick a different weapon every time you conjure the armor. Additionally, you can treat the weapon as your spellcasting focus instead of your grimoire, and if you attempt to cast a spell while you are wielding the weapon with one or both of your hands, you can ignore the spell’s somatic components (if it has any). \pagebreakNum - When you take the Attack action, you can cast one spell, in addition to making a weapon attack. ___ Your Valkyrie Armor lasts for 1 minute. It ends early if you are knocked unconscious. When your Valkyrie Armor ends, any weapons you created alongside it are destroyed. You can end your Valkyrie Armor early by using a bonus action to dismiss it. ___ You can only activate your Valkyrie Armor a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest. ___ Valkyrie Armor element chart: | Element | Weakness (x2 damage) | Resistance (½ damage) | |:------:|:-----------:|:---:| | Fire | Water, Earth | Cold, Wind | | Water | Wind, Lightning | Fire, Earth | | Wind | Lightning, Fire | Water, Earth | | Earth | Water, Cold | Lightning, Fire | | Lightning | Earth, Cold | Water, Wind | | Cold | Fire, Earth | Lightning, Wind | ___ #### Superpowered Magic ___ At 15th level, your magic grows to superhuman levels, even by the standards of royals and nobles. You can now perform magical acts that would be considered impossible to most clover knights. ___ In addition to any spells you learned from leveling up and other features, when you reach 15th level, you may learn one 6th level spell from the Sorcerer, Warlock or Wizard spell lists, and you possess a single 6th-level spell slot to cast your spells with (in addition to your normal spell slots). ___ At 17th level, you may learn an additional 6th level spell from the same spell list you originally chose. Additionally, you may learn one 7th level spell from any of the remaining two spell lists. You now possess two 6th-level spell slots and a single 7th-level spell slot to cast your spells with (in addition to your normal spell slots). ___ At 19th level, you may learn a third 6th level spell from the same spell list you originally chose at 15th level. Additionally, you may also learn another 7th level spell from the spell list you chose at 17th level. Lastly, you may learn a single 8th level spell from the remaining spell list. You now possess two 6th-level spell slots, one 7th-level spell slot, and one 8th-level spell slot to cast your spells with (in addition to your normal spell slots). ___ All spells learned through this feature are Clover Knight spells for you. Whenever you prepare your list of clover knight spells after finishing a long rest, you may prepare a number of Superpowered Magic spells equal to half your Constitution modifier, rounded up, in addition to the spells you would normally prepare. \columnbreak You can use the spell slots you gain from this feature to cast your regular spells at a higher level, in addition to spells gained from this feature. Any expended spell slots gained from this feature are regained when you finish a long rest. ___ #### Might of the Royals ___ At 20th level, your magic grows to its absolute peak - you can show your might as a royal, unopposed on the battlefield. Your royal specialty grants you the following benefits in addition to the ones gained at 15th level, depending on the type of specialty you chose. ___ **Brawler.** Your vast reserves of mana, combined with your knowledge of the arcane and tutelage under people with an unmatched grasp of magic has allowed you to unlock Ultimate Magic; a singular spell that represents the very essence of your soul. ___ You gain a single 9th level spell slot. That spell slot can be used to cast your Ultimate Magic, or your other spells at 9th-level. Your Ultimate Magic is a wholly unique, custom spell that you create in cooperation with your DM, to fully represent the true essence of your character. Your Ultimate Magic spell always possesses the following benefits: - It is always prepared, and does not count against your maximum number of prepared spells. - You may attempt to cast your Ultimate Magic spell, even if you do not have the spell slots to do so. If you do, make a DC 30 Constitution saving throw. On a successful save, you manage to cast the spell. On a failed save, you do not manage to cast the spell, and you receive damage equal to the spell’s level + half your clover knight level (rounded up). ___ *An important note to players and DMs: due to the way Ultimate Magic actually works in Black Clover, this is the best version of this feature, trust me. In earlier drafts, this was just a stronger version of the main class’ True Magic feature, however, I realized that was boring and limited, and so I decided to stay true to the source material - this is the opportunity to design one completely unrestricted 9th-level spell. Just please, coordinate with your DM to keep things at the table fun ~~and don’t just create “not wish”, you lazy bums ;)~~.* ___ **Battlefield Dancer.** You have managed to encounter one of the four great natural spirits. Through miraculous luck (or an unfortunate blight, depending on who you ask), the spirit has offered you a temporary contract, and you have accepted it, augmenting the spirit’s strength with your own. ___ As a bonus action, if you do not currently have a Valkyrie Armor active, you can use your magic to create a Valkyrie Armor augmented with the spirit’s magic, wreathing yourself in a saint-like armor. While you are wearing your Saint Valkyrie Armor, you gain the following benefits: \pagebreakNum - Your movement speed is increased by 25 feet. You can ignore all effects of difficult terrain on movement, including jumping and landing. You do not have to move at least 10 feet before either a long or high jump to gain the full benefit of the jump. Lastly, you gain a flight speed equal to your movement speed + 15 feet. - You gain a +2 bonus to your AC. - Your armor is made of the damage type you chose when you reached 12th level. Because of that, it possesses weaknesses and resistances depending on its type. Please check the table above (12th level feature) to see your weaknesses and resistances. - In addition to the element of magic you chose for your armor at 12th level, your Saint Valkyrie Armor is also suffused with divine energy. You have resistance to radiant and necrotic damage. - As part of your armor, you also conjure one of the weapons listed below. The weapon is made of the same element as your armor. You are proficient with the weapon, and you can use your Constitution modifier for its attack and damage rolls. It has a +2 bonus to its attack and damage rolls, counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and deals radiant damage equal to your proficiency bonus, in addition to its usual damage. Each weapon possesses different stats, as listed below: ___ - - Lance - cost: ??? damage: 2d12 piercing weight: 12 lb. properties: Reach, special (see Lance’s special property) - - Longsword - cost: ??? damage: 2d8 slashing weight: 6 lb. properties: Versatile (2d10) - - Flail - cost: ??? damage: 2d8 bludgeoning weight: 4 lb. properties: — - - Maul - cost: ??? damage: 3d6 bludgeoning weight: 20 lb. properties: Heavy, two-handed - - Battleaxe - cost: ??? damage: 2d8 slashing weight: 8 lb. properties: Versatile (2d10) ___ You can pick a different weapon every time you conjure the armor. Additionally, you can treat the weapon as your spellcasting focus instead of your grimoire, and if you attempt to cast a spell while you are wielding the weapon with one or both of your hands, you can ignore the spell’s somatic components (if it has any). - When you take the Attack action, you can make two attacks, instead of only one. Moreover, you can cast one spell, in addition to your regular weapon attacks. ___ Your Saint Valkyrie Armor lasts for 30 seconds. It ends early if you are knocked unconscious. When your Saint Valkyrie Armor ends, any weapons you created alongside it are destroyed. You cannot activate a Valkyrie Armor while Saint Valkyrie Armor is active. You can end your Saint Valkyrie Armor early by using a bonus action to dismiss it. ___ You can only activate Saint Valkyrie Armor a number of times equal to half your Constitution modifier (rounded up). You regain all expended uses when you finish a long rest. \columnbreak ## Spirit Host ***Whether it be due to your mana, ingenuity, personality or even sheer luck, you have drawn the attention of one of the four great natural spirits, who has decided to make a contract with you.*** ___ #### Circumstance Spells ___ You gain circumstance spells at the clover knight levels listed. | Clover Knight Level | Spells | |:---:|:-----------:| | 1st | Wind Blades Shower, Cure Wounds | | 5th | Sylph's Breath, Silence | | 9th | Spirit Storm, Fly | | 13th | Spirit Weapon, Aura of Life | | 16th | Spirit Shield, Summon Celestial | ___ #### Bonus Language ___ When you pick this Magical Circumstance at 1st level, in addition to any languages you already know, you learn one language from the following list, depending on the spirit you chose to host: Sylvan (Sylph), Draconic (Salamander), Deep Speech (Undine), Gnomish (Gnome). ___ #### Host Grimoire ___ Starting at 1st level, you get chosen by one of the four great spirits of nature as their host. They are tied to your grimoire, and are therefore tied to your lifeforce (if you die, they simply vanish back into nature). They can hang outside your grimoire at all times, however, they must rest within it to store additional magic, or replenish their depleted magic - whenever you take a long rest, if you have expended all of your spell slots, the spirit must rest within your grimoire. If you still have spell slots remaining, the spirit can hang outside your grimoire, even during the long rest. ___ Choose one of the following four spirits: the wind spirit Sylph, the fire spirit Salamander, the water spirit Undine, or the earth spirit Gnome. That spirit is the one you host (you cannot change the spirit you host later, no matter what). Due to being a Spirit Host, you gain the following benefits: - When you pick your clover knight spells to learn for 1st level, you may learn an additional clover knight spell of 1st-level. - You possess a single Spirit Charge. Whenever