Innate Mage (Black Clover Supplement)
Work In Progress |
Innate Mage[edit]
Talent Over Hardwork[edit]
Innate Mages are blessed with the abilities to utilize magic ever since they were little, not needing to train like the rest. They think outside the box, learning things not even the most knowledgeable know.
Creating a Innate Mage[edit]
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An Innate mage blessed by mana, source [1] |
When creating an Innate Mage, ask yourself these questions; When did you realize your affinity for magic? Did you learn it by accident? Were you the best at your village? Did you came from a family where that is expected of you?
- Quick Build
You can make an Innate Mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom.
Class Features
As a Innate Mage you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Innate Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Innate Mage level after 1st
- Proficiencies
Armor: None
Weapons: One simple weapon of your choice.
Tools: One Artisan tool of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose three from the following Skills: Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple weapon
- One artisan tool
- (a) A dungeoneer's pack or (b) A explorer's pack
- A Grimoire
Level | Proficiency Bonus |
Mana | Features |
---|---|---|---|
1st | +2 | 5 | Mana, Grimoire, Metamagic |
2nd | +2 | 10 | Magic Flight, Magic Power |
3rd | +2 | 15 | Innovation Path |
4th | +2 | 20 | Ability Score Improvement |
5th | +3 | 25 | Innovation Path (2) |
6th | +3 | 30 | Unending Talent |
7th | +3 | 35 | Resistant |
8th | +3 | 40 | Ability Score Improvement |
9th | +4 | 45 | Genius of Magic |
10th | +4 | 50 | Metamagic (2) |
11th | +4 | 55 | Innovation Path (3) |
12th | +4 | 60 | Ability Score Improvement |
13th | +5 | 65 | Will Over Intellect |
14th | +5 | 70 | Innovation Path (4) |
15th | +5 | 75 | Talented Increase |
16th | +5 | 80 | Ability Score Improvement |
17th | +6 | 85 | Innovation Path (5) |
18th | +6 | 90 | Metamagic (3) |
19th | +6 | 95 | Ability Score Improvement |
20th | +6 | 100 | Unrivaled Magic Power, 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 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 Charisma 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 Charisma 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 on your Charisma 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 Charisma modifier.
Spell attack modifier: your proficiency bonus + your Charisma modifier.
Metamagic[edit]
Also at 1st level, you gain the ability to twist your spells to suit your needs.
- Innate Magic
You tap into a deep wellspring of magic within yourself. This wellspring is represented by Magic points, which allow you to create a variety of magical effects.
Magic Points. You have Magic points equal to your Innate Mage level + your Charisma modifier. You regain all spent Magic points when you finish a long rest.
Innate Casting. You can use your magic points to replace mana while casting spells. Whenever you cast a spell, you can spend Magic Points up to the spell mana cost. The amount of mana used is reduced by the amount spent (to a minimum of 0).
- Metamagic
You gain two Metamagic of your choice from the Metamagic Options. You gain another one at 10th and 18th level.
Whenever you gain a level on this class, you can change one of the Metamagics you know for another one you meet the prerequisites of.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
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 | 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.
Innovation Path[edit]
At 3rd level, you follow a path of innovation, in which only you may find what are the secrets of magic. You must choose one of the paths listed at the Innovation Paths.
Your path grants you features at 3rd level, 5th, 11th, 14th and 17th levels.
Ability Score Improvement[edit]
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.
You may choose to not gain an ability score to pick a Magic Feat of your choice.
Unending Talent[edit]
At 6th level, your talent is always there, with your innate abilities coming back quickly. You now regain your Magic Points on a short or long rest.
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.
Genius of Magic[edit]
At 9th level, no one compares to yourself in the capability of learning spells. Whenever you roll a Intelligence (Arcana) check to learn a new spell, you add your Charisma modifier (minimum of 1) to the total.
Will Over Intellect[edit]
At 13th level, when it comes to learning, your innate talent could crush any type of knowledge. Whenever you roll a Intelligence skill check, you can use Charisma instead of Intelligence for the modifier.
Talented Increase[edit]
At 15th level, your talent allows you to increase the power of all of your spells. Choose one of the following benefits:
- The dice of all your spells are increased by half your Charisma modifier (rounded up).
