Uncrowned Undeafeated Lioness (5e Class)

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Uncrowned Undefeated Lioness[edit]

Mereoleona Vermilion, a character from Black Clover

This class is based on Mereoleona Vermillion, a character from Black Clover. She's is a noblewoman and the first daughter of the Clover Kingdom's House Vermillion, one of its royal families. She was also the temporary captain of the Crimson Lion squad and the Royal Knights squad. This class is similar to Fighter class additionally empowered with flame magic.

Disclaimer: Check with DM before use, currently being rebalanced.

Creating an Uncrowned Undefeated Lioness[edit]

Disclaimer: You don't have to be a perfect copy of Mereoleona. You can create a custom character with noble background and ability to use magic. The only thing I'd recommend is to play as female for greater immersion, but it's your choice after all.

Quick Build

You can make an Uncrowned Undefeated Lioness quickly by following these suggestions. First, Strength or Dexterity (your choice) should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose Athletics or Acrobatics, Insight and Perception for your skills.

Class Features

As a Uncrowned Undefeated Lioness you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose three skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, Nature, Perception, or Survival

Equipment

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

  • If you are using starting wealth, you have 10d10*10gp
    Mereoleona Vermilion as a Uncrowned Undefeated Lioness
    in funds.

Table: The Uncrowned Undefeated Lioness

Level Proficiency
Bonus
Calidus Brachium Features
1st +2 1d6 Grimoire Receival, Unarmored Defense, Vermilion Fighting Style
2nd +2 1d6 Spell Burner
3rd +2 1d6 Flame Magic: Calidus Brachium
4th +2 1d8 Ability Score Improvement
5th +3 1d8 Extra Attack, Mana Skin
6th +3 1d8 Ability Score Improvement, "I'll show you what destruction looks like!", Flame magic: Calidus Brachium(2)
7th +3 1d10 Lions Paw Grasp, Evasion, "female lions are the hunters in the group!"
8th +3 1d10 Ability Score Improvement
9th +4 1d10 Calidus Brachium Volley shot(1)
10th +4 1d12 Extra attack(2), Flame Magic: Calidus Brachium(3)
11th +4 1d12 Flame Magic: Calidus Brachium Barrage
12th +4 1d12 Ability Score Improvement
13th +5 2d8 Calidus Brachium Volley Shot(2), Flame Magic: Calidus Brachium x2
14th +5 2d8 Ability Score Improvement, Calidus Brachium Purgatory, Mana Zone
15th +5 2d8 extra attack(3), Magic Knight Captain
16th +5 2d10 Ability Score Improvement
17th +6 2d10 Mana Zone: Full Release
18th +6 2d10 Flame magic: Spiral Flame, Erupting Punch
19th +6 2d12 Ability Score Improvement
20th +6 2d12 Strongest Magic Knight in the Clover Kingdom, extra attack (4)

Grimoire Receival[edit]

Grimoire acceptance ceremony

As every magic user you need a catalyst for your magic and that is grimoire for you. From the flames that magically ignite in front of you, a grimoire emerges and flies straight into your hands, chosing you as his owner. You don't feel any burns when you catch it, and when you open it, you see the knowledge of flame magic. Having a grimoire is a huge benefit, because it's a primary source for all magic knights and mages alike. It allows the user to use magic of grimoire and in your case it's the magic of flames.

Because of this beginning at 1st level, you gain resistance to fire damage. Additionally, any fire damage you deal ignore resistance and treats immunity as a resistance.

Unarmored Defense[edit]

At 1st level, while you are not wearing any armor, your armor class equals 10 + your Strength or Dexterity modifier (your choice) + your Constitution modifier.

Vermilion Fighting Style[edit]

At 1st level, you adopt a Vermilion style of fighting as your specialty. You gain a +1 bonus to armor class, attack rolls, and damage rolls you make with unarmed strikes. This bonus increases to +2 at 6th level and to +3 at 11th level.

