Five-leaf Clover Grimoire (5e Class)

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Five-Leaf Clover Grimoire[edit]

No Magic Power[edit]

The Five-Leaf Black Grimoire is unlike any other. Only those with non-existent magic reserves can wield this without being almost instantly debilitated by its magical drain due to its use of anti-magic.

Creating a Five-Leaf Clover Grimoire[edit]

HD-wallpaper-black-clover-anime-asta-clover-liebe-manga-theme.jpg
A Five-Leaf Clover Grimoire user with its Devil Union mode activated, [1]

When creating a Five-Leaf Clover Grimoire user, ask yourself these questions. Have you received this grimoire from someone? Was it given to you by magical forces? Have you always owned it? Did you make a deal with the devil?

Quick Build

You can make a Five-Leaf Clover Grimoire user quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity and Wisdom. Take the Athlete background as well.

Class Features

As a Five-Leaf Clover Grimoire you gain the following class features.

Hit Points

Hit Dice: 1d12 per Five-Leaf Clover Grimoire level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Five-Leaf Clover Grimoire level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity and Constitution
Skills: Choose three from: Acrobatics, Athletics, Intimidation, Nature, Perception, Persuasion, and Survival.

Equipment

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

Table: The Five-Leaf Clover Grimoire

Level Proficiency
Bonus
Ki Points Features
1st +2 5 Ki, Demon Slayer Sword
2nd +2 10 Fighting Style, Demon Dweller Sword
3rd +2 15 Anti-magic Path, Demon Possessed
4th +2 20 Ability Score Improvement
5th +3 25 Expert Swordsman
6th +3 30 Anti-magic Path feature, Battle Focus, Ki Detection
7th +3 35 Anti-magic Weapons, My Magic Is Never Giving Up!!!!
8th +3 40 Ability Score Improvement
9th +4 45 Anti-magic Path feature, Black Mode
10th +4 50 Bull Thrust, Zetten
11th +4 55 Black Slash, Demon Destroyer Sword
12th +4 60 Ability Score Improvement, Anti-magic Path feature
13th +5 65 Black Hurricane, Black Meteorite
14th +5 70 Anti-magic Expert, Black Divider
15th +5 75 Black Skin, Demon Slasher Katana, Devil Ritual
16th +5 80 Ability Score Improvement
17th +6 85 Anti-magic Path feature, Devil Union
18th +6 90 Demon Slasher: Infinite Slash Equinox
19th +6 95 Ability Score Improvement
20th +6 100 Anti-magic Path feature

Ki[edit]

At 1st level, you begin to channel the mystical energy of Ki through your grimoire to unlock its powers. Your access to this energy is represented by a number of Ki points. Ki points are based on your level times five, as shown in the Ki Points column of the Five-leaf Clover Grimoire table.

Any Ki points spent will be replenished fully during a long rest or half if during a short rest. Ki points cannot be reduced below zero.

Demon Slayer Sword[edit]

You cannot use any magic or even magic items. If you are disarmed of any weapons summoned from your Grimoire, they are unsummoned.

At 1st level, you can summon your first sword from your Grimoire for 1 Ki point. This sword acts as a slabsword. As a reaction, when you are targeted by a spell, you may spend Ki points equal to the spell level to make it automatically fail against you. You may redirect the spell at the caster for spell level additional Ki points.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can only take a Fighting Style option once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range unless the creature successfully hides from you.

Dueling

When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must wield a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose a disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Demon Dweller Sword[edit]

At 2nd level, you can summon your second sword from your Grimoire for 1 Ki point. It acts as a longsword. As part of your attack action, you may spend 1 Ki point to increase its reach by 5 feet until the end of your attack action. You may do this multiple times. You may spend 5 Ki points to absorb any spell and throw it back at the opponent with the same power or absorb any spell for a teammate within 10 feet and throw it back at the opponent (you do not need to hold your action to do this). Additionally, you may use the Demon Slayer Sword’s ability with this weapon.