you are reduced to 0 hit points, if you fail a death saving throw, you may expend your Spirit Charge. If you do, treat that failed death saving throw as a successful one. If you rolled a 1 on your death saving throw, expending your Spirit Charge will treat that roll as if it were a 20 instead. You regain all expended Spirit Charges at dawn. \pagebreakNum #### Spirit Manifestation ___ At 5th level, your bond with your spirit has grown strong enough that you can cause the spirit to manifest during combat, allowing it to aid you directly. ___ As a bonus action, you can summon your spirit from your grimoire, causing it to manifest in an unoccupied space you see within 15 feet of you. If you start a battle with your spirit out of your grimoire, it is already manifested in an unoccupied space you see within 15 feet of you. Your spirit has a number of hit points equal to 10 + your Constitution modifier + your Clover Knight level, and an AC of 10 + your proficiency bonus. It shares your stats, movement speed, spell attack bonus, spell save DC, prepared spells and spell slots. Your spirit acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. It can use its action and bonus action to cast spells, or perform any other actions. ___ When your spirit is manifested, you gain the following benefits: - You can immediately recover a number of expended spell slots equal to your Constitution modifier. Only one of those spell slots can be of either 4th or 5th level. If your spirit was already manifested at the start of the battle, it can do this as a bonus action on its turn. You can only receive this benefit once per day. - Whenever your spirit casts a spell that requires an attack roll and/or deals damage, you can choose whether it makes the attack roll with advantage, or adds your Constitution modifier to the spell’s damage roll. ___ In addition to the benefits granted to all spirit hosts by spirit manifestation, you also gain exclusive benefits. Depending on the spirit you host, you gain the following benefits while your spirit is manifested: - **Sylph.** On each of your turns in combat, you can take a bonus action to Dash. - **Salamander.** If you target a hostile creature with a cantrip, you can add your Charisma modifier to the cantrip’s damage roll. - **Undine.** Whenever you target an ally with a healing spell, you can add your Charisma modifier to the amount healed. - **Gnome.** As a bonus action, you can grant an ally you see within 30 feet of you a number of temporary hit points equal to a number of 1d6s times your Constitution modifier, plus your Charisma modifier. You can only do this a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest. ___ A spirit’s manifestation lasts indefinitely. You can use a bonus action to dismiss the manifestation, sending the spirit back to your grimoire for rest. If a spirit is reduced to 0 hit points, it must return to your grimoire to rest. A spirit can only rest if it is inside your grimoire for at least 4 hours, and it is never manifested during those 4 hours. After resting, your spirit regains all of its hit points and features. ___ When you use your Mana Recovery feature to recover expended spell slots when you finish a short rest, your spirit can also recover a number of hit points equal to half its hit point maximum, rounded up. ___ You can manifest your spirit as many times as you want per day, provided that it has hit points remaining. ___ #### Spiritual Flow ___ Starting from 7th level, you finally manage to perceive the world the same way your spirit does, grasping the flow of mana in your surrounding environments. ___ Once per long rest, you can touch a creature that is capable of casting spells. You can choose one language they speak that you do not know - you can now permanently speak, read and write in that language. Additionally, whenever you want, you can close your eyes and sharpen your magic (this takes an action in combat). If you do, so long as your eyes are closed and you manage to concentrate on sharpening your magic (this is treated as if you were concentrating on a spell), you can perfectly see your environment and any creatures in it that possess magical effects or are capable of spellcasting, in a diameter up to a number of feet equal to half your movement speed (rounded up) times your clover knight level times your Charisma modifier. You are unaffected by any illusions, normal and magical darkness, and any effect that might otherwise prevent you from perceiving a creature (example: a False Hydra’s song). You can see creatures and magical objects that are invisible, and perceive the original form of a shapechanger or a creature that is transformed by magic. ___ In addition to the benefits granted to all spirit hosts by spiritual flow, you also gain exclusive benefits. Depending on the spirit you host, you gain the following benefits: - **Sylph.** you can add your Charisma modifier to your passive Perception (Wisdom). Additionally, You can't be surprised while you are conscious. - **Salamander.** you gain proficiency in the Intimidation (Charisma) skill. If you already have proficiency in the Intimidation skill, you also make all Intimidation skill checks with advantage. - **Undine.** you can now breathe both air and water. Additionally, you can now walk across the surface of water as if it were harmless, solid ground. You have a swimming speed equal to double your movement speed. - **Gnome.** you can add your Charisma modifier to all Investigation (Intelligence) checks you make to locate rare metals and other gifts of the earth. Additionally, you gain a burrow speed equal to double your movement speed. ___ #### Spirit Assimilation: Spirit Dive ___ At 12th level, your bond with your spirit and the prowess of your Mana Skin have grown enough that you may attempt combining the two, resulting in a new form where you allow your spirit to dive into your body, augmenting it with the spirit's raw mana. \pagebreakNum While your spirit is manifested, you can use a bonus action to assimilate it into your body and initiate Spirit Dive (if your spirit is not manifested, you can assimilate it into yourself as part of the same bonus action you would use to manifest it). The spirit’s mana engulfs your body, painting your left half with the spirit’s color, surrounding your left arm and the left half of your head with protective decorations, and grants you a single wing on your left side. While your Spirit Dive is active, you gain the following benefits: - Your movement speed is increased by 15 feet. Additionally, you gain a flight speed equal to half your movement speed (rounded up). - When you first activate Spirit Dive, you gain a number of temporary hit points equal to half your clover knight level (rounded up) times your Constitution modifier. - When you take the Attack action, you can make up to two attacks, instead of just one. Moreover, you can replace one of those attacks with the casting of a cantrip, or a spell of 1st-level. Lastly, you can cast two spells per turn - one as your action and one as your bonus action. - Whenever you cast a cantrip that deals damage, you can roll an additional 1d6 damage of a type matching the spirit you host, in addition to the spell’s regular damage (Sylph - wind, Salamander - fire, Undine - water, Earth Gnome - earth). - You have advantage on Wisdom and Charisma saving throws made against non-damaging spells. ___ Your Spirit Dive lasts for 1 minute. It ends early if you are knocked unconscious. When your Spirit Dive ends, you lose all temporary hit points granted by it. You can end your Spirit Dive early by using a bonus action to dismiss it. ___ You can only activate Spirit Assimilation: Spirit Dive a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest. ___ Lastly, while you have Spirit Dive active, you gain all spirit-exclusive benefits you would usually gain from having your spirit manifested. ___ #### Spirit Assimilation: Spirit Dive - 100% ___ At 15th level, you have obtained a stronger, more complete version of Spirit Dive, thanks to becoming accustomed to using the form. ___ While your spirit is manifested, and you do not currently have Spirit Dive active, you can use a bonus action to assimilate it into your body and initiate a Complete Spirit Dive (if your spirit is not manifested, you can assimilate it into yourself as part of the same bonus action you would use to manifest it). The spirit’s mana engulfs your body, painting your entire body with the spirit’s color, surrounding both arms and your head with protective decorations, and grants you a pair of wings. While your Complete Spirit Dive is active, you gain the following benefits: - Your movement speed is increased by 20 feet. Additionally, you gain a flight speed equal to your movement speed. \columnbreak - When you first activate Complete Spirit Dive, you gain a number of temporary hit points equal to half your clover knight level (rounded up) times your Constitution modifier. - When you take the Attack action, you can make up to two attacks, instead of just one. Moreover, you can replace one of those attacks with the casting of a cantrip, or a spell of 2nd-level or lower. Lastly, you can cast two leveled spells per turn - one as your action and one as your bonus action. - Whenever you cast a cantrip, or a 1st-level spell that deals damage, you can roll an additional 1d8 damage of a type matching the spirit you host, in addition to the spell’s regular damage (Sylph - wind, Salamander - fire, Undine - water, Earth Gnome - earth). - You have advantage on Wisdom and Charisma saving throws made against non-damaging spells. - If you take the Attack action while wielding a weapon created by the Spirit Weapon spell, you can make one additional attack. You can add a +1 bonus to the weapon’s attack and damage rolls. Additionally, this turn, you can use your bonus action to cast a single cantrip or spell of 3rd-level or lower that has a casting time of one action. ___ Your Complete Spirit Dive lasts for 30 seconds. It ends early if you are knocked unconscious. When your Complete Spirit Dive ends, you lose all temporary hit points granted by it. You cannot activate Spirit Dive while Complete Spirit Dive is active. You can end your Complete Spirit Dive early by using a bonus action to dismiss it. ___ You can only activate Spirit Assimilation: Spirit Dive - 100% a number of times equal to half your Constitution modifier (rounded down). You regain all expended uses when you finish a long rest. ___ Lastly, while you have Complete Spirit Dive active, you gain all spirit-exclusive benefits you would usually gain from having your spirit manifested. ___ #### Spirit Recovery ___ Also at 15th level, your spirit’s ability to protect you grows stronger, making it easier for the spirit to save you in a pinch. ___ You now possess an additional Spirit Charge, up to a maximum of two. In addition to the benefits granted to all spirit hosts by spirit recovery, you also gain exclusive benefits. Depending on the spirit you host, you gain the following benefits: - **Sylph.