Spell Burner[edit]

Spell has been burnt out

At 2nd level, you learn the basics of your flame magic in defensive way. By temporarily covering your fists in flames, you can strike any ranged attacks or spells targeted on you to burn them out.

When you're targeted by a ranged attack or spell that deal damage as a reaction or bonus action you can burn out the attack with your flames. You roll for the attack of unarmed strike and compare it with ranged attack roll or spell DC. On lower attack roll, your Spell Burner fails and you normally take damage. On critical failure in attack roll you automatically fails and you take double damage. But if your roll was higher, you can roll for your damage roll to reduce incoming damage. The amount damage you rolled is amount of reduced damage. Additionally, if your damage roll was higher than incoming damage, the attack is deflected into attacker taking his own damage. In addition, if your attack roll was critical, you automatically success and you can roll for damage, adding this amount to reflected damage and dealing total to the attacker.

Flame Magic: Calidus Brachium[edit]

Mereoleona using Calidus Brachium

Beginning at the 3st level, as a Vermilion style apprentice you always choose the way of pure firepower and mastering it to its limits. In response to your desire, your grimoire gives you access to flame magic called Calidus Brachium. This is the ability to harness flame magic in your fists and unleashing a devastating punches upon your foes. You gain the following benefits:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • The damage die for your unarmed strike increases to a d6. This die increases further when you reach higher levels in this class, as shown in the Calidus Brachium column of the Uncrowned Undefeated Lioness table.
  • Your unarmed strikes deal an additional 1d4 fire damage. This damage increases to a 2d6 at 7th level, a 3d8 at 10th level, a 4d10 at 15th level, and a 5d12 at 18th level.
  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class, to four when you reach 17th level in this class and to five when you reach 20th level in this class.

Mana Skin[edit]

- At level 5 you unlock the ability to coat mana around yourself. Once per Day as a Movement action, you can coat yourself in mana granting 10 dmg reduction to all attacks. Along with 15 dmg reduction to all fire-related attacks. You can also adapt to any environment hot or cold using Mana Skin. With Mana Skin, you also gain +1 to hit and attack. After all, you are reinforcing your body physically. Including a +20 to speed. To maintain Mana Skin you must roll 1d4 + con mod to see how long it last for.

- At level 10 you have used Mana Skin enough to use it passively and instinctively as a bonus action. Since you've been using such an overall power-boosting technique. You've also raised the amount of protection Mana Skin grants. Allowing you to double the amount of protection it provided before. totaling 20 dmg reduction to all attacks. Meaning 30 dmg reduction to all fire-related attacks. Alongside with a +10 in speed in mastering an overall power boosting technique.

"I'll show you what destruction looks like!"[edit]

A badass quote Mereoleona says when being looked down upon or not taken seriously.

- With this unlocked at level 6 once per fight you gain advantage to hit on any attack.

Lions Paw Grasp[edit]

A lionesses grasp.jpg

At Level 7 you are able to manipulate your flames to make lion paws costing an action.

- You may attempt to grapple your opponent using your Lion paws. You can generate as many as 5. Enemies have to make a DC15 Dex save if they fail they are entrapped by your lion paws. As a bonus action, you can attempt to hit them while grappled. If so you have the advantage to hit.

Along with learning to grapple opponents with your flame conjured lion paws. At Level 7 you are now able to use them for attack. By forming them on your hands.

- Using flame magic to form lion paws on your hand. This attack will be considered a 10ft DC16 Dex save if you succeed take half damage. This attack does your current Calidus Brachium damage + your current unarmed damage. This attack is considered slash damage, considering your performing a swiping action.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

"Female lions are the hunters in the group!"[edit]

By Level 7 you start to show off more of your lioness pride. To the point where it actually benefits you passively.

- Most importantly, to activate a quoted class feature you must say the quote. As accurate as you can, nothing wrong with getting in character. (If your really that uncomfortable you don't have to).

- You now gain advantage on these certain checks and saves. Intimidation and athletics. Along with advantage to Dexterity and death saves.

- You're now a lot more careful to whom lays touch on you. You now have an additional Reaction.

