Combatant Mage (Black Clover Supplement)

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Combatant Mage[edit]

Arcane Warriors[edit]

Those who follow the Combatant Mage path are arcane warriors, blending magic with martial prowess. They push the limits of both spellcraft and combat skills, honing techniques that allow them to wield magic as a weapon alongside steel, unleashing devastating attacks that seamlessly combine both forms of power.

Creating a Combatant Mage[edit]

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Mereoleona, a Combatant Mage, ablaze with fierce, fiery power, Deviant Art, [1]

To create a Combatant Mage, consider these questions: Why did you choose to blend magic with combat? Do you seek the thrill of battle enhanced by magical prowess? Are you motivated by a desire to protect others, using both spells and skill to defend? Or perhaps you’re drawn by the challenge of mastering both physical and magical arts?

Quick Build

To make a Combatant Mage quickly, follow these suggestions: First, make your highest ability score Strength or Dexterity, based on whether you prefer melee or ranged attacks, followed by Wisdom to fuel your spellcasting. Second, choose the <!-background name-> background.

Class Features

As a Combatant you gain the following class features.

Hit Points

Hit Dice: 1d10 per Combatant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Combatant level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools:
Saving Throws: Strength or Dexterity, Wisdom,
Skills: Choose two from the following: Arcana, Athletics, Perception, Intimidation, Survival, Insight, Stealth.

Equipment

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

  • Any martial weapon
  • Any simple weapon
  • (a) A dungeoneer's pack or (b) A explorer's pack
  • A Grimoire

Table: The Combatant

Level Proficiency
Bonus
Mana Features
1st +2 5 Mana, Grimoire, Combat Style
2nd +2 10 Magic Flight, Magic Power
3rd +2 15 Fighting Style, Battle Mage
4th +2 20 Ability Score Improvement
5th +3 25 Extra Attack
6th +3 30 Combat Style (2)
7th +3 35 Resistant
8th +3 40 Ability Score Improvement
9th +4 45 Reinforced Body
10th +4 50 Combat Style (3)
11th +4 55 Extra Attack (2)
12th +4 60 Ability Score Improvement
13th +5 65 Constant Reinforcement
14th +5 70 Ability Score Improvement
15th +5 75 Combat Style (4)
16th +5 80 Ability Score Improvement
17th +6 85 Beyond the Peak
18th +6 90 Combat Style (5)
19th +6 95 Ability Score Improvement
20th +6 100 Instantaneous Activation, Resistant (2)

Mana[edit]

Starting at 1st level, you, as well as any other mage, has the ability to use Mana. Mana is an important aspect of every mage that has ever lived, as it is their source of "magic power", which is used to cast magic spells.

You have a number of Mana equal to your level added five times. Whenever you use mana for one of your features, it is spent. You regain all mana lost on a short or long rest.

Mana Types

There is a variety of mana types a mage can use, with some being beneficial while others being dangerous.

Mana. The normal mana, also known as just Mana, is located everywhere around the world and is the mana the great majority of mages use.
Dark Mana. Mana from the underworld is called Dark Mana in the living world, due to its more sinister quality. This mana boosts the power and capabilities of magic but carries the risk of corrupting the bodies, souls, and magic of both users and victims alike; thus, its usage is classified as Forbidden Magic.
Whenever you use Dark Mana, you must make a DC 5 + the amount of Dark Mana used Wisdom saving throw. On a failure, you become corrupted by dark magic and become Berserk until you are knocked unconscious. On a success, you can keep control of your body, however the DC increases by 1 (to a maximum of 30).
If you are an Pure Elf and become Berserk, your subrace is changed to Dark Elf.
If you are any other race however, when you become berserk you gain devil horns on your head that remain indefinetely unless you are a Devil Host.
Natural Mana. Natural mana is the magic acumulated by nature which can only be used by those skilled in the Mana Method.
Mana Exhaustion

A mage that uses all of their mana could end up with severe exhaustion and be rendered unconscious. When you are reduced to 0 Mana, you must make a DC 20 Constitution saving throw. On a failure, you receive two levels of exhaustion. On a success, you receive only one level of exhaustion, or none if you have Endurance. If you fail the saving throw by 5 or more, you are also knocked unconscious.