- The range of all of your spells increases by 10 times half your Charisma modifier (rounded up).
- The radius of all of your spells that have a radius increases by 5 times half your Charisma modifier (rounded up).
- The DC for all of your spells increases by +1.
- The attack rolls for all of your spells increases by +1.
You may choose a different talent whenever you gain an ability score improvement. At 20th level, you may choose another talent to benefit from.
Unrivaled Magic Power[edit]
Finally at 20th level, your magical power is unrivaled, with the heat of battle only increasing said power. Whenever you roll for initiative at the start of combat, you gain a number of magic points equal to your Innate Mage level.
Innovation Paths[edit]
Path of Defense[edit]
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A mage with a expert defense surrounded by liquid created by his attribute, source [2] |
Those who walk the path of defense carry a sense of vitality and durability to their very core, with their spells reflecting that.
- Durable Mage
Starting at 3rd level, your very body has become more durable, being able to handle more damage without affecting your spells. You have advantage on concentration checks to maintain a spell.
In addition, whenever you are forced to make a concentration check to maintain a spell, you reduce the DC by your Innate Mage level (to a minimum of 10).
- Meta Defense
Also at 3rd level, you have learned special techniques to enhance your Defensive spells. You gain 1 metamagic option of your choice that must require you to be part of the Path of Defense.
If you switch this metamagic when you gain a level, you must pick another metamagic option that requires you to be a part of the Path of Defense.
- Defensive Enhancements
At 5th level, your defensive aptitude has spread to your spells, making them enhanced by your endurance. Choose two of the following defensive enhancements. You can choose another enhancement at 10th and 18th levels.
- Anchored Armor. You or any creature wearing armor created by one of your Creation spells has advantage on saving throws against being moved against their will.
- Creative Durability. Summons, objects, structures and vehicles created by one of your Creation spells have their maximum hit points increased by 5 times your proficiency bonus.
- Durable Reinforcement. Creatures under the effects of Reinforcement spells cast by you gain the benefits of the Endurance feature.
- Indestructible Transport. Vehicles created by your Creation spells have resistance to bludgeoning, slashing and piercing damage. You may choose to not give them any of these resistances in exchange for giving them one damage immunity to a damage type they’re already resistant to.
- Temporary Fort. Any spells you cast that grant temporary hit points have their amount increased by 5 times your proficiency bonus.
- Tough Hide. Summons created by your Creation spells receive a damage reduction equal to your proficiency bonus or a +2 bonus to AC, your choice. You cannot change the bonus once chosen, however you may choose a different bonus for each one of your creatures.
- Unstoppable Protector
At 11th level, you’ve proven yourself a reliable shield for your allies and can rush to their aid when necessary. Whenever an ally within your movement speed range becomes the target of an attack roll or saving throw, you can spend a reaction to cast one of your spells (regardless of their action cost). It can only be spells that do one or more of the following:
- Grants temporary hit points.
- Grants resistance to a damage type.
- Grants immunity to a damage type.
- Grants advantage against a saving throw.
- Grants a bonus to their AC.
- Grants a bonus to their saving throw.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses at the end of a long rest.
- Mastered Enhancement
At 14th level, constantly using your enhancements has led to you mastering one of them. Choose one of the following mastered enhancements. You must have the unmastered version of said enhancement to choose it, and it replaces the previous enhancement.
- Unmoving Armor (Anchored Armor). You or any creature wearing armor created by one of your Creation spells cannot be moved against their will.
- Infinite Vitality (Creative Durability). Summons, objects, structures and vehicles created by one of your Creation spells have their maximum hit points increased by 10 times your proficiency bonus.
- Unbeatable Reinforcement (Durable Reinforcement). Creatures under the effects of Reinforcement spells cast by you gain the benefits of the Endurance feature, however instead of just halving the damage they also reduce it by your proficiency bonus added twice.
- Perfect Transport (Indestructible Transport). Vehicles created by your Creation spells have resistance to all damage but psychic. You may choose to not give them any of these resistances in exchange for giving them two damage immunities to damage types they’re already resistant to.
- Eternal Fortress (Temporary Fort). Any spells you cast that grant temporary hit points have their amount increased by 10 times your proficiency bonus.
