The Clover Compendium - a collection of Black Clover-inspired content

by Shaymeme

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The Clover Compendium

Changelog


Version 1.0, 8/11/24 - Document created.


Version 1.0.1, 8/12/24 - The "Earth Gnome" option from the Spirit Host subclass was changed to "Gnome". The damage of Dark Cloaked Deep Black Blade was changed from 10d10 + 20 dark to 10d10 dark.


Version 1.0.2, 8/19/24 - The hit point maximum of the **Spirit Host'**s spirit was changed from 15 to 10 + your Constitution modifier + your Clover Knight level. The Gnome option of the "Spiritual Flow" subclass feature now uses Charisma instead of Constitution. The following 5th level spells now have new effects when cast at higher levels:

  • Calidos Brachium Purgatory: Flame Burial
  • Dark Cloaked Deep Black Blade
  • Lightning Battle Fiend
  • Soul Chain Death Match

Version 1.0.3, 8/20/24 - The ranges of Guiding Light Leopard and Thunder Fiend were changed to 20 feet and a 20-foot radius. Laevatein's casting time was changed from 1 action to 1 bonus action. Mana Zone clashes were revamped - the two creatures now must engage in a skill contest. The spells Dream Healing Flower Cradle and Binding Magic can now be dispelled instantaneously when hit by a weapon with the Anti-Magic property.


Version 1.1.0, 8/22/24 - Changed the "Additional Rules, Conditions & Actions" chapter to the "Miscellaneous" chapter. Added the "Races & Lineages" chapter as chapter 1, and added the Elf (Revised) race, Dark Elf (Revised) subrace, and Reincarnated Elf & Half Devil lineages.


Version 1.1.1, 8/25/24 - Leo Rugiens' duration was changed to a concentration of up to 1 minute from the previous 1 hour. Salamander's Breath's range was changed to a 60-foot cone from the previous 45-foot cone. The "Negate" maneuver of the Loathed By Mana subclass can now negate and dispel curses, regardless of their level.


Version 1.1.2, 9/10/24 - The Spirit Host's spirit can now only take the move and help actions, but you now get spirit spells. Activating spirit dive also grants the same benefits as manifesting your spirit. The Half-Devil's "Devil's Knowledge" trait now ignores damage resistances and immunities in addition to getting advantage on weapon and spell attacks.


Version 1.2.0, 9/12/24 - The "Miscellaneous" chapter is now the "Rule Revisions" chapter. Subclasses are now ordered alphabetically. The Blood of the Royals' "Saint Valkyrie Armor" transformation now lasts until you expend all your spell slots. Additionally, the Bearer of the Third Eye subclass, new spells, and the "Rise of the Wizard King" and "Eye of the Midnight Sun" monsters were added.


Version 1.2.1, 9/17/24 - The time limit for "True Devil Union" and "Saint Spirit Dive" is now a number of rounds equal to your Constitution and Charisma modifier, respectively, instead of 3 rounds. The time limit for "Devil Union" and "Complete Spirit Dive" is now 1 minute instead of 30 seconds. The Loathed By Mana subclass now works with both melee and ranged weapons. "Valkyrie Armor" and "Saint Valkyrie Armor" now use the armor's magical element for the weapon's damage bonus. Zagred's CR is now 13, he only has one 7th-level spell slot, and he can no longer cast regenerate.


Version 1.2.5, 9/19/24 - An explanation for forbidden spells (denoted by the "F" tag) has been added to the "Tags" section of chapter 6. Additionally, the following spells have been added:

  • Janus Abigail/Janus Baptism (3rd-level)
  • Voodoo Regalia (3rd-level)
  • Endless Domination (4th-level)
  • Doom's Gate (5th-level)
  • End Empress (5th-level)
  • World End Martyr (5th-level)

Version 1.5.0, 9/26/24 - Several features of the main class have been moved around to different levels. The "Mana Specialty" and "True Magic" features have been removed and replaced with the class' new main gimmick, Squad Points and Squad Maneuvers. The "True Magic" feature has been given to the new "Heart Mage" subclass, which is based on mages of the Heart Kingdom from the Black Clover series.