** If you use your bonus action to Dash, you can leave behind a tailwind to propel others forward. Any allies who were within 15 feet of you at the start of your turn, or are within 15 feet of you when you end your turn, gain advantage on the next Dexterity saving throw they make. You can only do this a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest. - **Salamander.** Once per round, when either you or your Salamander spirit cast a cantrip that requires making an attack roll, you can make that attack roll with advantage. \pagebreakNum - **Undine.** As a bonus action, you or your Undine spirit can pour some of its magical water on a creature within 40 feet of it. That creature regains a number of hit points equal to 2d10 + your Charisma modifier, with the 2d10 becoming a 3d12 at 17th level. You can only do this a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest. - **Gnome.** Whenever an ally within 40 feet of you or your Earth Gnome gets hit by a weapon attack or a spell, you or your Earth Gnome can use a reaction to expend a spell slot of 1st-level or higher. Roll a number of d8s equal to the level of the spell slot expended. The damage your ally takes is reduced by the result. If the damage is reduced to 0, your ally can make a weapon attack against a creature within their reach as part of the same reaction you used. You can only do this a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest. ___ #### Spirit Dive - Saint Stage ___ At 20th level, your resonance with your spirit has grown so tremendous that you have achieved a level of power that surpasses even that of a Complete Spirit Dive, granting you the ability to slay devils. ___ While your spirit is manifested, you can use a bonus action to assimilate it into your body and initiate a Saint Spirit Dive (if your spirit is not manifested, you can assimilate it into yourself as part of the same bonus action you would use to manifest it). The spirit’s mana engulfs your body, painting your entire body with the spirit’s color, surrounding both arms and your head with protective decorations, and grants you a pair of wings, giving you a saint-like appearance. While your Saint Spirit Dive is active, you gain the following benefits: - Your movement speed is increased by 25 feet. Additionally, you gain a flight speed equal to your movement speed. - When you first activate Saint Spirit Dive, you gain a number of temporary hit points equal to your clover knight level times your Constitution modifier. - When you take the Attack action, you can make up to two attacks, instead of just one. Moreover, you can replace one of those attacks with the casting of a cantrip, or a spell. Lastly, you can cast two leveled spells per turn - one as your action and one as your bonus action. - Whenever you cast a cantrip or a spell that deals damage, you can roll an additional 1d10 damage of a type matching the spirit you host, in addition to the spell’s regular damage (Sylph - wind, Salamander - fire, Undine - water, Earth Gnome - earth). Additionally, when you hit a creature with a weapon attack or a spell that deals damage, roll an additional 1d10 radiant damage. - Once per turn, when you hit a hostile creature with a weapon attack or a spell that deals damage, you can expend all temporary hit points you currently have to deal maximum damage, instead of rolling. You can only do this once per Saint Spirit Dive you activate. - You have advantage on Wisdom, Charisma and Intelligence saving throws made against non-damaging spells. Additionally, your Saint Spirit Dive is suffused with divine energy. You have resistance to radiant and necrotic damage. - If you take the Attack action while wielding a weapon created by the Spirit Weapon spell, you can make two additional attacks. You can add a +2 bonus to the weapon’s attack and damage bonus. Additionally, this turn, you can use your bonus action to cast a single cantrip or spell that has a casting time of one action. - Once per round, if you cast the Spirit Shield spell, the range becomes 60 feet instead of self, and the target’s AC is increased by half your Charisma modifier (rounded up), in addition to the amount the spell would usually increase their AC by. Twice per Saint Spirit Dive you activate, and once per round, you can cast the Spirit Shield spell, even if you have already used up your reaction. ___ Your Saint Spirit Dive lasts for 3 rounds. It ends early if you are knocked unconscious. When your Saint Spirit Dive ends, you lose any temporary hit points it granted you. ___ You can only activate Saint Spirit Dive once per day, and only if you have not yet expended any uses of Spirit Dive and Complete Spirit Dive. Once you activate Saint Spirit Dive, all uses of Spirit Dive and Complete Spirit Dive are expended. You regain all expended uses of Spirit Dive and Complete Spirit Dive when you finish a long rest. You regain all expended uses of Saint Spirit Dive at dawn. ___ Lastly, while you have Saint Spirit Dive active, you gain all spirit-exclusive benefits you would usually gain from having your spirit manifested. ___ ## Foreign Mage ___ ***A mage from a different kingdom, you ended up at the country of origin of the clover knights. Ending up joining their military organization, you find yourself slowly adopting their cultures, while still maintaining your own.*** #### Circumstance Spells ___ You gain circumstance spells at the clover knight levels listed. | Clover Knight Level | Spells | |:---:|:-----------:| | 1st | Dark Cloaked Black Blade, Ensnaring Strike | | 5th | Dark Cloaked Lightless Slash, Branding Smite | | 9th | Dark Cloaked Dimension Slash, Summon Shadowspawn | | 13th | Death Thrust, Shadow of Moil | | 16th | Dark Cloaked Deep Black Blade, Banishing Smite | \pagebreakNum #### Bonus Proficiency ___ At 1st level, you gain proficiency with simple and martial weapons. Additionally, you gain proficiency with the Survival skill. ___ #### Foreign Knowledge ___ At 1st level, your knowledge of your homeland gives you an advantage over other clover knights, as your way of thinking and therefore fighting style is completely different from that of those mages. Thanks to your foreign knowledge, you gain the following benefits: - When you make an attack with a weapon you are proficient with, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. - When you choose this Magical Circumstance at 1st level, as part of your starting equipment, you may receive one simple or martial weapon of your choice that lacks the heavy or special properties. That weapon replaces the quarterstaff/spear you would usually receive from your starting equipment. - You can perform the somatic components of spells, even if you have a weapon in one or both hands, so long as you are proficient with that weapon. - When you choose your cantrips for 1st level, one of the cantrips you know can be chosen from the Sorcerer, Bard, Warlock or Artificer spell lists. That cantrip counts as a clover knight cantrip for you, and you use Constitution as your spellcasting ability for it. ___ #### Foreigner's Fight ___ At 5th level, while you have learned how to fight like a clover knight, you find the fighting style of your homeland to be more comfortable and so, you use it as the core of your style of combat. ___ You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a cantrip or a 1st-level spell in place of one of those attacks. ___ Additionally, you gain a number of ki points equal to half your clover knight level (rounded up) + your Wisdom modifier. You can spend these points to fuel various ki features. You start knowing three such features: Imbued Attack, Increased Awareness, and Environmental Reading. You learn more ki features as you gain levels in this class. ___ When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. ___ - **Imbued Attack.** When you take the Attack action on your turn, you can spend 1 ki point. Until the end of your turn, you have advantage on all weapon attacks you make with a weapon you are proficient with. \columnbreak - **Increased Awareness.** When you are hit by an attack roll or fail a Dexterity saving throw, you can use your reaction to spend 1 ki point. Roll a 1d4 and add the result to your AC or saving throw, for this attack or saving throw only. - **Environmental Reading.