Anti-magic Path[edit]

At 3rd level, your use of anti-magic has made you use a specific fighting style. You may choose between Magic Negator, Magic Deflector, Curse Abolisher, Weapons Master, Devil Bounded, or Ki Master, all detailed at the end of the class description. You will gain features at the 3rd, 6th, 9th, 12th, 17th, and 20th levels when you choose a path.

Devil Possessed[edit]

It has been said in legend that with the 5th leaf lies a demon. At 3rd level, whenever you roll for initiative on your first turn (it can be stacked on every fight), you must also make a DC 16 Wisdom saving throw. If you fail, you lose control over the demon that possessed you, having a -2 penalty to Strength, Dexterity, Wisdom, and Charisma ability scores. If you succeed, you win over the demon, gaining the same amount. With this feature, your ability scores can go above 20. All decreases, or increases reset at the end of a short or long rest.

The demon is subject to the DM/GM's choice affection system, as it's a companion NPC.

Ability Score Improvement[edit]

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

Expert Swordsman[edit]

At the 5th level, you can wield any weapon granted by your Grimoire in one hand as if it had the light property.

Battle Focus[edit]

At the 6th level, you focus on your antimagic to regain 1d8 Ki points whenever you roll for initiative. The number of regained Ki points increases to 2d8 at the 12th level and 3d8 at the 18th level.

Ki Detection[edit]

At the 6th level, you gain the power to sense the Ki or energy of those around you. You may add your proficiency bonus an additional time on Perception checks to locate living creatures, and you can avoid 1 opponent opportunity attack per long rest. At the 12th level, as a reaction, you can dodge any attack once per battle. At the 16th level, you may block an attack for one of your allies as a reaction. At the 19th level, you can not take opportunity attacks while you have at least 25 Ki points.

Anti-magic Weapons[edit]

At the 7th level, you have learned that your Grimoire has more abilities than expected, absorbing weapons and granting them antimagical properties. Once per day, you can use your Grimoire to absorb a weapon you are proficient with, giving a damage bonus of +3. Additionally, the weapon will gain bonus Force damage equal to the weapon damage die. Also, the weapon will have the same effects as one of your Demon Sword weapons; you will have to roll 1d2 to decide which weapon. Roll increases to 1d3 at the 11th and 1d4 at the 15th levels.

My Magic Is Never Giving Up!!!![edit]

At the 7th level, when you are reduced to 0 hit points, you may spend 10 Ki points to instead drop to 1 hit point. You may spend additional Ki points to regain 5 hit points per point.

Black Mode[edit]

At 9th level, you can channel your Grimoire's anti-magic energy into your body. As a bonus action, you can transform into this form for 1 minute, or you can leave this form as a bonus action, during which you gain the following:

  • You will gain a +2 to your Strength and Dexterity ability scores, it can go higher than 20.
  • Your movement speed and flying speed increase by 30 feet.
  • Your attacks deal one additional damage dice.
  • Dispels all spells upon contact without having to spend Ki points

Before, whenever you roll for initiative, you can choose not to regain Ki points from Battle Focus. If you do, you can extend the duration by another 1 minute. You automatically leave this form when your Ki points become 0 (you can't use this feature when your Ki points are 0) or become unconscious.

Bull Thrust[edit]

At the 10th level, you learn to thrust your sword ahead with the bull's strength. As an action, for 10 Ki points, you may move in a 30-foot line in any direction, including straight up. You may make 1 attack with each weapon you hold against every creature in this line. This movement does not create an opportunity for attack.

Zetten[edit]

At the 10th level, you can spend 10 Ki points to focus your entire anti-magic energy around your body, increasing your unarmed strikes dice to the next size up twice and making them cut any magic. You will also gain +3 AC while you have this active. This form lasts 1 minute; you may use it twice per long rest.

Before, whenever you roll for initiative, you can choose not to regain Ki points from Battle Focus. If you do, you can extend the duration by another 1 minute. You automatically leave this form when your Ki points become 0 (you can't use this feature when your Ki points are 0) or become unconscious.

