Spellmaster Mage (Black Clover Supplement)

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Spellmaster Mage[edit]

Masters of Spells[edit]

Those who follow the spellmaster path study spells to their limits, trying to find out the best way to utilize a spell.

Creating a Spellmaster Mage[edit]

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The Strongest Spellmaster of the Clover Kingdom, source [1]

When creating a spellmaster, ask yourself these questions; Why did you choose to become a spellmaster? Were you interested in the secrets of mana? Did you wish to join the army of your country? Do you just want to prove your worth?

Quick Build

You can make a Spellmaster quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Magic Knight background.

Class Features

As a Spellmaster you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spellmaster level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spellmaster level after 1st

Proficiencies

Armor: None
Weapons: Two simple weapons of your choice
Tools: One artisan tool of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose two from the following: Arcana, History, Insight, Investigation, Nature, Perception, Religion.

Equipment

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

  • (a) Two simple melee weapons or (b) Any simple ranged weapon with 20 pieces of ammunition
  • One artisan tool
  • (a) A scholar's pack or (b) A explorer's pack
  • A Grimoire

Table: The Spellmaster

Level Proficiency
Bonus
Mana Features
1st +2 5 Mana, Grimoire
2nd +2 10 Magic Flight
3rd +2 15 Mage Type
4th +2 20 Ability Score Improvement
5th +3 25 Favorite Spell
6th +3 30 Mage Type (2)
7th +3 35 Resistant
8th +3 40 Ability Score Improvement
9th +4 45 Arcanist
10th +4 50 Mage Type (3)
11th +4 55 Favorite Spell (2)
12th +4 60 Ability Score Improvement
13th +5 65 Signature Magic
14th +5 70 Mage Type (4)
15th +5 75 Arcane Knowledge
16th +5 80 Ability Score Improvement
17th +6 85 Favorite Spell (3)
18th +6 90 Mage Type (5)
19th +6 95 Ability Score Improvement
20th +6 100 Master of Spells, 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 Intelligence 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 Intelligence 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 Intelligence 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.

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.

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.
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 Intelligence modifier.

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

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.

Mage Type[edit]

At 3rd level, as you grow and nurture your spells, you have found out what kind of mage you are. Choose one of the Mage Types available at the end of the class description. Your choice grants you features at 3rd level, 6th, 10th, 14th and 18th level.

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.

Favorite Spell[edit]

At 5th level, you have a favorite magic that you consider your magnum opus, with the spell holding great value for you. Choose one of your spells known. Said spell gains the following benefits:

  • It's damage dice increases by your Intelligence modifier (minimum of 1), which cannot increase it above its maximum dice.
  • It's range increases by 10 times your Intelligence modifier (minimum of 1). This doesn't work on touch or self range spells.
  • It's radius increases by 5 times your Intelligence modifier (minimum of 1).
  • It receives a +1 to attack rolls and DC.

You can choose another spell to become your favorite at 11th and 17th levels.

You may change one of your Favorite Spells whenever you gain a level on this class.

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.

Arcanist[edit]

At 9th level, you have studied various different spells, reaching a higher knowledge that makes them easier to understand. Whenever you make an Intelligence based check or skill check related to spells, you do so with advantage.

Signature Magic[edit]

At 13th level, there is a certain magic type you have grown quite accustomed with, so much so it became your signature magic. Choose one of the Magic Types available. Whenever you cast a spell of said magic type, its cost is reduced by your proficiency bonus (to a minimum of 1).

You may choose to pick no magic types, reducing the cost of all spells you cast by 1 (to a minimum of 1).

Whenever you gain an ability score on this class or reach 20th level, you can change your Signature Magic Type.

Arcane Knowledge[edit]

At 15th level, your knowledge of the arcane is unmatched. You know exactly what type of magic is causing a effect you can see, hear or feel.

Master of Spells[edit]

Finally at 20th level, your mastery over spells is known throughout all four kingdoms. All spells cast by you have their costs halved (rounded down, to a minimum of 1) before applying reductions.

You can also overcome your limits by forcefully sending a spell. Once per long rest, you can cast a spell without spending mana.

Mage Types[edit]

Blaster[edit]

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A Blaster using a powerful spell, source [2]

The Blasters are the most common type of mage available. They simply use their magic for offensive purposes, aiming to bend their mana attribute to destroy their foes.