- Unbreakable Hide (Tough Hide). Summons created by your Creation spells receive a damage reduction equal to your proficiency bonus and a +2 bonus to AC.
- Indestructible Spell
At 17th level, you can cast a spell so powerful almost nothing can destroy it. When you cast a spell that grants temporary hit points or that creates a structure, vehicle or summon with maximum hit points, you can double the total amount.
This feature can be used once per long rest.
Path of Healing[edit]
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A Healer followed by her helpful sheep chiefs, source [3] |
Those who walk the path of healing always had it in their heart to aid others, their output of supportive spells being nothing to scoff at.
- Unending Vitality
Starting at 3rd level, the first person you learned to support was yourself. You have advantage on death saving throws. In addition, you always roll the maximum on your hit dies used in short rests.
- Meta Heal
Also at 3rd level, you have learned special techniques to enhance your Healing spells. You gain 1 metamagic option of your choice that must require you to be part of the Path of Healing.
If you switch this metamagic when you gain a level, you must pick another metamagic option that requires you to be a part of the Path of Healing.
- Rejuvenating Techniques
At 5th level, your potential as a Healer is starting to come to fruition, showing itself in rejuvenating techniques developed by yourself. Choose two of the following rejuvenating techniques. You can choose another technique at 10th and 18th levels.
- Cleansing Spirit. When a creature is affected by a Healing spell casted by you, you can end one disease they are currently suffering from.
- Danger Warding. When a creature loses a condition or regains hit points from a Healing spell casted by you, they either have advantage on their next saving throw or the next attack roll against them is made with disadvantage, their choice.
- Mana Restoration. When a creature is affected by a Healing spell casted by you, they also regain mana equal to ¼ of the total amount of hit points regained, rounded down, up to their maximum. This rejuvenation technique cannot be chosen until 10th level.
- Life Saving. When a creature is affected by a Healing spell casted by you while under ⅓ of their maximum hit points, they gain resistance to all damage until the start of their next turn.
- Limb Restoration. When a creature’s Limb is affected by a Healing spell casted by you, you add your Spellcasting modifier twice to the total healing received.
- Supportive Reinforcement. Creatures under the effects of Reinforcement spells cast by you also gain the benefits of the Resistant feature associated with the score enhanced by the spell.
- Inspiring Healing
At 11th Level, your spells inspire those affected by them, being able to perform better after being affected. Whenever a creature is affected by a Healing spell cast by you, they have advantage on their next ability check or attack roll.
Once a creature has been affected by this feature, they can’t be affected again until the end of your next turn.
- Soul Repair
At 14th level, when you heal a creature, you also heal their will to fight back. When a creature is affected by a Healing spell cast by you, they can spend their reaction to immediately roll a saving throw against a condition or spell they’re suffering from.
- Maximum Spell
At 17th level, you have learned how to put all of your power into healing, making a spell that could make a semi-dead man get up and fight. When you cast a Healing spell, you can double the amount of hit points it would grant to one creature affected by it.
This feature can be used once per long rest.
Path of Movement[edit]
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One of the fastest mages followed by his faster attribute, source [4] |
Those who walk the path of movement don’t really walk it, they run through it. This path focuses on granting the user immeasurable control over speed.
- Arcane Surge
Starting at 3rd level, right after casting a spell a surge of energy surges over you. Once per round when you cast a spell, you can take the dash, disengage or dodge actions as part of casting the spell.
- Meta Movement
Also at 3rd level, you have learned special techniques to enhance your movement spells. You gain 1 metamagic option of your choice that must require you to be part of the Path of Movement.
If you switch this metamagic when you gain a level, you must pick another metamagic option that requires you to be a part of the Path of Movement.
- Velocity Overdrive
At 5th level, by attaining greater heights of speed, you have learned the overdrives of velocity of your spells. Choose two of the following overdrives. You can choose an additional overdrive at 10th and 18th level.
- Accelerated Blast. Whenever you force creatures to make a Dexterity saving throw against one of your spells, they roll with disadvantage if their passive perception is lower than your Spellcasting DC.
- Beast Velocity. Summons created by one of your Creation spells have their movement speed increased by 5 times half your proficiency bonus (rounded down).