At the 19th level, you have evolved your aura, and within a 30-foot radius of you, spells dissipate and cannot be cast.

Black Slash[edit]

At the 11th level, the user fills a grimoire weapon with Anti Magic, swings it, and releases the energy as a flying slash as a part of the bonus action for 5 Ki points. This attack deals 2d6 + Wisdom modifier Force damage whenever you attack. You may do a bonus slash for each additional 5 Ki points you spend. This attack is able to reach up to 40 feet.

Demon Destroyer Sword[edit]

At the 11th level, you gain your third sword, which deals 1d12 + Strength modifier Slashing damage. As a bonus action and reaction for 10 Ki points, you can use the sword to eliminate any spell effect. Additionally, you may use the Demon Slayer Sword’s ability with this weapon.

Black Hurricane[edit]

At the 13th level, you learn to spin with your swords, creating a Black Hurricane. As an action, after anti-magic flows from the Demon Swords and enters the user's body, it surrounds part of their body with some black matter, and the user spins rapidly and releases numerous flying slashes, which dispel any magic they contact. This costs 10 Ki points. Once the user has started spinning, they can move up to 50 feet (or fly up to 100 feet using Black Mode). This ability can instantly nullify an entire field of magic and magical traps. This attack deals 6d6 Force damage to every enemy that the user comes into contact with while spinning (all the user has to do is go to the enemy, then they keep moving; they don't have to stop so long as they get within 5 feet of the target) and can only be used twice per long rest (upgrading to three times at 15th level).

Black Meteorite[edit]

At the 13th level, you learn how to fly with the speed of a falling meteorite (only can be used while in Black Mode). As an action, you may spend 10 Ki points to go 80 feet to the target, dealing 6d6 Force damage. You deal 3d6 damage for every target in line that wasn't the primary target. If used in Union Mode, the damage doubles.

Black Divider[edit]

At the 14th level, you learned how to fully use your weapon's potential. As a bonus action, you may spend 25 Ki points to cause one of your weapons to increase its size, changing it to Black Divider for 10 minutes. It deals 4d8 + Wisdom modifier Force damage. If Demon Slayer Sword was changed into Black Divider, instead of it deals 8d8 + Wisdom modifier Force damage. You can spend 1 additional Ki Point to increase its size by 5ft or more for 1 round. You can wield only one Black Divider at a time.

Anti-Magic Expert[edit]

At the 14th level, you have trained your anti-magic to understand it almost entirely. You no longer must spend Ki points to keep your Grimoire weapons out. You may spend 1 Ki point to use one of your grimoire weapons as a transportation method, giving you 40 feet of flying speed for 1 minute. You may call your grimoire weapons back towards you for 1 Ki point. You may use 25 Ki points to extend the duration of your Black Mode or (and) Zetten for the entire battle and not have to pay Ki points from Battle Focus to maintain its effects.

Black Skin[edit]

At the 15th level, as an action for 20 Ki points, you can cover yourself in anti-magic particles, making you immune to any magic for three rounds. Before activation, you can extend the initial duration by 1 round per additional 20 Ki points. While Black Skin is active, user gets +4 to Strength, Dexterity, and Constitution ability scores, which can go higher than 20. Additionally, you have an advantage on every Grimoire weapon attack roll.

Devil Ritual[edit]

At the 15th level, once per long rest in or out of battle, you can use your action to make a deal with your demon, sacrificing a body part to increase one of your abilities scores by 2, which can go above 20.

After the deal, the sacrificed body part will be covered in dark demonic skin with red markings. You can offer as many body parts as your Constitution modifier, but for each sacrifice, the Wisdom saving throw DC for Devil Possessed is increased by 2.

Demon Slasher Katana[edit]

At the 15th level, you gain your fourth sword, which deals 2d8 + Strength modifier Slashing damage. You can spend 10 Ki points for your next attack with the Demon Killer Sword to ignore the AC of the target. You can use this only once per turn. When Black Skin is active, the sword will deal 3d8 + Strength modifier Slashing damage.