If your mana has been reduced to 0 or below, you won't regain any mana when making short rests until you make a long rest.

Mana Skills

As a Mage, you have been trained in spells and naturally started to learn Mana Skills. You must choose one Mana Skill you meet the prerequisites of.

Whenever you gain a level on this class, you can choose another one of your choice that you meet the prerequisites of.

Grimoire[edit]

Also at 1st level, upon turning 15 years old, a mage can attend an annual ceremony where they receive a special book, known as a grimoire. At first, a grimoire is mostly empty, but as the user grows as a person, new spells are inscribed on the blank pages.

Magic Attributes

Unlike mana that exists in nature, the mana that is situated within mages has a specific nature to it, known as an attribute. These attributes are one of the aspects that differentiate one mage from another, with the attribute that a mage possesses is the one that they are born with. You must choose one of the Magical Attributes available at the Mana Attributes page.

Grimoire Origin

Grimoires vary in style, size, width, and even symbols. You gain one of the following grimoire covers based on the kingdom you received your grimoire:

Clover. Your grimoire came from the clover kingdom, having a clover in it's cover, generally being of 3 leafs. If you have the Blessed magic feat, your clover will have 4 leafs. If you choose the Devil Host magic path, your clover will have 5 leafs.

Diamond. Your grimoire came from the Diamond Kingdom, having a diamond on it's cover.

Heart. Your grimoire came from the Heart Kingdom, having a heart on it's cover.

Spade. Your grimoire came from the Spade Kingdom, having a spade on it's cover.

Grimoire Size

The size of a grimoire is defined by the potential and mana of it's wielder. Your grimoire will have one of the following sizes depending on your mana total:

Tiny. To receive this grimoire you must have a 11 or lower Wisdom score. Your grimoire is very tiny, showing your very small amount of mana. This type of grimoire is rare even among commoners, since it's a absurd lack of mana and potential. You have a number of spells equal to half your level (rounded down).

Small. To receive this grimoire you must have a 12 or 13 on your Wisdom score. Your grimoire is small, most commoners have this kind of grimoire, it has an ordinary potential but it's mana is still low. You have a number of spells equal to your level. Whenever you gain a level on this class, you have one new spell you can learn.

Medium. To receive this grimoire you must have at least 14 or higher on your Wisdom score. Your grimoire is medium, a few amount of commoners possess this type of grimoire while a majority of nobles have them. You have a number of spells equal to your level added twice. Whenever you gain a level on this class, you learn two new spells you can learn.

The following Grimoire sizes can only be obtained if you have the Coverless Grimoire magic feat.

Large. Once you have learned at least 40 spells, your grimoire reaches large size. You cannot carry your grimoire in your grimoire pouch anymore, having to carry it yourself or keeping it floating on the air at all times.

Huge. Once you have learned at least 50 spells, your grimoire reaches Huge size.

Gargantuan. Once you have learned at least 60 spells, your grimoire reaches Gargantuan size.

Magical Aptitude[edit]

Every mage has an aptitude to a certain magic type. Rather it be from blood or a soul in your body, at 1st level you gain a magical aptitude of your choice.

Barrier Magic: When creating a Barrier Magic spell, its natural abilities are increased by 1.
Creation Magic: You pick what subtype of creation magic you want aptitude with (summon, weapon, armor, etc). When you make magic for that subtype, its natural abilities are increased by 1. If you choose the weapon subtype then any weapon you create has its damage die increased by 1 tier and you can add a regular property to it for free.
Communication Magic: The range for any communication spell you create is doubled.
Curse Magic: When creating a Curse Spell, the duration of the curse is doubled.
Healing Magic: When creating a healing spell, its natural abilities are increased by 1.
Reinforcement Magic: The mana cost for a reinforcement spell you create is halved.
Restraining Magic: You can add a secondary condition that a restraining magic spell you are creating causes when someone is caught by it. You can only use conditions of the minor danger level. You still have to spend mana to do this.
Seal Magic: You add your Spellcasting modifier thrice instead of twice, when determining the time reduction.
Transformation Magic: People have disadvantage on telling that your transformations are transformation magic.
Trap Magic: Trap Magic takes half as much time for you to set up.
Weakening Magic: The mana cost for a weakening spell you create is halved.
Spells

While you have small cantrips that help you slightly during the day to day life, the spells you obtain with your grimoire will be what truly define you as a Magic Knight. All of your spells are automatically written in your grimoire as you learn them, with all of them costing mana points.