Burster

At 3rd level, your spells are always very damaging, carrying pure potency. Whenever you roll damage with a spell, you add your Intelligence modifier to the total.

Additionally, whenever you cast a spell you may choose to make it deal twice as much damage to objects and structures.

You can add your Intelligence modifier + half your Intelligence modifier to the total damage at 5th level, your Intelligence modifier added twice at 11th level and your Intelligence modifier added thrice at 17th level.

Spell Lover

At 6th level, you truly love magic with all of your heart, making deciding favorites much harder. You gain additional favorite spells slots equal to your proficiency bonus.

Whenever your proficiency bonus increases, so does your slots.

Spell Alteration

At 10th level, your constant learning of magic made you create an alteration in your spell. You can add one additional property to your spells when creating them, not needing to spend more mana when doing so. Discuss what said property is with your GM.

Fierce Attacker

At 14th level, you cannot stop being offensive for a moment. Whenever you cast a spell with one or more spell attack rolls, you can make one additional spell attack roll with said spell.

Also, whenever you're about to cast a spell that forces creatures to make a save and deals damage, you can choose to increase the action cost of said spell by 1 (free action -> bonus action -> action -> Lenghty Action -> full turn action) to grant the target(s) disadvantage on the spell.

Magic Surge

At 18th level, you can push past your limits for a moment just for the purposes of attacking. You can take one additional action on your turn, which must be used to cast a spell that deals damage.

You can use this feature a number of times equal to your proficiency bonus, and only once in the same turn. You regain all uses of this feature on a long rest.

Creator[edit]

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A creator wearing a valkyrie armor created from her mana attribute, source [3]

The Creator mages are those with mastery over creation magic, ranging from mere transportation from creating golems.

Creative Specialization

Starting at 3rd level, by studying and practicing creating certain types of creation spells you’ve become more equipped to make said sub-types of creation spells. Choose one of the following Creation Specializations to follow:

Objects
By creating a variety of different objects of shapes and sizes, you become more proficient in shaping mana into differing forms. When creating an object using creation magic, you may reduce the mana cost by half your proficiency bonus.
Armor
As a way to protect yourself and allies more efficiently in combat, your armor has adapted to become more protective and durable. When creating an armor based creation magic spell, you will only start increasing mana and spell point cost once you pass an amount equal to 10 times your spellcasting modifier.
Summons
After making legions of weak, cheap summons through your magic, you’ve learnt how to maximize their abilities while not draining your mana reserves. You gain additional stat points to invest into the creature equal to your spell casting modifier.
Vehicles
By using your own private transport to move from place to place in your own style, you’ve cemented ways to make your travel more efficient in both time and resources. When increasing the speed of a vehicle during spell creation you only need to spend additional spell points every third increment of 5 feet.
Heighted Creations

At 6th level, you’ve adapted your creations to fit your usages of them, allowing you to become more efficient.

Utility
Whenever you make a Creation spell, you can make it last up to your Intelligence modifier (minimum of 1) in minutes without making the spell cost additional mana.
At 11th level, this becomes hours, and at 17th level this becomes days. These duration extensions do not affect armors or weapons.
Combat
Whenever you make an attack while equipped with a weapon or armor created by your creation magic, you gain a +1 to attack rolls (Maximum of +1), and your summons deal additional damage equal to half your spellcasting modifier once per turn.
At 11th level, the maximum becomes +2 and your summons now deal damage equal to your full spellcasting modifier, and at 17th level the maximum becomes +3.
Hardened Exterior

At 10th level, having your creations break easily is a very big problem, so you hardened them with magic. All of your creations have a damage reduction equal to your level.

Also, they are resistant to all non-magical damage.

Economical Creations

At 14th level, creating things takes a huge amount of mana, and you have learned how to make this process more economical. If one of your creations gets destroyed, you regain 1/4 (rounded down, minimum of 1) of the total mana used in the spell.

Creator's Eye

At 18th level, due to having created so much with magic yourself, you can spot the flaws with magically created items easily. Whenever you attack a creature or force them to make a saving throw with your spells, you can ignore any AC increases or saving throw bonuses that they're currently receiving from a Creation Spell.

Controller[edit]

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A controller mage obscured by his spells, source [4]

Controller mages focus on conditional spells, controlling and damaging others by inflicting them with a variety of effects.