** When you make a Perception (Wisdom) or Investigation (Intelligence) check, you can spend 1 ki point to make that skill check with advantage. ___ #### Wild Etiquette ___ Starting at 7th level, your knowledge of various countries gives you a wide cultural understanding, allowing you to choose how to behave depending on the situation and culture, and making you especially adept at figuring out the layout of cities, and understanding which places are safer. ___ Whenever you make an Intimidation (Charisma) check, or a Persuasion (Charisma) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in the Investigation (Intelligence) skill, and one of the following skills of your choice: Deception (Charisma), Performance (Charisma), or Persuasion (Charisma). ___ Additionally, while you are in an area of a town or city that is considered to be dangerous or shady, you have advantage on all Perception (Wisdom) checks you make, and you gain a bonus to your passive Perception (Wisdom) equal to your Constitution modifier. ___ Lastly, if you are playing a game you are proficient in, you can add your Wisdom modifier (minimum of +1) to any History (Intelligence) checks you make in order to recall the history of the game. If your opponent is attempting to find out whether or not you are cheating, the DC for them to find out if you are cheating or not becomes 15 + your Wisdom modifier (minimum of +1), instead of 15. ___ #### Foreign Tactics ___ At 12th level, the missions you undertake as a clover knight only increase in danger, and so, in order to survive, you fully merge your knowledge from your homeland with what you learned as a clover knight, allowing you to form your own unique battle style. ___ Pick a single weapon you own that you are proficient with. That weapon becomes a magic weapon with a +1 bonus to its attack and damage rolls, and its damage dice is increased by a single roll (example: if the weapon you picked is a greatsword, its damage dice is now a 3d6 instead of a 2d6). ___ Additionally, when you take the Attack action, you can replace one of your attacks with a casting of a cantrip, or a spell that requires a melee weapon as part of its material components, regardless of the spell’s level. Also, your movement speed is permanently increased by 10 feet. ___ Lastly, you can pick one fighting style from the Fighter’s list of fighting styles. You can change that fighting style every time you receive the ability score improvement feature in this class. You can't take a Fighting Style option more than once, even if you later get to choose again. \pagebreakNum #### Zetten ___ Starting at 15th level, you have finally managed to figure out how to use the most difficult ki technique of all from your homeland - Zetten, the ability to increase your ki and explosively expel it from your body, strengthening your attacks and spells with it. ___ When you hit a creature with a melee weapon attack, or a spell that uses a melee weapon as part of its material components, you can spend ki points in multiples of 2 to deal force damage to the target, in addition to the attack's damage. The extra damage is 2d8 for every 2 ki points you spend, to a maximum of 6d8. ___ #### Combat Ki Mastery ___ Also at 15th level, you master all your combat ki features that aren’t Zetten, making the following ki features stronger. ___ - **Imbued Attack.** When you take the Attack action on your turn, you can spend 1 ki point. Until the end of your turn, you have advantage on all weapon attacks you make with a weapon you are proficient with. Additionally, until the end of your turn, that weapon deals an additional 1d6 force damage. - **Increased Awareness.** When you are hit by an attack roll or fail a Dexterity saving throw, you can use your reaction to spend 1 ki point. Roll a 1d6 and add the result to your AC or saving throw, for this attack or saving throw only. ___ #### Zetten Master ___ At 20th level, you have reached a level of ki control so precise and proficient that you are considered a ki master who has mastered Zetten, a Zetten master - a title that few people in the world possess, even in your own home country. Your Zetten grows stronger. When you use Zetten, the maximum amount of extra damage you can deal is increased to 8d8. ___ Additionally, when you roll for initiative and have no ki points remaining, you can regain all of your expended ki points. You can only do this once per short rest. \pagebreakNum
# PART 4 ##### Spells
___ # Spell List ___ (Note: spells whose names are italicized are brand new spells. Spells whose names aren't italicized are official spells from the PHB, DMG, XGtE, TCoE, etc...) ##### Cantrips - Booming Blade - *Crescent Moon Sickle* - *Explosive Fire* - Green-Flame Blade - Gust - Mage Hand - *Magic Flower Bullet* - Message - Ray of Frost - Reflect Ray - *Sea Dragon’s Waterball* - *Thunder Orb* ___ ##### 1st Level - *Dark Cloaked Black Blade* - Detect Magic - *Dream-Healing Flower Cradle* - *Exploding Buckshot* - Feather Fall - *Harpe* - *Heavenly Ice Fang* - Identify - Magic Missile - *Sea Dragon’s Lair* - Sleep - Tenser's Floating Disk - Thunderwave - *Thunderbolt Destruction* - *Thunder God’s Armor* - *Towering Tornado* - *Wind Blades Shower* ___ ##### 2nd Level - Air Bubble - *Binding Magic* - Continual Flame - *Corpse-Hunting Briar Tree* - Darkness \columnbreak - *Dark Cloaked Lightless Slash* - Detect Thoughts - Enlarge/Reduce - *Guiding Light Leopard* - *Laevatein* - *Leo Rugiens* - Misty Step - *Princess-Healing Flower Robe* - *Sea Dragon's Roar* - See Invisibility - *Spiral Flames* - Suggestion - *Sylph's Breath* - *Thunder Fiend* - *Tornado Fang* ___ ##### 3rd Level - Bestow Curse - Blink - *Bright Judgement Whip* - *Calidos Brachium* - Counterspell - *Dark Cloaked Dimension Slash* - Fireball - Haste - *Magic Cannon Flower* - Remove Curse - *Salamander’s Breath* - Sending - *Spirit Storm* ___ ##### 4th Level - Blight - *Blue Rose Paradise* - *Calidos Brachium Purgatory* - Control Water - *Death Scythe* - *Death Thrust* - Dimension Door - Evard's Black Tentacles - Gate Seal - Greater Invisibility - *Keraunos* \pagebreakNum - *Point-Blank Sea Dragon’s Roar* - Polymorph - *Princess-Healing Flower Paradise* - *Spirit Weapon* ___ ##### 5th level - *Calidos Brachium Purgatory: Flame Burial* - Cone of Cold - Conjure Elemental - *Dark Cloaked Deep Black Blade* - Dream - Far Step - *Flower Princess Utopia* - *Lightning Battle Fiend* - *Soul Chain Death Match* - *Spirit Shield* - Teleportation Circle - Wall of Stone
#### Crescent Moon Sickle *Evocation cantrip* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a sharp sickle made of wind and launch it at a creature you see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 wind damage. ___ *At Higher Levels.* This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). ___ #### Explosive Fire *Evocation cantrip* ___ - **Casting Time:** 1 Action - **Range:** 80 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a small sphere of flames centered on a point you see within range, and detonate it. Each creature in a 10-foot radius must make a Dexterity saving throw. If a creature is drenched, it makes this saving throw with advantage. A target takes 1d6 fire damage and becomes burned on a failed save, or half as much damage with no additional effect on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. ___ At the beginning of each of its turns, a burned creature must make a Constitution saving throw. On a failed save, they take 1d8 fire damage. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules). \columnbreak *At Higher Levels.* This spell’s initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The burn damage increases by 1d8 at 11th level (2d8), and 17th level (3d8). ___ #### Magic Flower Bullet *Evocation cantrip* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You bloom forth a bullet of floral magic and fire it at a creature you see within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is drenched. On a hit, the target takes 1d6 plant damage. You can pick either yourself, or an ally within the spell’s range - the creature you picked regains a number of hit points equal to half the damage you dealt, rounded up. ___ *At Higher Levels.* This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ___ #### Reflect Ray *Conjuration cantrip* ___ - **Casting Time:** 1 Bonus Action - **Range:** 60 feet - **Components:** V, S, M (a small mirror or another reflective object) - **Duration:** Instantaneous ___ You conjure a magic mirror the size of your hand, and use it to fire a beam of reflected light at a target you see within range. Make a ranged spell attack against the target. You have disadvantage on the attack roll if the target is drenched. On a hit, the target takes 1d10 radiant damage. ___ *At Higher Levels.* The spell creates more than one mirror when you reach higher levels: two mirrors at 5th level, three mirrors at 11th level, and four mirrors at 17th level. You can direct the mirrors at the same target or at different ones. Make a separate attack roll for each mirror. ___ #### Sea Dragon's Waterball *Evocation cantrip* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a sphere of water and hurl it at a creature or object you see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 water damage. A creature or object that gets hit by this spell is drenched. If the creature or object is on fire, the fire is doused out. ___ *At Higher Levels.* This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \pagebreakNum #### Thunder Orb *Evocation cantrip* ___ - **Casting Time:** 1 Action - **Range:** 80 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure an orb of electricity and hurl it at a creature you see within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal, or if it is drenched. On a hit, the target takes 1d8 lightning damage. ___ *At Higher Levels.* This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ___ #### Dark Cloaked Black Blade *1st-level Evocation* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self (10-foot radius) - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** 1 minute ___ You coat one weapon you are currently wielding with pitch black dark magic, strengthening the weapon and elongating its reach. For the duration of this spell, that weapon has the reach property, and if you use it to make a melee weapon attack against a hostile creature, the weapon deals its regular damage + 1d6 dark damage. If the weapon isn’t magical, it becomes magical for the duration of the spell. ___ Additionally, when you first cast this spell, you can make a single melee weapon attack against a creature within 10 feet of you as part of the same bonus action used to cast this spell. ___ If multiple instances of this spell are cast on a weapon, it only gains its benefits once. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the additional damage the weapon deals increases by 1d6 for each slot level above 1st. ___ #### Dream Healing Flower Cradle *1st-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You create a cradle made of magical flowers around you, or a single ally you within range. Pick either yourself, or an ally you see within range. You bloom forth a cradle, big enough to contain exactly one creature. For the duration of the spell, a creature inside the cradle cannot move, take actions, bonus actions, or reactions - however, it can hear and see anything happening outside the cradle, and converse with creatures outside it. \columnbreak A creature within the cradle cannot be targeted for attacks, automatically succeeds all saving throws, and cannot take any damage. So long as a creature is inside the cradle, at the beginning of each of its turns, it regains a number of hit points equal to 2d6 + your Spellcasting Ability modifier. ___ The cradle lasts for the duration of the spell, or you can use a bonus action to end the spell early. Alternatively, the cradle can be instantly destroyed with a casting of *dispel magic*, or by hitting it with a weapon that possesses the Anti-Magic property. If you target an ally with this spell, they cannot maintain concentration on any effect while they are within the cradle. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st. ___ #### Exploding Buckshot *1st-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 45 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a sphere made of flames and slam it forwards, causing it to spread out in a buckshot. You choose a number of creatures you see in range equal to 1 + your Spellcasting Ability modifier. Each creature must make a Dexterity saving throw. If a creature is drenched, it makes this saving throw with advantage. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and the amount of creatures you can target increases by 1, for each slot level above 1st. ___ #### Harpe *1st-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 80 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure 5 small swords made of minerals, then fling them. Each sword hits a creature of your choice you see within range. The swords all strike simultaneously and you can direct them to hit one creature or several. Make a separate ranged spell attack for each target. On a hit, a sword deals 1d6 + your Spellcasting Ability modifier in earth damage to its target. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more sword for each slot level above 1st. \pagebreakNum #### Heavenly Ice Fang *1st-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a massive fang of ice and hurl it at a creature you see within range. That creature must make a Constitution saving throw. If the target is drenched, it makes the saving throw with disadvantage. On a failed save, the target takes 2d8 cold damage and has disadvantage on its next attack roll. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ___ #### Sea Dragon's Lair *1st-level Abjuration* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ This spell creates a magical barrier around you, or allies within range. Pick either yourself, or an ally you see within range. You conjure a large, spherical dome made of water magic with a radius of 20 feet centered around the creature you chose. The dome’s element is water, and it has a number of hit points equal to 5d6. ___ The dome has a resistance to fire and earth damage, and weakness to lightning and plant damage, and damage from Anti-Magic weapons. Hostile creatures outside the dome can’t enter the dome while it is intact. The dome’s AC equals 10 + your proficiency bonus, its Constitution saving throw is +5, and its Dexterity saving throw is 0. The dome is destroyed once its hit points reach 0. ___ The dome lasts for the duration of the spell, or you can use a bonus action to end the spell early. Alternatively, the dome can be instantly destroyed with a casting of *dispel magic*. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the dome’s radius and hit points are increased by 10 feet and 1d6, respectively, for each slot level above 1st. ___ #### Thunderbolt Destruction *1st-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 80 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a bolt of lightning and hurl it at a creature you see within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal, or if it is drenched. \columnbreak On a hit, the target takes 2d10 lightning damage. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ___ #### Thunder God's Armor *1st-level Conjuration* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ You use lightning magic to weave armor for yourself, consisting of a pair of gloves and boots that are manifested onto your hands and feets respectively, boosting your physical aspects. ___ For the duration of the spell, your movement speed is increased by 5 feet. You can use your Spellcasting Ability modifier for the attack and damage rolls of your unarmed strikes, and their damage becomes 2d6 + 1 lightning damage. Additionally, when you take the Attack action, you can attack an additional number of times equal to half your spellcasting ability modifier (rounded down, minimum of 1), however, all the attacks must then be unarmed strikes. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 + 1, and your movement speed is increased by an additional 5 feet, for each slot level above 1st. ___ #### Towering Tornado *1st-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a large, towering tornado centered on a creature you see within range, blowing it and any nearby creatures around. Each creature in a 15-foot radius must make a Strength saving throw. On a failed save, a creature takes 2d8 wind damage and gets pushed 10 feet back. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8, and the amount a creature gets pushed increases by 5 feet, for each slot level above 1st. ___ #### Wind Blades Shower *1st-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 80 feet - **Components:** V, S - **Duration:** Instantaneous \pagebreakNum You conjure 4 daggers made of razor sharp wind, and launch them. Each dagger hits a creature of your choice you see within range. The daggers all strike simultaneously and you can direct them to hit one creature or several. Make a separate ranged spell attack for each target. On a hit, a dagger deals 1d8 + 2 in wind damage to its target. ___ *At higher levels:* When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dagger for each slot level above 1st. ___ #### Binding Magic *2nd-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 80 feet - **Components:** V, S, M (a piece of thick rope) - **Duration:** Concentration, up to 1 minute ___ Choose a humanoid or spellcasting focus you see within range. The target must succeed on a Strength saving throw or be restrained for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target. A spellcasting focus targeted by this spell immediately fails the saving throw and is restrained (a restrained spellcasting focus cannot be used for casting spells. The spell on it can only be ended when the duration ends, with a casting of *dispel magic*, or by attacking the bindings with a weapon that possesses the Anti-Magic property). ___ Additionally, pick one of the following elements: fire, wind, water, lightning, earth or dark. A restrained creature also suffers from the following effects, depending on the element you chose. - **Fire.** At the beginning of each of its turns, if a creature is still under the effects of this spell, it takes 2d6 fire damage. - **Wind.** At the beginning of each of its turns, if a creature is still under the effects of this spell, it takes 3d4 wind damage. - **Water.** A creature under the effects of this spell is drenched (this persists even after the spell ends). - **Lightning.** A creature under the effects of this spell has disadvantage on all Strength and Dexterity saving throws it makes. - **Earth.** When a creature under the effects of this spell makes a Strength saving throw to try and end its effects on themselves, the DC gains a +2 bonus for that attempt. - **Dark.** A creature under the effects of this spell has disadvantage on all Wisdom and Intelligence saving throws it makes. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. \columnbreak #### Corpse-Hunting Briar Tree *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (20-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You sprout sharp, spike-filled briars in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 plant damage, and falls prone. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ___ #### Dark Cloaked Lightless Slash *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You coat one weapon you are currently wielding with pitch black dark magic, then fire it off at a creature you see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 dark damage, and is blinded until the end of its next turn. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ___ #### Guiding Light Leopard *2nd-level Divination* ___ - **Casting Time:** 1 Hour
R
- **Range:** 20 feet - **Components:** V, S, M (a marked stone) - **Duration:** 8 hours ___ You summon a leopard made of fire to an unoccupied space you see within range, where it awaits your command. The leopard cannot be harmed, and it lasts for the duration of the spell, until you use an action to dismiss it, or until you reach your destination. ___ As a bonus action, you can command the leopard to guide you, your allies, and/or any creatures you designate as friendly, to any place you have visited in the past that you have marked (a place is considered marked if you have cast at least one spell while residing in it). \pagebreakNum The leopard sheds a bright light for 30 feet, and a dim light for 30 more feet. It will always show you the optimal way to the destination, doing its best to choose less dangerous roads, and steer clear of any creatures that could potentially be hostile. It cannot lose its north, and it is unaffected by illusions, or any effects that might prevent it from perceiving danger for whatever reason. Its passive perception equals 10 + your Perception skill + half your proficiency bonus (rounded up). Lastly, it has a carrying capacity of 90 Ibs (objects only), and can carry on its back a number of friendly creatures that are Medium size or smaller equal to your proficiency bonus. ___ #### Laevatein *2nd-level Conjuration* ___ - **Casting Time:** 1 Bonus Action - **Range:** 10 feet - **Components:** V, S, M (a piece of mineral) - **Duration:** Concentration, up to 1 minute ___ You conjure a massive blade made of minerals in a point you see within range. This magic sword lasts until the spell ends. It counts as a simple melee weapon which you are proficient