Epic Boons[edit]
Boons are rare abilities given to those who train and dedicate their time to master their bodies and mana to perfection to surpass any other, as such a mage will a strong willpower or talent may acheieve any of these features. When GMing this system, it is important to consider that not all of these feats would require being a high level and may be handed as rewards as alternatives to insparation like Immeasurable Magic Power or Abnormal Endurance.
Magical Boons[edit]
Immeasurable Magic Power[edit]
Prerequisites: Must have Mana.
Your magical power has grown to new heights, bringing you closer to legendary mages. Your Mana amount increases by 10.
This boon can be given multiple times.
Dual Grimoire[edit]
Prerequisites: Must have the Reincarnated Vessel background feat, and meet the prerequisites described below.
You were born in a country different from the one you grew up in, which coincidentally was the country of the soul that once lived inside of you. When you returned to your origin country however, your land has gifted you with the grimoire that was rightfully yours.
You gain a second Grimoire. It functions the same as your normal grimoire, except it has a different Mana Attribute of your choice, which has its own spell amount to be filled.
Design Note: It is recommended that the GM talks to the player before giving them this boon, just so they can prepare themselves by making 2 or more Spells to be used when the awakening happens.
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Mana Method[edit]
Prerequisites: Must have at least 14 Magic Power.
A technique originally developed by the Heart Kingdom residents due to their country’s strong natural mana, Mana Method can channel natural mana into a mage’s spells to enhance their overall power.
Natural Mana. At the start of your turn, you may choose to gain an amount of Natural Mana points equal to your Magic Power amount, losing all of it at the start of your next turn. You can spend a bonus action when using this feature to double the amount gained.
Mana Runes. When using Mana Method, mages create Mana Runes utilizing natural mana to perform Mana Arrays. They can utilize these arrays to grant their magic orders, as shown down below. You cannot use more than one Mana Array in the same spell.
- Fly
As a Free Action, you can spend 5 natural mana points to grant yourself flying speed equal to your walking speed added twice until the end of your next turn. You can hover while in this state, and the flight does not count as the usage of Magic for the purposes of spells.
You may spend 5 natural mana at the end of your next turn to extend this effect.
- Grow
As part of casting a spell, you may issue the command to make it grow bigger by spending 10 natural mana and increasing its action cost by 1, to a maximum of a Full Round Action. The spell’s radius, your choice when casting the spell, is increased by up to 5 times your Spellcasting modifier, minimum of 5.
- Creation Magic. When casting a Creation Magic spell, you can use this Mana Array to increase the object, structure, summon or vehicle’s size by one, to a maximum of Gargantuan. If the object was already Gargantuan, it instead gains additional hit points equal to 5 times your Spellcasting modifier.
- Speed Up
As part of moving while having a Armor Creation Magic or Reinforcement Magic spell active, you can spend 5 natural mana to add your base walking speed to your movement speed until the end of your turn. In addition, for the duration your jumping distance is doubled.
- Pursue
When you miss a spell attack roll or a creature succeeds a saving throw against your Spellsave DC (as long as it wasn’t a Intelligence, Wisdom or Charisma save), you can spend 10 natural mana to reroll the attack roll with a bonus equal to half your Spellcasting modifier (rounded down), or force them to reroll the saving throw with a penalty equal to half your Spellcasting modifier (rounded down).
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True Magic. The absolute pinnacle of Mana Method is True Magic, which turns natural elements magic into a real version of itself. To create True Magic Spells, you first create a spell using normal Spell Creation rules, and then you must follow the additional rules described below.
- Elemental Requirement
Only magic attributes with relations to the four great magic attributes and nature can perform True Magic spells, with any other attributes being unable to create these types of spells.
The following Mana Attributes can use True Magic: Cotton, Briar, Earth, Fire, Plant, Lightning, Water and Wind.
Your GM may allow other attributes that make sense with that description to also be able to utilize True Magic.
- Mana
Anything added after the normal Spell Creation rules were finished, will now need Natural Mana instead of mana to be covered by. For the purposes of spell calculations, 2 mana points are equal to 1 natural mana point.
For example, if I increase the range of my spell in the True Magic section of rules, I’ll need to spend the amount of Natural Mana I used up in increasing the range when casting the spell.
- Spell Points
You have additional Spell Points equal to half the maximum amount of Natural Mana (rounded up) you can gather at once when expending a bonus action.
- Potency Limit
The potency limit of your spells is increased by 3 dice.
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Physical Boons[edit]
Abnormal Endurance[edit]
Your endurance is beyond normal, making you a true powerhouse when it comes to durability. Your hit dice amount increases by one, and your hit point maximum increases as if you gained a level.
This boon can be gained up to 10 times. This amount is increased to 15 times for Combatant Mages, and to 20 times for Anti Magic Mages.
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