Power From the Failure

At 3rd level, you have learned that your spells grow the most powerful when your opponents are the most unprepared for it, which made you capitalize on that. You can add one additional effect or condition of your choice to a spell you are creating that only applies when a creature fails by 5 or more, without spending additional mana.

If you choose to add an additional condition, it may not exceed a Danger Level of Average. At 11th level this is increased to a maximum Danger Level of Major.

It must be a spell that gives some form of negative condition (gm discretion is advised).

Lasting Spell

At 6th level, you have learned how to increase the duration of your spells without spending too much mana. Whenever you are creating a spell that grants a negative condition, you can increase its duration by your Intelligence modifier amount of turns, without spending additional mana.

If the spell duration is 1 minute or more, you add additional minutes equal to your Intelligence modifier. If its hours, you add additional hours equal to half your Intelligence modifier.

A creature can remake the save if a spell that would normally last one turn gets its duration increased.

Effectiveness Increase

At 10th level, you can empower your spells with mana to make them more effective in trapping your opponents. Whenever you cast a spell that causes a negative condition, you can spend additional mana up to your proficiency bonus. For that instance of the spell, the DC is increased by half the amount of mana spent.

Overwhelming Power

At 14th level, as you grow as a mage you have found out that the power of your spells can make the weak easily succumb. Whenever a creature's ability score for a saving throw is lower than your Spell DC, they roll the saving throw with disadvantage. For example, if you force them to make a DC 19 Strength saving throw and their Strength is 18, they would roll with disadvantage.

Controlling Master

At 18th level, you are the master of keeping enemies restrained, so much so you don't even need effort when creating spells. Whenever you create a spell, you can add one negative condition without spending additional mana.

Also, any spells that gave negative conditions that you had before gaining this feature get their cost reduced by one of the negative conditions they gave, essentially counting as not even having the conditions.

Support[edit]

bf5bdd7f8a03efd2b091f113f892d8b1.jpg
A support mage surrounded by plants created by her magic, source [5]

The Support Mages are the ones who aid their allies with magic, staying at privileged positions and being ready to help.

Natural Helper

At 3rd level, due to your function in the battlefield you became a natural at helping and aiding others with your spells. Whenever you take the help action, you can cast a beneficial spell (GM discretion is advised) on an ally within range as part of the same action.

At 5th level, you can take the help action as a bonus action. You cannot take the help action more than once per turn.

Support Prowess

At 6th level, you have learned certain useful skills that help you aid your allies. Choose one of the following:

Iron Defense. Spells that grant resistance or immunity to a certain damage type also grant a damage reduction equal to your Intelligence modifier for the duration.

Effective Healing. Spells that make creatures regain hit points now add your Intelligence modifier to the total amount regained.

Magical Advantage. Spells that grant advantage to other creatures now make them roll 3 dice instead of 2, picking the highest rolled number.

Power Boost. Spells that grant a creature (other than yourself) a damage roll bonus now have said bonus increased by your Intelligence modifier.

Skill Prowess. Spells that grant a bonus to skill checks now make the creature proficient in said skill for the duration of the spell. If they were already proficient, it makes them have expertise instead. If they already had expertise, they may add their ability modifier twice (minimum of 1) instead of once.

Temporary Armor. Spells that make creatures regain temporary hit points now add your Intelligence modifier added twice to the total amount gained.

You can choose one additional Support Prowess at 11th, and another one at 17th level.

Battlefield Positioning

At 10th level, you know you're a core part of any battle, being knocked down means no one will stop other allies from being knocked down. This made you adapt, learning how to use the field to your advantage.

While an ally is within 30 feet of you, creatures have disadvantage on attack rolls against you.

Inspiring Presence

At 14th level, people feel encouraged by your presence. When you're there, they know that victory is possible. All allied creatures within 15 feet of you receive a bonus to their saving throws equal to your Intelligence modifier.

If there are two support mages, only the higher bonus will apply, not being able to stack.

At 17th level, the aura increases to 30 feet.

Sidelines Fighter

At 18th level, you have completely dominated the style of fighting by the sidelines. The range of Battlefield Positioning is increased to 60 feet, and you now also have advantage on Dexterity saving throws while the effects apply.

Multiclassing[edit]

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

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