Learning new Spells. You can learn new spells at the rate described at your grimoire size. You cannot forget or switch a spell once you learned it. You must learn a spell of your current Magic Knight Rank, which is described at the Magic Knight Rank table.

Creating Spells

Each spell a mage has is corresponding to his personality and generally follow a theme. Whenever you receive a new spell, you can create another spell or enhance one you already know. Regardless of what you do, you must use the Spell Creation system.

Cantrips

Even commoners of the forsaken realm use magic in their day to day, while most just use their magic for menial tasks like housework you can use these cantrips in combat. When making a cantrip you must use the Spell Creation system as normal but with the following limitations.

  • Cantrips can not have a damage die higher than your proficiency bonus -1 and can only inflict or heal minor damage conditions, this applies to both healing and damage spells. Even if your Magic Attributes allows you to add a condition onto spells you still can not make a cantrip apply a condition above minor danger.
  • Cantrips can not be classified as any magic type unless your magic attribute says otherwise.
  • Cantrips can only use your natural abilities (i.e can not increase range or potency for additional mana)

You may only have a number of cantrip equal to your proficiency bonus and you may not forget or switch a cantrip once it has been learned. Cantrips do not count towards your Grimoire’s spell maximum.

Although Cantrips are severely limited they do not cost any mana to use nor do they require your Grimoire to be in your possession.

Grimoire-less Spells

Although a grimoire is needed for most powerful spells most mages have a set of spells that don't require their grimoire, you are no different.

Any spells that cost equal to or less than your Proficiency bonus added twice have the option to be a Grimoire-less spell and not take a page in the Grimoire.

You can learn a new Grimoire-less spell ever other Level and may have an amount learned equal to half your level (rounded down), when creating and learning these spells you will still follow the Spell Creation rules as normal.

Grimoire-less spells can not be forgotten or swapped out.

Casting Spells

Casting spells can be both easy and hard at the same time. Some spells require you to make an attack roll or the target to make a saving throw. The saving throw DC and spell attack bonus are calculated as follows:

Spell save DC: 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier: your proficiency bonus + your Wisdom modifier.

Combat Style[edit]

Also at 1st level, you specialize in a specific style to destroy your opponents in up close combat. You must choose one of the styles listed at Combat Styles.

Your Combat Style grants you features at 1st level, and again at 6th, 10th, 15th, 18th levels.

Magic Flight[edit]

At 2nd level, you got the basics of Mana control down, so you became able to fly with objects. While on top of an object or vehicle that's not more than 1 category smaller than you, you can spend 1 Mana to grant that object flying speed equal to your walking speed + 5 times your proficiency bonus (no action required). You can fly on top of said object, and may keep hovering in the air.

You must spend 1 Mana at the end of every 10 minutes to keep the object flying.

You can only affect one object or vehicle at once with this feature, and may end your Magic Flight at will. This ends early if you have no mana remaining or fall unconscious.

Magic Power[edit]

At 2nd level, you have started to exhale magic power. Magic Power originates from the soul, being a product of mana making its home inside of you. It is directly connected to your Mana.

Your magic power is equal to your Mana maximum divided by 10 (minimum of 1).

Magical Power Die

For some features related to Magic Power, you must utilize your Magic Power die. Your Magic Power die is defined by your total Magic Power, as shown below at the Magic Power table.

Magical Power table
Magical Power Damage Dice
1 or lower d4
2 or lower d6
5 or lower d8
6 or lower d10
8 or higher d12
Magical Bullet

Magic Power grants mages the ability to utilize a technique called Magic Bullet, small blasts of energy. You can spend a number of mana up to your Spellcasting modifier (minimum of 1) as an action.