with. As an action, you can make the sword attack a hostile creature that is within 10 feet of it. If you do, make a melee attack, using your spellcasting ability modifier for the attack and damage bonus. On a hit, the blade deals 3d8 earth damage and stuns the target until the end of its next turn. Additionally, during your turn, you can use a bonus action to move the sword up to a number of feet equal to your movement speed + 10. ___ *At higher levels:* When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 4d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 5d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 6d8. ___ #### Leo Rugiens *2nd-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 20 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You conjure a flaming lion in an unoccupied space that you can see within range. The lion lasts for the duration of the spell, until you dismiss it as an action, or it runs out of hit points. ___ The lion emits a bright light for 20 feet, and a dim light for 10 more feet. It has a number of hit points equal to 3d10 + your spellcasting ability modifier, and its AC equals 12 + your proficiency bonus. The lion sees invisible creatures and can sense all fire within 200 feet of it. It ignores illusions. ___ During each of your turns, you can use your bonus action to command the lion to perform a bite attack, breath attack, or roar. The lion’s attack bonus for its bite attack is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, the bite deals 4d8 fire damage. \columnbreak The DC for its breath attack and roar equal your spell save DC. For its breath attack, each hostile creature within a 20-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and becomes burned. On a successful save, a creature takes half damage and is not burned. ___ At the beginning of each of its turns, a burned creature must make a Constitution saving throw. On a failed save, they take 2d6 fire damage. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules). ___ If the lion roars, each creature in a 20-foot radius must make a Wisdom saving throw. On a failed save, a creature is frightened of the lion for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. ___ The lion has a weakness to water and earth damage, a resistance to plant and wind damage, and an immunity to fire damage. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the lion’s hit points, attack damage, and burn damage increase by 1d10, 1d8 and 1d6, respectively, for each slot level above 2nd. ___ #### Princess-Healing Flower Robe *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (35-foot radius) - **Components:** V, S, M (a peony) - **Duration:** Concentration, up to 1 minute ___ You create a robe made of magical flowers on your body, which emits healing magic. When you cast this spell, all allies within range regain a number of hit points equal to 2d6 + your Spellcasting Ability modifier. At the beginning of each of your turns, while the robe still exists, you can use a bonus action to continue healing - all allies within range regain a number of hit points equal to 2d6. ___ The robe lasts for the duration of the spell, or you can use a bonus action to end the spell early. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the healing (both initial and later) increases by 1d6 for each slot level above 2nd. ___ #### Sea Dragon's Roar *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create a massive dragon head formed of water, and launch it at a target you see within range at high speed. Make a ranged spell attack against the target. On a hit, the target takes 4d8 water damage. \pagebreakNum Additionally, the target creature, and all other hostile creatures in a 15-foot radius of it, are now drenched, and if they are on fire, the fire is doused out. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. ___ #### Spiral Flames *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 100 feet - **Components:** V, S - **Duration:** Instantaneous ___ You form two horizontal pillars of spiraling flames, and fire them. Each pillar hits a creature of your choice you see within range. The pillars all strike simultaneously and you can direct them to hit one creature or several. Make a separate ranged spell attack for each target. On a hit, a pillar deals 2d8 fire damage to its target. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more pillar for each slot level above 2nd. ___ #### Sylph's Breath *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (30-foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ You fire a breath infused with the magic of Sylph, the wind spirit, in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 wind damage, and gets pushed 20-feet back. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. If you have a contract with a spirit, you can replace this spell’s damage type with the damage type associated with the spirit. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8, and the amount a creature gets pushed increases by 5 feet, for each slot level above 2nd. ___ #### Thunder Fiend *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (20-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You encase yourself in lightning magic and quickly dash around the battlefield, attacking all enemies within a 20-foot radius. Each hostile creature in range must make a Dexterity saving throw. If a creature is wearing armor made of metal, or if it is drenched, it makes the saving throw with disadvantage. \columnbreak On a failed save, a creature takes 2d12 + your Spellcasting Ability modifier in lightning damage, and is paralyzed until the end of its next turn. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12, and the spell’s radius increases by 5 feet, for each slot level above 2nd. ___ #### Tornado Fang *2nd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 80 feet - **Components:** V, S - **Duration:** Instantaneous ___ You fire a tornado at a target you see within range, gouging at them like a fang. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing no armor or only light armor. On a hit, the target takes 3d6 wind damage. ___ *At higher levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. ___ #### Bright Judgement Whip *3rd-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self (60-foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a whip made of light magic, and flagellate it in front of you in a 60-foot cone. Each creature in that area must make a Dexterity saving throw. If the area is well lit, the creature makes the saving throw with disadvantage. On a failed save, a creature takes 4d10 radiant damage and has disadvantage on its next attack roll, saving throw or skill check. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. ___ *At higher levels:* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. ___ #### Calidos Brachium *3rd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (5-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You engulf your fist with a scorching hot flame and make a melee attack using your fist against one creature you see within 5 feet of you. Use your spell attack bonus for the attack bonus, and your spellcasting ability modifier for the damage bonus. On a hit, the target takes 6d8 + 10 fire damage, and becomes burned. \pagebreakNum At the beginning of each of its turns, a burned creature must make a Constitution saving throw. On a failed save, they take 3d6 fire damage. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules). ___ If you cast this spell while inside your Mana Zone, instead of targeting a single creature you see within range to attack, you can target up to a number of creatures you see inside your Mana Zone equal to 1 + your spellcasting ability modifier, and attack them all. Make a single attack and damage roll for all of them. ___ *At higher levels:* When you cast this spell using a spell slot of 4th level or higher, the damage from the attack, and from the burn, increases by 1d8 and 1d6, respectively, for each slot level above 3rd. ___ #### Dark Cloaked Dimension Slash *3rd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (100-foot line) - **Components:** V, S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You coat one weapon you are currently wielding with pitch black dark magic, then fire off a 5 feet wide slash that can cut through dimensions, and travels 100 feet in a line in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 dark damage on a failed save, or half as much damage on a successful one. If you cast this spell while inside of your Mana Zone, it deals 8d8 dark damage instead. ___ The slash ignores all cover, and cannot be blocked in any way other than distorting space using a spell that affects gravity. Additionally, it instantly cuts through and destroys any magical barriers in its way, such as a *wall of force* spell. ___ *At higher levels.* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. ___ #### Magic Cannon Flower *3rd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 80 feet - **Components:** V, S - **Duration:** Instantaneous ___ You sprout a massive flower that shoots a beam of solar energy at a hostile creature you see within range. Make a ranged spell attack roll. You have advantage on the attack roll if the target is drenched. On a hit, the target takes 4d6 plant damage and 4d6 radiant damage. You can pick either yourself, or an ally within the spell’s range - the creature you picked regains a number of hit points equal to half the damage you dealt, rounded up. \columnbreak *At higher levels.* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ___ #### Salamander's Breath *3rd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (60-foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ You summon an imitation of the Salamander spirit in front of you, ordering it to shoot its fire breath in a 60-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and becomes burned. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. ___ At the beginning of each of its turns, a burned creature must make a Constitution saving throw. On a failed save, they take 2d8 fire damage. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules). ___ If you have a contract with the Salamander spirit, or any other fire spirit, this spell deals 5d10 fire damage instead, and the burn deals 3d8 fire damage instead. ___ *At higher levels.* When you cast this spell using a spell slot of 4th level or higher, the damage from the attack, and from the burn, increases by 1d10 and 1d8, respectively, for each slot level above 3rd. ___ #### Spirit Storm *3rd-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a storm of spirit magic, and fire it at a target you see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 wind damage. If you have a contract with a spirit, you can replace this spell’s damage type with the damage type associated with the spirit. ___ *At higher levels.* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. ___ #### Blue Rose Paradise *4th-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self (45-foot radius) - **Components:** V, S - **Duration:** Concentration, up to 1 minute \pagebreakNum You conjure a garden of massive briars with blue roses on them in a 45-foot radius. Each creature in that area must succeed on a Dexterity saving throw. If a creature is drenched, or has advantage on this saving throw, they make this saving throw with disadvantage (this does not cancel out advantage, but instead results in disadvantage). On a failed save, a creature becomes restrained for the duration of the spell, and immediately takes 5d6 piercing damage and 5d6 plant damage. ___ At the end of each of its turns, a creature can make a Strength saving throw. On a success, the spell ends on them. On a fail, they are still under the effects of the spell, and take 3d6 piercing damage and 3d6 plant damage. At the beginning of each of its turns, a creature under the effect of this spell takes 3d6 piercing damage and 3d6 plant damage. ___ At all times, you know all spells affecting any creatures under the effects of this spell, and whether those spells grant a beneficiary or detrimental effect. As a bonus action, you can end a number of beneficiary spell effects on a creature under this spell’s effect up to or equal to your spellcasting ability modifier. ___ *At higher levels.* When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. ___ #### Calidos Brachium Purgatory *4th-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (60-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You engulf your entire body with a scorching hot flame, and send it all out in a massive explosion in a 60-foot radius. Each creature in range must make a Dexterity saving throw. On a failed save, a creature takes 10d8 + 20 fire damage, and becomes burned. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. Regardless of whether a creature in range succeeded or failed on its saving throw, upon casting this spell, you receive two levels of exhaustion. ___ At the beginning of each of its turns, a burned creature must make a Constitution saving throw. On a failed save, they take 5d8 fire damage. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules). ___ *At higher levels.* When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for the initial damage and the burn damage, respectively, for each slot level above 4th. \columnbreak #### Death Scythe *4th-level Transmutation* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You grow a protrusion out of both your forearms, and transform them into blades made of magic. These magic blades last for the duration of the spell. They count as a melee weapon with which you are proficient, and their damage is magical. ___ On your turn, you can take the Attack action with them, and make up to two attacks with them instead of one. The attacks use your spellcasting ability modifier for their attack and damage bonus. Choose one of the attacks from the following options: - Melee: Range - 10 feet. Make a melee attack roll against a single target in range, attempting to slash them at close range. On a hit, the target takes 5d8 slashing damage. - Ranged: Range - 80 feet. Make a ranged attack roll against a single target in range, attempting to fire a magical slash at them from a distance. On a hit, the target takes 4d8 slashing damage. ___ If you attack the same creature two turns in a row with this spell, any attacks you make on it with the spell afterwards ignore all resistances to damage, treat immunities to damage as resistances, and instantly slash through and destroy any magical barriers in their way, such as a *wall of force* spell. If you attack the same creature an additional turn in a row, you can also ignore all immunities to damage. ___ *At higher levels.* When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. ___ #### Death Thrust *4th-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (45-foot radius) - **Components:** V, S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You coat one weapon you are currently wielding with pitch black dark magic, then fire it off as a highly condensed sphere of pressure by thrusting it at a creature you see in range. Make a ranged spell attack against the target. On a hit, the target takes 10d8 dark damage. ___ If you cast this spell while inside of your Mana Zone, you can decide to condense your Mana Zone into the spell itself. If you do, make a ranged spell attack against the target, with advantage. On a hit, the target takes 10d12 dark damage. Regardless of whether you hit or not, if you do this, your Mana Zone immediately ends after you cast this spell. \pagebreakNum *At higher levels.* When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and 1d12 for each slot level above 4th. ___ #### Keraunos *4th-level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Self (100-foot line) - **Components:** V, S - **Duration:** Instantaneous ___ You turn yourself into a spear made of pure lightning, and launch yourself at a direction of your choice, in a line that is 100 foot long and 5 foot wide. Every creature in range must make a Dexterity saving throw. If a creature is drenched, or wearing metal armor, they make that saving throw with disadvantage. On a failed save, a creature takes 5d12 lightning damage. Additionally, if the creature is drenched, or wearing metal armor, they take an additional 10 lightning damage. On a successful save, a creature takes half damage, and if it is drenched or wearing metal armor, they only take 5 additional lightning damage. ___ *At higher levels.* When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. ___ #### Point-Blank Sea Dragon's Roar *4th-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (5-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You create a massive dragon head formed of water, and crash it into a target in range at high speed. Make a melee spell attack against the target. You have advantage on that attack roll. On a hit, the target takes 10d8 + 20 water damage. Additionally, the target creature, and all other hostile creatures in a 30-foot radius of it, are now drenched, and if they are on fire, the fire is doused out. ___ *At higher levels.* When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. ___ #### Princess-Healing Flower Paradise *4th-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (75-foot radius) - **Components:** V, S, M (a bouquet of peonies) - **Duration:** Concentration, up to 1 minute ___ You create a robe made of magical flowers on your body, and a garden of flowers in a 75-foot radius, all of which emit healing magic. When you cast this spell, all allies within the garden regain a number of hit points equal to 6d10 + your Spellcasting Ability modifier. At the beginning of each of your turns, while the robe and garden still exist, all allies within range regain a number of hit points equal to 4d10. \columnbreak The robe and garden last for the duration of the spell, or you can use a bonus action to end the spell early. ___ *At higher levels.* When you cast this spell using a spell slot of 5th level or higher, the healing (both initial and later) increases by 1d10 for each slot level above 4th. ___ #### Spirit Weapon *4th-level Evocation* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Choose either a greatsword, a halberd, or a longbow. You use spirit magic to weave together that weapon in your hands. The weapon lasts for the duration of the spell. You are proficient with the weapon you choose, and can wield it regardless of your size. You can perform the somatic components of spells using the weapon you conjure, and you can treat it as a spellcasting focus. The weapons you choose have the following stats: - Greatsword: Cost - ???, Damage - 5d6 slashing, Weight - 6 lb., Properties - Heavy, two-handed - Halberd: Cost - ???, Damage - 3d10 slashing, Weight - 6 Ib., Properties - Heavy, reach, two-handed - Longbow: Cost - ???, Damage - 4d8 piercing, Weight - 2 Ib., Properties - Range (200/700), heavy, two-handed, charge ___ A weapon with the charge property is granted the following benefit: - When you take the Attack action, you can decide to make a charged attack. If you do so, you do not attack, but instead maintain concentration on the attack for as many turns as you want (maintaining concentration on an attack does not interfere with maintaining concentration on a spell). On any of your turns after making a charged attack, you must take an action to either continue maintaining concentration, or end your concentration on the attack. If you end concentration on the attack, you make the attack roll with advantage, and any damage and properties it has are enhanced by the number of turns you maintained concentration on the attack - for example, if you maintained concentration on a longbow attack for three turns, the attack would deal 3d8 more damage on a hit, and have its range (both minimum and maximum) increased by 300 feet. If your concentration on the attack is broken, the charged attack is lost, and you gain no benefits of performing it. If you make a charged attack, you cannot attack on the same turn you initiate it (you can, however, still move and cast spells, but only before you initiate the charged attack). \pagebreakNum *At higher levels.