Version 1.5.1, 10/08/24 - The Full Release Mana Zone effect of the Blood of the Royals subclass has been changed, to better reflect the subclass' intended playstyle. The Mana Zone and Full Release Mana Zone effects of the Heart Mage subclass have been added.

Citations & Other Credits


“Black Clover” belongs to Yuki Tabata and Shueisha Inc.


Cover image by Yuki Tabata and Shueisha Inc.


(Art citations are liable to mistakes - if I got the source wrong, please correct me!)


The Goal of This Compendium & Adjusting it to D&D


The goal of this compendium is to make Black Clover inspired content that works well in D&D 5th edition. I’m a big fan of both Black Clover and D&D, and considering the similarity between Black Clover's magic system to the way Wizards cast spells in D&D, this compendium was a no-brainer. I've tried to adapt those similarities into actual D&D game mechanics to the best of my abilities, resulting in this compendium's signature (and only) class - the Clover Knight, a half caster with a grimoire that engraves spells into itself, a reflection of its owner's soul. The various subclasses allow one to experiment with their style of gameplay - maybe you want to support more, maybe you want to mix between martial combat and spells, maybe you just want to shoot the biggest spheres of mana this world has ever seen and annihilate your enemies, maybe you want to be the world's biggest "no u" card when it comes to magic. Whatever it is, all playstyles are possible!


The biggest issue of making this compendium, honestly, was balance. Would I say this compendium's content is balanced for normal D&D content? Probably not. I'll need to run a one-shot with friends at minimum to conclude this compendium's balance level, but until I do, this content belongs strictly inside the setting offered here, or inside high power settings - this is the homebrew you pull out when you feel like beating your DM's BS boss monster, lol. I'll still make balance changes and tweaks until I feel like I can confidently say that you can run this even in campaigns that aren't high power, so until then (and even afterwards), suggestions are always welcome.

Table of Contents

PART 1

Races & Lineages

Elf (Revised)

Beloved by mana and in touch with nature, the Elves are a race of people with powerful magic and a strong connection to the mana of the world. While they used to be safely reclusive in the past, they were wiped out centuries ago in a catastrophic tragedy.


Ability Score Increase. Your Constitution score increases by 2.


Age. Although elves reach physical maturity at about the same age as humans, their decay is far, far slower. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.


Alignment. Elves are a typically peaceful race, however, the mistrust humans show towards them has made them justifiably wary. Despite that, they are still good more often than not.


Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


High Mana. You know one cantrip of your choice from the Druid, Ranger, Sorcerer, Warlock or Wizard spell lists. Your spellcasting ability for that cantrip is Constitution.


Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.


Keen Senses. You have proficiency in the Perception skill.


Languages. You can speak, read, and write Common and Elven.


Dark Elf (Revised)

The result of an elf being corrupted by enormous despair and other negative emotions, a dark elf is a dark, rampaging reflection of the pristine beauty of elves, endowed with negative mana.


Ability Score Increase. Your Strength score increases by 1.


Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Negative Mana. Your body is flooded with negative mana due to your transformation, corrupting your spells into demonic versions of themselves. On your turn, you can take a bonus action to draw upon your negative mana. If you do, the next spell you cast this turn deals necrotic damage instead of its usual damage, and ignores all damage resistances and immunities fiends possess. You can only do this a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.


Dark Elf Berserker. You have proficiency with longswords, greatswords and greataxes. Once per turn, you can give yourself advantage on your next weapon or spell attack roll, but if you do, all hostile creatures have advantage on the first attack roll they make against you until the start of your next turn.


Reincarnated Elf

The result of a forbidden reincarnation spell, you are an elf soul forcefully occupying the body of a human host. While you possess plentiful mana, your mind is distorted by the reincarnation spell, filling you with rage.