Make a number of Ranged Spellcasting attack rolls equal to the amount spent against one or more creatures within 30 feet of you, which don’t receive disadvantage from attacking a target within 5 feet of you. On a hit, they take 1dX (with X being your Magic Power Die) equal to your attribute’s damage type.

This counts as a grimoireless spell for the purposes of feats and features.

Magic Pressure

Mages can show their dominance and superiority by exerting pressure on others with weaker magical power. You can as a free action or as part of making an Charisma (Intimidation) check force one or more creatures within 30 feet of you to make a Strength saving throw. On a failure, they take XdY (with X being the Magical Power difference, and Y being your Magical Power die) of your attribute’s damage type and are knocked prone. On a success, they take half as much damage and are not knocked prone.

Magic Forcefield

When you have an overwhelming amount of Magic Power, you can create a Magic Forcefield. To use this feature, you must have a Magic Power of 10.

You can activate your Magic Forcefield as a bonus action. The forcefield is a 10 times half your magic power foot radius sphere centered on you.

The Magic forcefield has the following effects, which only affects creatures with a Magic Power 5 or more below your own:

  • You have advantage on spell attack rolls against creatures inside the Magical Forcefield, and creatures have disadvantage on saving throws caused by your spells while inside.
  • If a spell tries to hit a creature inside the Magical Forcefield, it automatically fails if the Magic Power of the user is 5 or more below yours.
  • Whenever an object or creature enters or starts their turn in the sphere’s radius, they take damage as if they have failed a saving throw against your Magic Pressure feature.

You must spend 5 mana at the beginning of your turns to keep this effect active, and you may end it at will. In addition, you are concentrating for the duration of your Magical Forcefield.

Fighting Style[edit]

At 3rd level, you have grown accustomed to fighting in a certain way due to your training with weapons, acquiring your very own fighting style.

You choose one of the fighting styles described below. Whenever you gain an ability score improvement, you may change your fighting style for another one of your choice.

Archery. You gain a +2 to attack rolls with ranged weapons.
Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack and damage rolls so long as you are not wearing Armor or wielding a Shield.
Deadeye. You gain a +2 bonus to damage rolls you make using ranged weapons.
Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
Great Weapon Fighting. You add your proficiency bonus to damage rolls with Heavy Weapons, and have advantage on Strength (Athletics) checks to shove.
Lightfoot Fighter. While wielding a light melee weapon, you do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a melee weapon.
Point Blank Shooter. When making a ranged attack with a ranged weapon while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks with ranged weapons ignore half cover and three-quarters cover against targets within 30 feet of you.
Pole Fighter. When holding a polearm such as a spear, quarterstaff or glaive with 2 hands, your reach increases by 5ft.

Battle Mage[edit]

Also at 3rd level, due to your combat style requiring you to go out in the front lines, you have learned how to utilize Battle Maneuvers.

You gain three Battle Maneuvers of your choice that you meet the prerequisites of.

Whenever you gain a level on this class, you gain an additional one of your choice that you meet the prerequisites of.

At the end of a long rest, you can change a number of Battle Maneuvers equal to your proficiency bonus others you meet the prerequisites of.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

You may choose to not gain an ability score to pick a Magic Feat of your choice.

Extra Attack[edit]

At 5th level, you can now attack twice instead of once when you take the attack action. This becomes three attacks at 11th level.

Resistant[edit]

At 7th level, your strength as a mage allows you to resist certain area effects. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Intelligence
  • Intuition - Wisdom
  • Repulsion - Charisma

You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

At 20th level, you can choose one additional saving throw to benefit from this feature.

Reinforced Body[edit]

At 9th level, you have been using reinforcement magic so much your very body became more durable. You gain proficiency in Constitution saving throws.

Constant Reinforcement[edit]

At 13th level, your body is always under magical reinforcement. You add your Wisdom modifier to Strength, Dexterity and Constitution saving throws caused by spells.