Devil Union[edit]

At the 17th level, your bond with the demon has grown stronger. After that, you can raise your demon form to a new level, making a fusion between you and your demon and obtaining new buffs and abilities. You can spend 50 Ki points to activate the form, and you may maintain this form for 5 minutes before it wears off. At the 18th level, it is 10 minutes. At the 19th level, it is half an hour, and at the 20th level, you have mastered the form enough to make it so you can use it the entire battle.

  • Devil Union Armor: The armor you gained fuses the strength of you and your demon, giving you +5 AC, +4 Strength, Dexterity and Constitution ability scores, which can go higher than 20, and giving you total immunity to all types of spells.
  • Demonic Flight: Due to your fusion with the demon, you gained its flight ability, giving you 90 feet of flying speed.
  • Devil Slash: Your demon form gives you much more reserve for anti-magic. With that, you can send 5 Black Slashes to the target, spending 10 Ki points.
  • Anti-magic Mastery: Any attacks you make that involve your Demon Swords will get an additional two damage dice.
  • Anti-magic Touch: At the 18th level, anything you touch that contains magic will be negated.

Demon Slasher: Infinite Slash Equinox[edit]

At the 18th level (only), while wielding your Demon Slasher Katana, you may spend 25 Ki points to perform a downward slash, which produces a massive anti-magic flying slash with a 120-foot range and dealing 10d12 + Strength modifier Force damage. A target first must make a Dexterity saving throw. On success, it takes half the damage. On a failure, it is hit by the attack, taking full damage, and must make a Constitution saving throw not to get stunned for 1d4 turns. The DC of both saving throw equals your Strength score.

You must be in Black Mode, Zetten, Black Skin, or Devil Union to use this attack, and you can only use it once per long rest.

Anti-magic Paths[edit]

Magic Negator[edit]

The Magic Negator path focuses around destroying spells and completely negating them, making you an impenetrable barrier against magic.

Magic Deflector[edit]

The Magic Deflector path focuses around sending magic back to the caster, but with twice the attack power, making you the perfect counter of spellcasters.

Curse Abolisher[edit]

The Curse Abolisher path focuses around removing negative effects from your allies, making sure that nothing will harm you or the ones you care about.

Weapons Master[edit]

The Weapon Master path focuses around becoming one with your weapons, making use of them at the best way possible.

Trained Fighting Style

At 3rd level, you were trained to better than the common folk, just swinging a sword is not good enough, you must be the best you could ever be. You can improve your chosen fighting style, making him gain one of the following effects depending in what did you choose:

  • Improved Blind Fighting

Your blindsight increases to 30 feet, and may see even creatures behind total cover.

  • Improved Dueling

The damage rolls bonus increases to 4, and you will gain +1 attack roll bonus when attacking with a melee weapon in one hand and no other weapons.

  • Improved Great Weapon Fighting

You cannot roll 1 or 2 in a damage die for an attack you make with a melee weapon that you are wielding with two hands, needing to reroll until you get at least a 3.

  • Improved Interception

The damage reduction increases to 2d10 + twice of your proficiency bonus, and you may use this with creatures in any distance, as long as the weapon can reach it.

  • Improved Protection

You can impose disadvantage on attack rolls while holding a simple or martial weapon, and the range increases to your movement speed.

  • Improved Two-Weapon Fighting

You can now choose to attack with both of your weapons in one attack action, still being able to use your bonus action to attack with the other. You may only use this with your first attack action.

Extra Attack

Starting at 6th level, you can attack twice instead of once when taking the attack action. The number of attacks increases to three times when you get to 13th level.

Weapon Manipulation

Beggining at 9th level, you have learned on how to levitate your weapons and manipulate them at will. You may have any weapons absorved by your grimoire to start to float around you at all times, using a bonus action to do so. You may give them one of the following commands:

  • When you make an attack roll using a melee weapon, you may order for 2 Ki points for each weapon to attack the same creature within your movement speed range. This can only be done once per turn.
  • When you receive an attack, you may spend 4 Ki points using your reaction to command one of the weapons to reduce the incoming damage by the weapon's damage roll.