Reincarnated elves always have at least one red mark somewhere on their face, usually shaped like a curved line with dots around it.


Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1. If you are replacing your race with this lineage, you can either replace any Ability Score Increase you previously had with this, or retain your previous one.


Age. While elves age much slower than humans, as a reincarnated elf, you possess a human body, and therefore age at the same rate humans do.


Alignment. Reincarnated elves hold an intense grudge towards whoever it is that originally killed them. Despite being chaotic in nature, they are peaceful towards races other than their killers, and people that do not stand in their way. They lean towards neutrality.


Size. Reincarnated elves vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.


Speed. Your base walking speed is 35 feet.

Reincarnated Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.


High Mana. You know one cantrip of your choice from the Druid, Ranger, Sorcerer, Warlock or Wizard spell lists. Your spellcasting ability for that cantrip is Constitution.


Languages. You can speak, read, and write Common and Elven. If you are replacing your race with this lineage, you retain the languages you knew when you were alive, and instead simply learn Elven.


Half Devil

Humans who use forbidden magic draw closer and closer to the world it originated from, a world inhabited by creatures known colloquially as “devils”. Having used a strong enough spell, you have gained some devil-like traits, becoming a half devil in the process.


Half Devils often have features that give away their otherworldly nature. These features can range from extremely subtle to incredibly blatant, however, they do not change over time. The Half Devil Demonic Features table has examples you can choose or use as inspiration to create your own.

Half Devil Demonic Features

d6 Demonic Feature
1 Cold to the touch, even when hot
2 Unnaturally pale skin
3 Blood-red eyes
4 A pair of small horns
5 A tail with a sharp end
6 A wavy shadow

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1. If you are replacing your race with this lineage, you can either replace any Ability Score Increase you previously had with this, or retain your previous one.


Additional Creature Type. You are a Fiend, in addition to being a Humanoid.


Age. You age at the same rate regular humans do.


Alignment. Half devils tend toward no particular alignment. The best and the worst are found among them.


Size. Half devils vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.


Devilish Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it. If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.


Devil’s Knowledge. You have advantage on Insight (Wisdom) checks made to discern whether or not a devil is lying to you. Additionally, once per turn, you can use a bonus action to ignore all damage resistances and immunities fiends possess, also, you have advantage on all weapon and spell attack rolls you make against fiends. These benefits last until the start of your next turn. You can only do so a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.


Languages. You can speak, read, and write Common and Infernal. If you are replacing your race with this lineage, you retain the languages you knew when you were alive, and instead simply learn Infernal.


PART 2

The Clover Knight

The Clover Knight

A knight from a faraway land, you wield magic from your grimoire under the orders of your country of origin and military. Fighting for faith, hope, and love, may great fortune be with you.


You need to have a Constitution score of 13 or higher in order to multiclass in or out of this class.


The Clover Knight
Level Proficiency Bonus Squad Points Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Magical Circumstance 3 2
2nd +2 Mana Recovery, Mana Sense, Ki Sensing (Exclusive) 3 3
3rd +2 3 Squad Mage 3 3
4th +2 4 Ability Score Improvement 4 4
5th +3 5 Magical Circumstance feature 4 4 2
6th +3 6 Improved Mana Recovery 4 4 2
7th +3 7 Magical Circumstance feature, Squad Mage 4 4 3
8th +3 8 Ability Score Improvement 4 4 3
9th +4 9 Versatile Magic 4 4 3 2
10th +4 10 Mana Skin, Anti-Mana Skin (Exclusive) 5 4 3 2
11th +4 11 Squad Mage 5 4 3 3
12th +4 12 Ability Score Improvement, Magical Circumstance feature 5 4 3 3
13th +5 13 Versatile Magic 5 4 3 3 1
14th +5 14 Mana Zone, Extra Training (Exclusive) 5 4 3 3 1
15th +5 15 Magical Circumstance feature, Perfected Mana Recovery 5 4 3 3 2
16th +5 16 Ability Score Improvement 5 4 3 3 2 1
17th +6 17 Versatile Magic, Squad Mage 5 4 3 3 3 1
18th +6 18 Mana Zone: Full Release, Anti-Mana Zone (Exclusive) 5 4 3 3 3 2
19th +6 19 Ability Score Improvement 5 4 3 3 3 2
20th +6 20 Magical Circumstance feature 5 4 3 3 3 2