Beyond The Peak[edit]

At 17th level, you have surpassed your physical limits, making you go beyond your own peak. You must choose one of the following peaks to overcome:

Beyond Might. Your Strength score increases by 4, and so does its maximum. Whenever you score a critical against a creature with a melee weapon attack, they must make a Constitution saving throw against your Spellcasting DC or have their AC reduced by your Strength modifier until the beginning of your next turn. A creature can only be affected by this feature once per round.

Additionally, you count as one size larger for all intents and purposes, however your actual size doesn’t change.

Beyond Speed. Your Dexterity score increases by 4, and so does its maximum. Whenever you take the dodge action, you roll three dice and pick the highest result for Dexterity saving throws, and creatures roll three dice and pick the lowest result when making attack rolls against you.

Additionally, whenever you take the Dash action you add your movement speed twice instead of once to your movement.

Beyond Durable. Your Constitution score increases by 4, and so does its maximum. Whenever you take damage from any source, you can spend a reaction to halve the amount of damage received from said source. If the total damage becomes smaller than your Constitution score, you instead take no damage.

Additionally, your hit point maximum increases by 40.

Instantaneous Activation[edit]

Finally at 20th level, by mastering reinforcement magic, you have learned a method to activate it without any effort. Once per turn on your turn, you can activate a Reinforcement Magic spell that targets only yourself or an object you’re wielding with no action required.

Combat Types[edit]

Duelist[edit]

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A Duelist imbuing his weapon, source [2]

The Duelist focuses on imbuing a regular weapon with mana, which they then use to cast spells and perform tactics.

Mana Imbuement

Starting at 1st level, you've learned how to imbue weapons with mana overtime to make casting spells from them an easier task. Over the course of a long rest, you can spend at least an hour with a non-magical melee weapon to use as a catalyst for your magic. The weapon now counts as magical for the sake of overcoming resistances and immunities.

Additionally, whenever you cast a spell that requires you to be holding a weapon (such as a reinforcement spell) while wielding said weapon, the cost is reduced by your proficiency bonus (to a minimum cost of 1 Mana).

If you try to use another weapon as a catalyst, the oldest weapon loses its magical properties.

Reinforced Critical

Also at 1st level, utilizing weapons enhanced by reinforcement magic simply feels right for you, making the task to hit on enemy’s weak spots much easier. While wielding a bounded weapon that’s currently being affected by a Reinforcement spell, you score a critical on a 19-20.

Weapon Stance

At 6th level, you’ve learned how to position yourself better in battle, gaining the knowledge of various stances. You learn two of the stances shown down below, gaining another at 10th and 18th level. You can activate a stance as a bonus action, and may deactivate it as a bonus action as well. You may switch stances as a bonus action.

Bear Stance. Like a bear, this stance embodies raw resilience and brute force. You gain the following benefits:
  • You count as one size larger for the purpose of grappling and shoving.
  • While grappling a creature, you can use your bonus action to deal bludgeoning damage equal to your Strength modifier + your proficiency bonus.
Bunny Stance. Like a bunny, this stance increases your speed and reflexes. You gain the following benefits:
  • Your movement speed increases by 10 feet, and you can take the dash, disengage and dodge actions as a bonus action.
  • You add half your proficiency bonus to Dexterity checks and saving throws.
Falcon Stance. Like a falcon, you strike swiftly and with precision from above. You gain the following benefits:
  • When you take the Attack action on your turn, you can make one additional attack as part of that action. This attack deals half as much damage.
  • You have advantage on opportunity attacks and can make one opportunity attack per turn without using your reaction.
Mantis Stance. Like a mantis, you specialize in counterattacks and anticipation. You gain the following benefits:
  • When a creature misses you with a melee attack, you can make a melee weapon attack against them as a reaction.
  • You can ready a melee weapon attack without using your reaction. This attack is triggered if a creature moves within your reach before your next turn.
Ox Stance. Like an ox, you become a relentless force on the battlefield. You gain the following benefits:
  • When you hit a creature with a melee weapon attack, you can choose to push it up to 10 feet away from you.
  • You gain temporary hit points equal to your Combatant mage level + your Constitution modifier at the start of each of your turns, which last until the start of your next turn.
Snake Stance. Like a snake, this stance gives you great reach. You gain the following benefits:
  • Your reach is increased by 5 feet for melee weapon attacks.
  • Once per turn when you hit a creature with an attack that had advantage, you can add your modifier twice to the damage roll.
Turtle Stance. Like a turtle, this stance grants you an impenetrable defense. You gain the following benefits:
  • You reduce damage from attack rolls by your Combatant mage level + your Constitution modifier.
  • Your AC increases by +2.
Spider Stance. Like a spider, you control the battlefield with web-like precision. You gain the following benefits:
  • Once per turn when you hit an attack, you can reduce the creature’s movement speed by 10 until the end of their next turn.
  • Difficult terrain does not cost you extra movement, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Battle Knowledge