You may have as many of these weapons as your proficiency bonus, and for each weapon you keep levitating by your side you must spend 1 Ki point at the end of your turns.

Quick Reactions

At 12th level, your training with your weapon enhanced your reaction time to almost perfection. While you have one of your weapons levitating you cannot take opportunity attacks, and you may use your reaction instead of a bonus action to use your weapons.

In addition, you will gain a bonus to your AC equal to the amount of weapons floating around you.

Devil Bounded[edit]

The Devil Bounded path focuses on making contracts with your devil, becoming slowly more connected with him and at the same time more powerfull.

First Contract

Starting at 3rd level, you have made the first contract with your demon, with him allowing you to borrow part of his power. You do not need to roll for Wisdom saving throws when rolling for initiative. In addition, you gain access to the Semi-Anti Magic Mode transformation, which gives you the following for 1 minute:

  • Enhanced Strenght and Speed - You will gain a +2 to your Strength and Dexterity modifier.
  • Flying Devil - You will gain +10 to your movement and flying speed.
  • Increased Damage - Your damage die with your demon weapons increases by one tier.

This form costs 4 ki points as an free action to activate, and you may use it as much as your proficiency bonus per long rest. You may use it more than the limit by spending the double amount of ki points to activate it, but suffering one level of exhaustion by the end of it.

In addition, whenever you fall to 0 Hit Points and have no way to get up, your demon will take over your body giving you 5 times your Five-leaf Clover Grimoire User level in temporary Hit Points. While under the demon's control, it will do anything in it's power to defend and protect you, but not worrying about your allies.

A Deal Is A Deal

At 6th level, you get an improved version of the demonic contract. Once per long rest in or out of battle, you can use your action to make a deal with your demon sacrificing a body part to increase one of your abilities scores by 2, which can go above 20. After the deal, the sacrificed body part will be covered in dark demonic skin with red markings. You can sacrifice as many body parts as your Constitution modifier, but you may sacrifice beyond the limit by gaining an level of exhaustion, which can only be removed by magical means.


Ki Master[edit]

The ki masters train their inner energy to become one with Ki.

Ki Master Table

Five Leaf Clover Grimoire Level Unarmed Die Critical Die
3rd 1d4 1d6
4th 1d4 1d6
5th 1d6 2d6
6th 1d6 2d6
7th 1d6 3d6
8th 1d6 3d6
9th 1d8 4d6
10th 1d8 4d6
11th 1d8 5d6
12th 1d8 5d6
13th 1d10 6d6
14th 1d10 6d6
15th 1d10 7d6
16th 1d10 7d6
17th 1d12 8d6
18th 1d12 8d6
19th 1d12 9d6
20th 1d12 10d6
Martial Arts

You have honed your body, enhancing your body martial prowess beyond that of even the most expert monks and sages.

Beginning at 3rd level, your unarmed strikes damage die is now equal to 1d4 + your Dexterity or Strenght modifier. This damage may increase as you level in this class, as shown in the Ki Master table.

If you land a critical hit, you can spend 1 Ki point to add 1d6 to the total damage. As you gain levels in this class, you may spend additional ki points to add additional d6.

Starting at 6th level, your unarmed strikes will now score a critical on a 19. This is reduced to 18 at 9th level, and to 17 at 12th level.

Flow Like The Wind

At 6th level, you have learned to be as fast as the wind, making swift and quick movements against your enemies.

When unarmored, you will gain +10 to your movement speed. This increases to 15 at 9th level, 20 at 12th, 25 at 15th, and 30 at 18th.

In addition, you will also gain the following martial arts abilities:

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Five-Leaf Clover Grimoire class, you must meet these prerequisites: 15 Strength, Dexterity and Constitution

Proficiencies. When you multiclass into the Five-Leaf Clover Grimoire class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons

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