* When you cast this spell using a spell slot of 5th level or higher, the damage of the greatsword increases by 1d6, the damage of the halberd increases by 1d10, and the damage and range of the longbow increases by 1d8 and 100 (both minimum range and maximum range), respectively, for each slot level above 4th. ___ #### Calidos Brachium Purgatory: Flame Burial *5th-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (5-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You engulf your fist with a scorching hot flame and launch a barrage of punches against an enemy you see in range. Make a melee attack against one creature within 5 feet of you. Use your spell attack bonus for the attack bonus, and your spellcasting ability modifier for the damage bonus. On a hit, the target takes 10d12 fire damage, and becomes burned. ___ At the beginning of each of its turns, a burned creature must make a Constitution saving throw. On a failed save, they take 5d10 fire damage. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules). ___ *At higher levels.* When you cast this spell using a spell slot of 6th level or higher, the damage of the spell and burn damage increases by 1d12 and 1d10, respectively, for each slot level above 5th. ___ #### Dark Cloaked Deep Black Blade *5th-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (5-foot radius) - **Components:** V, S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You coat one weapon you are currently wielding with pitch black dark magic, and make a melee spell attack with it against one creature you see within 5 feet of you. That attack scores a critical hit on a roll of 17-20. On a hit, the target takes 10d10 dark damage. ___ *At higher levels.* When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d10 for each slot level above 5th. ___ #### Flower Princess Utopia *5th-level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self (100-foot radius) - **Components:** V, S, M (a single ruby peony worth 1,500 gp, which the spell consumes) - **Duration:** Instantaneous \columnbreak You create a dress made of magical flowers on your body, and a garden of flowers in a 100-foot radius, all of which emit healing magic. ___ When you cast this spell, all allies within the garden regain all their hit points, have all their severed body parts restored (if they have any), all conditions afflicting them are ended (if they have any), all curses afflicting them are removed (if they are under any), and their exhaustion is reduced to zero, if they have any. ___ Additionally, if there are any friendly creatures inside the garden that died no more than 5 minutes ago, for any reason other than old age, and aren’t undead, this spell returns them to life with all of their hit points. ___ #### lightning Battle Fiend *5th-level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Self (75-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You turn yourself into a battle-hungry fiend made of pure lightning, and madly dash around the battlefield, attacking all enemies you can get your hands on in a 75-foot radius. Each hostile creature in range must make a Dexterity saving throw. If a creature is wearing armor made of metal, or if it is drenched, it makes the saving throw with disadvantage. On a failed save, a creature takes 6d10 + your Spellcasting Ability modifier in lightning damage, and is paralyzed until the end of your next turn. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. ___ *At higher levels.* When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d10 for each slot level above 5th. ___ #### Soul Chain Death Match *5th-level Enchantment* ___ - **Casting Time:** 1 Bonus Action - **Range:** 100 feet - **Components:** V, S - **Duration:** Special ___ You conjure a ball of fire and hurl it at a target you see in range. Make a ranged spell attack against the target. On a hit, the ball of fire forms an ethereal chain made of flames between you and the target, linking your souls together and forcing the target into a death match with you. ___ During a death match, the following effects are applied to all participants of the death match: - The current hit points of all participants are added together, then equally divided amongst them (rounded down, if necessary). Additionally, they lose all temporary hit points they have (if they have any). - The ability scores of all participants are set to 20. \pagebreakNum - If all participants have spell slots, their available spell slots for every level are added together, then equally divided amongst them (rounded down, if necessary). If only one or none of the participants have spell slots, their spell slots are all cut in half (rounded down, minimum of one). - All participants have disadvantage on attack rolls made against any creatures that are not participants. Additionally, all creatures that are not participants have advantage on saving throws made against spells cast by participants. - Participants have resistance to all damage from attacks and spells made by creatures that are not participants. Additionally, participants have advantage on all saving throws made to resist the effects of spells, features, or abilities that belong to non-participants. - Participants cannot be more than 30 feet away from each other. - If a participant attacks another participant with a melee attack, that attack deals 3d6 force damage in addition to the damage it already deals. ___ The chain that connects your soul with that of the target is unbreakable, cannot be damaged, and cannot be dispelled by *dispel magic*. The death match lasts until either you or the target reach 0 hit points, or an anti-magic weapon severs the chain, and cannot be ended by any other means. ___ *At higher levels.* If you cast this spell using a 6th level or higher spell slot, the number of participants in the death match increases from 2 to 4 - two participants on each side. You do not need to make a spell attack roll to draw a willing ally into the death match. ___ #### Spirit Shield *5th-level Abjuration* ___ - **Casting Time:** 1 Reaction, which you take when you (or an ally you can see, if you have Saint Spirit Dive active) are hit by an attack - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a shield made of spirit magic in front of a creature you choose in range, protecting them. Until the start of your next turn, the target creature has a bonus to their AC equal to 3 + your spellcasting ability modifier, including against the triggering attack. ___ \pagebreakNum
# PART 5 ##### Miscellaneous
## Additional rules #### Mana Zones If two or more creatures have their Mana Zone active, and are in a position where said Mana Zones would overlap, the following rules apply: - If the creatures are allies, the effects of their Mana Zones do not stack - any effects that are identical only apply once, and only to the owner of the Mana Zone. - If the creatures are enemies, a Mana Zone clash is initiated. As part of a Mana Zone clash, the creatures whose Mana Zones are overlapping make a skill contest between their spellcasting abilities (1d20 + spell attack bonus), with the higher result winning. If the two results are equal a tie occurrs. ___ The winner of a Mana Zone clash gets to maintain their Mana Zone as normal, while the loser’s Mana Zone is decreased to only having a radius of 20 feet. In the case of a tie, both Mana Zones either end immediately, or are maintained without them affecting any hostile creatures, but still benefiting their owner (DM’s choice). ___ ## Conditions #### Drenched * A creature or object becomes drenched if a minimum of gallons of water depending on its size gets poured on it (see dousing rules), or if it gets hit by a spell that says it drenches a target. A creature or object ceases to be drenched after a long rest where it sits in front of a lit fire, for a minimum of 1 hour for every 3 gallons of water. Alternatively, a creature or object is no longer drenched if it uses a towel to dry itself, or if a day has passed since it became drenched and it has spent that day without getting drenched again. * A drenched creature has advantage on saving throws against getting burned and dousing out flames (see dousing rules). However, it has disadvantage on all Strength and Wisdom saving throws it makes while drenched, and its movement speed is reduced by 10. Additionally, if a drenched creature is hit by an attack or spell that deals lightning or cold damage, they take additional damage equal to half their own level (or CR, if they do not have a level), rounded up. \columnbreak
#### Burned * A creature or object becomes burned if it’s set on fire by a flame that is at least a third of its size, or if it gets hit by a spell that says it burns the target. A creature that is burned must make a Constitution saving throw every 6 seconds against a DC of 15 (if the burn is caused by a spell, it uses the caster’s spell save DC instead). On a successful save, they are no longer burned. On a failed save, the creature is still burned, and takes 2d6 fire damage. The creature that is burned, or an ally within 10 feet of them, can use their action to pour water on themselves and immediately douse out the fire (see dousing rules). Getting hit by a spell that deals water damage immediately douses out the fire on any burned creature. If a burned creature is reduced to 0 hit points, they immediately die, and their body starts cremating over time (tiny creatures are cremated instantly, small and medium creatures take 6 seconds to fully cremate, with a creature taking 6 more seconds to cremate for every size bigger than medium). * A burned creature has disadvantage on all Dexterity and Charisma saving throws it makes while burned. ___ ## Actions ___ #### Dousing ___ You can use an action to douse out a creature or object that is burned (currently on fire). To do so, you must be within 10 feet of them, and must have a way of transporting an amount of water according to the dousing table (see below) and pouring it over them. Alternatively, you can immediately douse out a creature or object that is burned by either hitting them with a spell that deals water damage, or pushing them into a body of water that is big enough to fully submerge their entire body, or just the part that is burned, if only a single part is burned. | Creature Size | Water (in gallons) | |:---:|:-----------:| | Tiny | 0.5 | | Small | 1 | | Medium | 1 | | Large | 2 | | Huge | 4 | | Gargantuan | 8 |