At 10th level, you’ve seen and heard it all on the battlefield, gaining extensive battle knowledge. You can choose one additional fighting style.

Reinforcement Economist

At 15th level, your weapon has become a better focus for spells. The cost of spells while wielding your bonded weapon is now reduced by your proficiency bonus added twice (to a minimum of 1).

True Duelist

At 18th level, you’ve became a true duelist, a success simply motivates you to keep going. Once per round when you score a critical hit with your bonded weapon, you can make one additional attack with it.

In addition, if affected by a Reinforcement spell you now score critical hits with your bounded weapon on a 18-20.

Arcanist[edit]

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An arcanist wearing an armor with a created weapon, source [3]

Arcanists are refined warriors, enhancing their weapons created by magic to draw their maximum potential.

Arcane Enhancer

Starting at 1st level, you go beyond what most mages do with weapons created by their spells. As part of creating a melee weapon with a Creation spell, you can grant it one of the enhancements listed below for the duration of the spell. You can do this a number of times equal to your proficiency bonus, regaining all uses after taking a short or long rest.

Disruptive Cut. When you hit a creature with the weapon, it has disadvantage on the next concentration saving throw it makes before the start of your next turn.
Echoing Slash. When you miss a target with the weapon, you can choose to make it take your Wisdom modifier in force damage.
Forceful Strike. On a hit with the weapon, you may choose to knock a creature prone or push them 10 feet back if they are no more than one size larger than you.
Grasping Edge. When you hit a creature with the weapon, its movement is reduced by 10 feet until the start of your next turn.
Increased Power. The weapon deals additional damage on a hit equal to your proficiency bonus.
Maximum Precision. The weapon receives a +1 to its attack rolls.
Phasecut. The weapon ignores half cover and three-quarters cover when making attack rolls.
Rebounded Strike. Once per turn when you miss an attack roll with the weapon, you can reroll it and must use the second result.
Warding Pulse. While wielding the weapon, you gain a +1 bonus to your AC against the first attack made against you each round.
Weapon Style

Also at 1st level, you focus on creating a specific type of weapon to enhance with your magic. You must choose one of the Weapon Styles described below. They only benefit weapons created by one of your spells.

Heavy. Whenever you hit a creature with a Heavy weapon, you may add your ability modifier one additional time to its damage roll.
Light. Whenever you make an additional attack with two-weapon fighting, you add your Wisdom modifier to the attack roll.
Reach. Whenever you take the attack action while wielding a reach weapon, the first attack you make has its reach increased by 5 feet (10 feet of reach would become 15 feet).
Thrown. Whenever you make a ranged attack with a thrown weapon, your total range is doubled.
Versatile. Whenever you attack with a versatile weapon, you gain the benefits of the versatile weapon with or without wielding it with two hands. Additionally, attacks made with versatile weapons while wielding them with both hands now increase their damage die by one tier.
Mana Overdrive

At 6th level, utilizing so many creation spells to make weapons has led them to suffer an overdrive, your mana now automatically augmenting them. Whenever you cast a Creation spell that creates a melee weapon, one of its properties of your choice receives an overdrive, as shown below.