- You now gain a +3 to initiative and now you now have advantage to roll initiative starting at level 8.

- After all female lions are the hunters, you gain +40 to your base speed since you've been using Mana Skin. Also, your base form has heightened to the point where your Mana Skin buffs are part of your base. Essentially you have such control it's assumed you're going into battle with Mana Skin activated. Which means Mana Skin is now a free action.

Screenshot (28).png

Calidus Brachium Volley Shot[edit]

Realizing most of your moves consist of short-range combat at level 9 you learn a technique. Utilizing your Calidus Brachium and adding range too it.

- As you charge fire magic into your fist you can punch in front of you launching a blazing stream of fire. Dealing your current Calidus Brachium damage + 1d2 every 10 feet it travels. This attack can hit targets up to 80 feet.

You've now gotten to the point where you've improved at ranged combat. At Level 13 Calidus Brachium Volley Shot has heightened.

- Your now able to gather more fire magic. Like so you can unleash a greater devastating stream of fire.

Dealing your current Calidus Brachium damage + 1d3 every 10 feet it travels. This attack can now hit targets up to 100 feet.

Flame Magic: Calidus Brachium Barrage[edit]

Screenshot (27).png

After using Calidus Brachium dozens of times you know how to throw a punch. At this point, you've probably honed your body as well. Your now stronger, faster, and an overall better magic knight since you've first learned Calidus Brachium. Now you can apply your physique and Calidus Brachium to create a new attack.

At the 11th level, you've peaked Calidus Brachium and you've upped your physique. Your now able to synchronize the two to let out a flurry of death-inducing blows.

- Within an instant, you can launch dozens of flaming punches pulverizing your opponents into ash dealing 6d8 burning damage + your unarmed damage.

- This move can be used in conjunction with Mana Zone just like all your attacks can. For more info read the Mana Zone section and the written example.

Flame Magic: Calidus Brachium x2[edit]

You heard it right times two. At the 13th level, you unlock a new move simple but quite powerful. Calidus Brachium x2, It's your Calidus Brachium damage times two. While it's not stated directly that it's a times two multiplier other than the name. While Mereoleona may not be a Dragon Ball character I'm pretty sure she's capable of amping herself times two.

Mereoleona Vermillion x2.gif

- By spending a turn to gather magic on your next turn. You can unleash an even stronger devastating punch. To calculate the damage you roll your Calidus Brachium damage then times it by two. Enemies hit by this move will be launched 80ft. This move can also be used in conjunction with a reaction or just a straight-up attack. To use this move as a reaction you'll have to make a DC 18 dex save. If you succeed you clash with your opponent, you hit them and they hit you. Except you were able to react fast enough to brace yourself for the attack. So you out punch them taking half damage. If you fail you still deal with the full damage except you take full damage from there attack. Showing you couldn't react fast enough to brace yourself.

Flame Magic: Calidus Brachium Purgatory[edit]

Screenshot (32).png

At the 14th level, by now you've finely honed your Fire magic quite well. You can use it to land devastating blows, hit opponents from afar, even envelop yourself with it, and lastly, you're able to combine all those aspects with Mana Zone. Now by combining all those elements, you can create Calidus Brachium Purgatory. In which your able to scorch your opponents. Using your raw fire output. to the point where your flames burn blue.

- This move does take another attack action to use. Meaning two attack actions, to fully perform this move. One action for the gathering, while the other is the release. Not to mention, this move can only be used twice a day. Considering this move is quite intense.

- By gathering and Surrounding yourself in fire magic you can release it around you spanning 60 feet in all directions erasing the area around you dealing 9d10.

- You can also you this attack as a way of breaking out of grappling and such. Like if someone is squeezing the life out of you or if someone entraps you in a rock sphere. To figure out if you break out your Calidus Brachium Purgatory damage has to be higher than it can absorb. If so you break free and your opponent takes half damage from it. If the move doesn't have some sort of health you automatically breakout.

-This move can be used in conjunction with Mana Zone just like all your attacks can. For more info read the Mana Zone section and the written example.