Class Features

As a clover knight, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor
  • Weapons: quarterstaff, spear
  • Tools: one gaming set of your choice

  • Saving Throws: Strength, Constitution
  • Skills: Choose three from Athletics, Insight, Arcana,
    Perception, Performance, Intimidation, Medicine, and
    History

Equipment

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

  • Leather armor
  • (a) A quarterstaff or (b) a spear
  • One gaming set of your choice
  • (a) A dungeoneer's pack or (b) an explorer’s pack
  • A grimoire

Spellcasting


As a clover knight, you possess a grimoire - a book of spells, for you to channel your magic through, and show the first glimmerings of your potential.


Cantrips


Starting at 1st level, you know three cantrips of your choice from the Clover Knight spell list. You learn additional clover knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Clover Knight table.


Grimoire


Starting at 1st level, a magical grimoire is born of your soul, containing four 1st-level clover knight spells of your choice, and their relevant information - their names, descriptions, and how to cast them. The grimoire amplifies your magic, allowing you to cast the spells contained within it, except for your cantrips, which can be cast even with the power you yourself possess.


The spells that are engraved inside your grimoire as you gain levels reflect the growth of your magic over time. You might find other spells during your adventures. You could discover a spell recorded on a scroll inside a dungeon, for example.


Copying a Spell into the Grimoire. When you find a clover knight spell of 1st-level or higher, you can add it to your grimoire if it is of a spell level you can prepare.


Unlike wizards, who have to understand the flow of the arcane with meticulous detail to learn new spells, your grimoire is a magical manifestation of your very soul, and therefore can instantly engrave any new spells into itself, so long as the spell is contained in a scroll, and you hold the open scroll up to your grimoire.


For each level of the spell, the process consumes unused spell slots of any level (you choose the spell slots, and any spell slots you choose for this process are expended). Once you have consumed the spell slots, you can prepare the spell just like your other spells.


The Grimoire's Appearance. Your grimoire is a reflection of your very soul. Because of that, its appearance is limited only by your imagination - it can be anything from a massive, leather bound tome, to a tiny pocket dictionary. Regardless, all grimoires possess a three-leaf clover on their front cover, or a four-leaf one in extremely rare occasions (the symbol on the cover can be something different than a clover, however, it then must be the symbol of your country of origin). Once you decide on your grimoire's appearance, it cannot be changed without extremely extenuating circumstances, such as awakening to a physical aspect of your bloodline that may have lain dormant up to that point.


Unmatched Durability And Loyalty. As a construct of pure magic manifested from your very soul, your grimoire is completely impervious to damage, making it impossible to destroy (it is still advised you do not attempt to use it as a shield). Additionally, your grimoire will never betray you - if someone else takes possession of your grimoire, they will not be able to open it, or use it to cast spells. A grimoire can be stolen or restrained, though, making it impossible for the clover knight it belongs to to cast spells until the grimoire is either retrieved, or set free.


The only way to destroy a grimoire is to kill the clover knight to whom it belongs. The only exception to this are grimoires of despair, which linger on after their original owner's death, however, these grimoires can be stolen from their original owner by anyone, even while said owner is alive, and are considered to be cursed by a devil.


Preparing and Casting Spells


The Clover Knight table shows how many spell slots you have to cast your clover knight spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of clover knight spells that are available for you to cast. To do so, choose a number of clover knight spells from your grimoire equal to your Constitution modifier + half your clover knight level (rounded down, minimum of 1). The spells must be of a level for which you have spell slots.