Heavy. When attacking with the heavy weapon, you roll one additional damage die on a hit.
Light. When two-weapon fighting with the light weapon, the bonus attack now has advantage.
Reach. Whenever you hit or miss a creature with the reach weapon, you can choose another creature within 10 feet of the creature to also be targeted by the attack roll.
Thrown. The thrown weapon has its range doubled, and it ignores half-cover and three-quarters. If phasecut is active, it instead ignores full cover. If Astral Cut is active, it also ignores any obstacles that might affect its trajectory.
Versatile. When attacking with the versatile weapon, if you wield it with two hands its damage die tier is increased one additional time.
Superior Enhancement

At 10th level, you've focused yourself into one of your enhancements to get an edge against other arcanists and make your own form unique. You must choose one of the enhancements below to be improved. Whenever you gain an ability score, you can change your choice for another enhancement.

Astral Cut (Phasecut). The weapon now ignores full cover.
Augmented Output (Increased Power). The weapon deals additional damage on a hit equal to your proficiency bonus added twice.
Disorienting Cut (Disruptive Cut). When you hit a creature with the weapon, it has disadvantage on the next concentration saving throw it makes before the start of your next turn. If it was a critical hit however, it automatically fais its next concentration save made until the start of your next turn.
Mighty Strike (Forceful Strike). On a hit with the weapon, you may choose to knock a creature prone or push them 10 feet back if they are no more than two sizes larger than you.
Sure-hit (Maximum Precision). The weapon receives a +2 to its attack rolls.
Rebounded Strikes (Rebounded Strike). When you miss an attack roll with the weapon, you can reroll it and must use the second result. You can do this twice per turn.
Restraining Edge (Grasping Edge). When you hit a creature with the weapon, its movement speed is reduced by 15 feet until the end of its next turn.
Vibrating Slash (Echoing Slash). When you miss a target with the weapon, you can choose to make it take your Wisdom modifier added twice in force damage.
Warding Wave (Warding Pulse). While wielding the weapon, you gain a +1 bonus to your AC.
Mana Warrior

At 15th level, your enhancements come back faster once you experience the thrill of battle. Whenever you reduce a creature to 0 hit points with a enhanced weapon, you regain a use of your Arcane Enhancer, up to your maximum.

Additionally, whenever you roll for initiative, you regain one use of Arcane Enhancer.

Arcane Master

At 18th level, you became a master arcanist, being able to utilize enhancements like no one else. When you use Arcane Enhancer, you can choose two benefits from two enhancements instead of one.

In addition, you may choose two properties instead of one to overdrive with mana.

Ranger[edit]

Rangers are combatant mages specialized in fighting from a distance, being great at flanking the enemy.

Magical Mark

Starting at 1st level, you've learned how to mark creatures with magic to make your shots hit harder against said target. As a bonus action, you can mark a creature you can see within 30 feet of you for 1 minute. For the duration, whenever you hit the creature with a ranged weapon attack made with a weapon created by one of your spells, you can roll 1d8. You may choose between increasing the damage by the amount or reducing the roll of a saving throw against one of your Bow Arts.

Also, for the duration you have advantage on Wisdom (Survival) and Wisdom (Perception) checks to track said target.

You can only have one creature marked at once, with the oldest mark disappearing the moment you mark another creature.

Signature Shot

Also at 1st level, you have a single trick you can perform with your arrows that is your signature. Choose one Bow Art. Its stamina point cost is reduced to 0.

You can change your signature shot at the end of a long rest.

Unique Mark

At 6th level, by studying mana, you created different markings that affect your opponents in different manners. When you mark a creature, you can choose them to suffer one of the following marks.

Glowing Mark. The first ranged weapon attack you make on your turn against a creature with this mark is done with advantage.
Irritating Mark. Once per turn when you hit a creature in this turn with a ranged weapon attack, they must succeed a Wisdom saving throw against your Maneuver DC or become Berserk until the end of their next turn.
Sickness Mark. Whenever you hit a ranged weapon attack against a creature with this mark, they must succeed a Constitution saving throw against your Maneuver DC or become poisoned until the end of their next turn.
Weak Mark. Whenever you hit a ranged weapon attack against a creature with this mark, you roll 2d8 instead of 1d8 if you decide to deal additional damage.
Redirect Shot

At 10th level, you have learned how to potentially turn a wrong into a right with magic. Whenever you miss an attack roll with a ranged weapon created by one of your spells against a marked creature, you can reroll the attack roll with advantage. In addition, you can also use this feature to force a creature to reroll their save against one of your Bow Arts.