Mana Zone[edit]

At level 14 you've honed your Mana Skin to the point where you surpass it. Meaning in Mana Zone, you also include your Mana Skin buffs. Mana Zone, a technique that far exceeds Mana Skin and is the result of Mana Skin training. With Mana Zone, you can control all the mana in an area around you to increase your spells' power and range, and to predict opponents' attacks. As a free action you can activate Mana Zone it lasts for 1d4 + your con mod. Along with Mana Zone comes with Mana Zone enhanced attacks.

Mana zone 1.jpg

- You gain +5 to attack and to hit when using Mana Zone.

- You gain 2 more reactions when using Mana Zone.

- Also, you gain advantage to roll on these two skills perception and investigation in Mana Zone.

- Your AC also shoots up by 5 in Mana Zone.

- All your moves do an additional 1d6 fire damage. All your attacks gain +20 range.

- And your speed is x2 your base speed + Mana Skin speed bonus in Mana Zone.

Mana Zone attacks[edit]

Mana Zone attacks are super powerful. As Mana Zone implies you can control all the mana in an area around you. Amplifying the power and range of your spells. You can use Mana Zone attacks as long as you are in Mana Zone yourself. When using Mana Zone attacks, your attacks gain double damage. All your attacks gain an advantage to hit, considering your attacking from anywhere in an area you control. With larger sized attacks, multiple attacks, and lastly more ranged attacks. After using a Mana Zone attack your turns remaining in Mana Zone drops by one.

For example: level 3 Calidus Brachium deals with your unarmed damage + 4d6 burning. When you're in Mana Zone this attack gets bumped up by 1d6. Since it's the same move and you're in Mana Zone, it doesn't get the bonus x2 damage because it's not a Mana Zone attack. Meaning Mana Zone attacks are an all-new attack. If you infuse Mana Zone with Calidus brachium you get Mana zone: Calidus Brachium. When you throw the punch at the opponent, other fiery fists will generate at the same time yours does. Surrounding the enemy, When you swing and hit the opponent so will the fiery fists at the same time. Impacting the opponent with much greater force and power.

Magic knight captain[edit]

At this point being level 15, your power has been respected in the Clover Kingdom. To the point where you're a candidate for Magic knight captain. You'll be able to lead over a squad of magic knights to protect the kingdom. When fighting with any other allies you and the people around you gain these buffs.

- +2 ac to you and your allies.

- You gain +3 in persuasion and proficiency in persuasion.

- You gain a permanent +2 in your Charisma score, along with proficiency in Charisma saves.

- All of your allies gain advantage to hit on their first attack.

- Once per fight, you can yell out a chant or speech to raise the morale of your group. The speech can be anything (have fun with this). This speech can make your allies attacks do 1d10 more damage, It can wake them out of unconsciousness, it can make them stand up when they're in a prone like position (or any position other than standing).

Mana Zone: full release[edit]

At level 17 is where you show your Mana Zone mastery. Just as where you surpassed Mana Skin with Mana Zone. You can now fully use Mana Zones' full potential hence the full release. Your able to do everything you can with Mana Zone. Except now it packs even more power. Because of so you can only maintain Mana Zone: full release for 1d2 + con mod. Since mastering Mana Zone and pushing it to its peak your base speed has risen. You now gain an additional +40 to your base speed. Not to mention you can withstand being in Mana Zone for 1d5 + Con mod instead of a 1d4 + Con mod.

Screenshot (31).png

- You gain +10 to attack and to hit when using Mana Zone.

- You gain 3 more reactions when using Mana Zone.

- Also, you gain advantage to roll on these two skills perception and investigation in Mana zone.

- Your AC also shoots up by 8 in Mana Zone.

- All your moves do an additional 1d12 fire damage. With all your attacks gaining +20 range.

- And your speed is x2 your base speed + Mana Skin in Mana Zone along with an additional +20.

- Can cancel out any environmental effects because of your overwhelming power(for example if an enemy surrounded the battlefield in snow, Mana Zone full release will melt that).