- Fast Reinforcement. Creatures under the effects of Reinforcement spells cast by you gain the benefits of the Evasion feature.
- Light Armor. The movement speed bonus granted by armors created by one of your Creation spells is increased by 5 times half your proficiency bonus (rounded down). This applies even if the armor did not normally have a speed bonus.
- Lightning Chariot. Vehicles created by one of your Creation spells have their movement speed increased by 5 times your proficiency bonus.
- Quickened Projectile. When you make a ranged spell attack roll, the roll has advantage if the target’s passive perception is lower than your Spellcasting DC.
- Velocity Application
At 11th level, when you receive a speed boost, you know how to make the most out of it. If your speed is being increased by a spell, whenever you take the dash action you add your walking speed twice instead of once to your movement speed.
- Reaction Speed
At 14th level, your reaction speed has increased by the constant speed boosts you practiced, with this affecting you in and out of battle. You have advantage on Initiative rolls.
Also, whenever you use a metamagic, you gain one additional reaction that is lost at the end of the round.
- Dexterous Expertise
At 17th level, you have become one with speed, taking maximum advantage from arcane acceleration. If your speed is being increased by a spell, you have advantage on Dexterity saving throws for the spell’s duration.
Path of Offense[edit]
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A Offense based mage creating a destructive spell with his attribute, source [5] |
Those who walk the path of offense wish for nothing but maximum destruction, having such power that they can overwhelm even the strongest of foes.
- Raw Power
Starting at 3rd level, your raw power with offensive spells is much above common mages. You receive a +1 to spell attack rolls and to your Spellcasting DC if the spell deals damage. The spell cannot be from any magic type, and cannot apply anything higher than a minor danger condition.
- Meta Offense
Also at 3rd level, you have learned special techniques to enhance your offensive spells. You gain 1 metamagic option of your choice that must require you to be part of the Path of Offense.
If you switch this metamagic when you gain a level, you must pick another metamagic option that requires you to be a part of the Path of Offense.
- Power Increase
At 5th level, being on the offensive has served you well, so you've chosen to expand your power in new ways. Choose two of the following power increases. You gain one additional power increase at 10th level and another at 18th level.
- Arcane Accuracy. You ignore disadvantage on a spell attack rolls caused by the effects or conditions generated by other spells.
- Blasting Spell. Whenever you miss a spell attack roll, the creature still takes damage equal to your Charisma modifier added twice.
- Defense Breaker. Spells that only deal damage cast by you ignore resistances but not immunities.
- Magic Clashing. You gain one additional reaction, which can only be used to intiate a spell clash.
- Point Blank. Creatures within 10 feet of you when you cast an area of effect damaging spell, have disadvantage on the saving throw.
- Opportunistic Casting. When a creature has disadvantage on the saving throw of a damaging spell you have cast, the spell ignores Resistant if they fail by 3 or more.
- Aggressive
At 11th level, you learned that the time after a spell is cast is the best moment to attack an opponent. After casting a spell that affects a creature that hits them or which they have failed the saving throw, your next spell attack roll against them is made with advantage or the next saving throw they make against one of your spell is made with disadvantage (your choice) until the end of your next turn.
- Indomitable Spell
At 14th level, sometimes, spells simply don’t work, but you are extremely stubborn. When you miss a spell attack roll or a creature succeeds a saving throw against your Spellsave DC, you can reroll the attack roll with a bonus equal to half your Charisma modifier (rounded down), or force them to reroll the saving throw with a penalty equal to half your Charisma modifier (rounded down).
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses at the end of a long rest.
- Causality Exploitation
At 17th level, after so much time as a mage, you learned how to exploit the law of causality, turning a minor disadvantage from an enemy into a fatal mistake. When a creature is suffering disadvantage from multiple sources because of two or more of your features, they receive a -1 on the rolls they’re having disadvantage in per disadvantage received. This penalty cannot go higher than a -5.
Metamagic Options[edit]
Pathless Meta[edit]
Defense Meta[edit]
Healing Meta[edit]
Movement Meta[edit]
Offense Meta[edit]
Multiclassing[edit]
You cannot multiclass into this class. You must start in this class and multiclass it out.
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