You can do this a number of times equal to your proficiency bonus. You regain all uses after taking a short or long rest.

Seeking Attacks

At 15th level, once a creature is marked, hitting them becomes much easier. You have a +1 bonus to ranged weapon attack rolls against creatures that were marked, and they have a -1 penalty to any saves against your Bow Arts.

Perfected Mark

At 18th level, after finally perfecting your mark, you reached such a skilled level that marked creatures are completely defenseless against you. Ranged weapon attacks against marked creatures ignore resistance and treat immunities as resistance, ignoring both on a critical hit.

In addition, you can now have up to two marked creatures at once.

Brawler[edit]

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A Brawler showing off his strength, source [4]

Those who follow the Brawler combat style are focused on unarmed combat, utilizing only their body as a weapon.

Martial Arts

Starting at 1st level, your practice of martial arts has granted you mastery in combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren’t wearing armor (not counting those created from spells) or wielding a shield:

  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Combatant Mage levels, as shown below in the Martial Arts table.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strike.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Martial Arts Table
Class Level Martial Arts Die
Level 1 D6
Level 5 D8
Level 11 D10
Level 17 D12
Martial Style

Also at 1st level, the training you did with martial arts made you grow found of a combat style in specific. You do not gain the Fighting Style feature at 3rd level, however you must choose one of the following Martial Styles shown below. Whenever you gain an ability score improvement, you may change your Martial Style for another one of your choice.

Aikido. As a reaction to being hit by a melee attack, you may reduce its damage by a roll of your martial arts die according to your level in the Martial Arts table.
Boxing. If you have taken the attack action on your last turn, when you are targeted by a melee attack roll you can use a reaction to add your Constitution modifier to your AC for that attack.
Capoeira. Whenever you take the attack action on your turn, you may make a DC 15 Charisma (Performance) check. If you succeed, your unarmed strikes gain a +2 bonus to attack and damage rolls equal until the end of your turn.
Judo. After performing an attack on a target, you may use a reaction to perform a grapple check against the same creature. On success the creature will be prone and grappled.
Karate. After taking the attack action, if you take damage from an external source you will gain a +1 bonus to your next attack roll or skill check until the end of your next turn.
Krav Maga. After taking the attack action, you may reduce incoming damage from melee and ranged weapons by your proficiency bonus until the start of your next turn.
Muay Thai. Whenever you perform an unarmed strike on your turn, you may choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus twice to the attack's damage.
Sumo. After you make the attack action on your turn, you may use your bonus action to grapple or shove a creature within reach. Additionally, whenever you shove a creature you may push them 10 ft away from you.
Shinobi no Jutsu. Whenever you make an unarmed strike against a creature that is suprised or unaware of your location, you may roll one additional die when rolling damage. Additionally, you may take the hide action as a bonus action.
Wing Chun. Melee attack rolls against you are made with disadvantage if they were made as a reaction.
Physical Superiority

At 6th level, due to the constant battles that you had up close with your opponents, you had to evolve your body to reach a greater physique. Choose one of the following superiorities.

Strength Superiority. You count as one size larger for all intents and purposes, but your size does not actually change. Your martial arts die is increased by one tier.
Dexterity Superiority. When you take the dash action, you don’t provoke opportunity attacks. In addition, when you take the dodge action you also gain advantage on Strength and Constitution saves.
Constitution Superiority. You have advantage on Constitution checks and saving throws. In addition, you add half your Constitution modifier (rounded down, minimum of 1) to death saving throws.
Martial Adept

At 10th level, you learn one additional Martial Style, showing your prowess with any martial arts.

Battle Thrill

At 15th level, while in battle, you regain energy just to keep fighting. While in battle, you regain 2 stamina points at the start of your turns.

Extra Strike

At 18th level, when you take the attack action, you can make one additional attack roll. It must be made with an unarmed strike.

Multiclassing[edit]

You cannot multiclass into this class. You must start in this class and multiclass it out.

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