- Enemies the same level and above take 1d6 burning damage every turn cause of your blazing presence. While enemies ranging 1-5 levels below you take 1d12, enemies 6-10 levels below you take 2d8, and lastly any enemies 11 levels lower than yours or more take 3d10 burning damage per turn.

Flame magic: Spiral flame[edit]

At the 18th level, you learn a pretty basic but neat move. Mereoleona's only used this move once in the show. Heck even on the wiki's about her no one ever mentions this move in her arsenal. It makes sense because it's not exactly her style. Anyways it's a pretty typical cylinder-like fire move. It's nothing to OP, but I thought it'd be neat to include.

- You've had enough experience in the fire industry to learn an attack like this. You gather fire magic into your palms and project it out launching a horizontal fire hurricane from your hands. Dealing 3d12 fire damage along with range up to 30ft, the opposing side has to roll a DC Dex save of 16. To free themselves from the spiral flame. After initial damage and impact the spiral flame travels up to 30 ft till the opponent can get free. If not the enemy takes 1d6 fire damage every 5 feet moved till totaling 30 feet.

Erupting Punch[edit]

Screenshot (25).png

At level 18 you unlock another unique move. This is also a move Mereoleona's only used once. Like the last move, I find it pretty unique. So I'd thought I would include it to her class. With this move you Calidus Brachium the ground around you. Destroying the ground and creating debris of all sizes, the force of your punch launches the debris at the opponent.

- You're fully capable of packing a punch at this point. You also have Mastered Mana control to. You combine the two elements in creating this attack. You charge fire magic into your fist and slam it onto the ground. Destroying 30 feet of land around you and 60 feet of land below. With the force of your punch, you channel mana around the debris and launch it at your opponent. Dealing 8d3 for small debris, 5d6 for medium-sized debris, and lastly for large debris it deals 3d18. The opponent will have to make three Dex saves. For smaller debris they'll do a DC Dex save of 18, for medium they'll have to make a DC dex save of 16, and for large debris, they'll have to make a DC dex save of 14. If they succeed they dodge, if they don't they take full damage.

Strongest Magic knight in the kingdom[edit]

Mereoleona looking fierce.jpg

After being born in the Clover Kingdom as a noble and member of house Vermilion. You were born as the family prodigy, so you were already destined for greatness. Even more so after tapping into your dormant magical power. The ability to wield fire magic despite the element of fire is quite common in the kingdom. You trained to become the strongest because people respect power. You ended up doing so by leaving the kingdom and its cruel government system. So you went out and bathed in the natural mana held by nature. At the age of 16, you end up getting your grimoire which leads to you tapping into your fire magic. Turning the basic fire element into something special. Learning spells of destruction and sheer power that overpowers all others. You end up growing even stronger and so you learn the basic Mana Skin. You then take it a step farther and learn the rare and powerful mana controlling technique, Mana Zone. A technique only a few select mages can perform. You quickly rose the ranks becoming a Magic Knight Captain. Easily placing you in the rankings for one of the strongest magic knights in the kingdom. Time passes by and you master Mana Zone reaching a new level being able to use its full power hence the full release. You also pick up a few more techniques along your journey. More time passes and your overall power grows exponentially leaving you at the top of the totem pole. As the strongest magic knight in the Clover Kingdom.

- You now gain advantage on all saving throws and another default reaction representing your physique and composure.

- Once per day you automatically gain the first attack along with an additional +30 to your base showcasing your speed and ferocity.

- When enemies are below 20% of there health if any of your attacks are nat 20s. You end up landing the finishing blow instantly killing them no matter what. Proving the overwhelming power you have.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Uncrowned Undefeated Lioness, you must meet these prerequisites: Strength 15, Dexterity 15, and Constitution 15.

Proficiencies. When you multiclass into the Uncrowned Undefeated Lioness class, you gain the following proficiencies: one of this class saving throws, two skills from this class.

Disclaimer: You cannot multiclass into the Uncrowned Undefeated Lioness, if your ability to use magic is permamently blocked by features from other class.

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