For example, if you're a 5th-level clover knight with the Spirit Host Magical Circumstance, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your grimoire. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of clover knight spells requires time spent thinking about the current situation and what might lay ahead, the potential dangers, and what spells would be best to counteract them: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability


Your spellcasting ability for your clover knight spells is Constitution, since you derive your magic from the mana in your body, which is determined at birth. You use your Constitution modifier whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a clover knight spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Constitution modifier


Spell attack modifier = your proficiency bonus + your Constitution modifier


Ritual Casting


You can cast a clover knight spell as a ritual if that spell has the ritual tag and you have the spell in your grimoire. You don't need to have the spell prepared.


Spellcasting Focus


You can use your grimoire as a spellcasting focus for your clover knight spells.


Learning Spells of 1st Level and Higher


Each time you gain a clover knight level, you can add one clover knight spell of your choice to your grimoire. That spell must be of a level for which you have spell slots, as shown on the Clover Knight table. On your adventures, you might find other spells that you can add to your grimoire (only if they are contained in spell scrolls).


Magical Circumstance


Starting at 1st level, you choose a Magical Circumstance that explains your vast magical power, the path you plan to take as a clover knight, and what style of combat you specialize in. Your choice grants you features at 1st level and again at 5th, 7th, 12th, 15th, and 20th level. Those features include circumstance spells.

  • Bearer of the Third Eye
  • Blood of the Royals
  • Foreign Mage
  • Heart Mage
  • Loathed By Mana
  • Spirit Host

Circumstance Spells


Each circumstance has a list of associated spells. You gain access to these spells at the levels specified in the circumstance description. Once you gain access to a circumstance spell, you always have it prepared. Circumstance spells don't count against the number of spells you can prepare each day.


If you gain a circumstance spell that doesn't appear on the clover knight spell list, the spell is nonetheless a clover knight spell for you.


Mana Recovery


At 2nd level, you have learned to quickly regain some of your magical energy by resting and focusing on recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your clover knight level (rounded up, minimum of 1), and none of the spell slots can be of 3rd level or higher.


For example, if you're a 5th-level clover knight, you can recover up to three levels worth of spell slots. You can recover either a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots.


Starting from 6th level, you can use this feature twice per day. From 15th level, you can use this feature three times per day. Additionally, starting from 7th level, once per day, when you take a long rest, if you have at least two levels of exhaustion, you can reduce your exhaustion level by two instead of one.


If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.


Mana Sense


Also at 2nd level, your power as a mage grows, allowing you to understand the mana around you better, improving your ability to read it.


You have advantage on Perception checks made to sense magical items, or other mages. Additionally, if a hostile mage attempts to sneak up on you by beating your passive perception (Wisdom) with their stealth (Dexterity), they must make that stealth check with disadvantage.


If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.

Ki Sensing (Exclusive)


Alternatively at 2nd level, instead of improving your ability to read the mana around you, you learn how to read the ki around you - the natural energy emitted by all living things.


You receive a bonus to your Perception (Wisdom) skill and passive Perception (Wisdom) equal to your Constitution modifier. Additionally, when you make an active Perception check to look for a specific person, you can try to sense for their ki - make that Perception check with advantage. You can only do this a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.


Lastly, you gain blindsight up to a number of feet equal to your proficiency bonus times 5.


You can only use this feature if you picked the Loathed By Mana Magical Circumstance.


Squad Mage

At 3rd level, since clover knights work in squads, you experiment and train with your allies more, allowing you to pull off various maneuvers with them, to benefit you in battle. You have 3 squad points, and you gain more as you reach higher levels, as shown in the Squad Points column of the Clover Knight table. You can never have more squad points than shown on the table for your level. You regain all spent squad points when you finish a long rest.


Squad points can be used to perform Squad Maneuvers, which are all listed below. You start off knowing two such maneuvers, and you learn an additional one at 7th, 11th, and 17th level. Additionally, you can replace one of your Squad Maneuvers with a different one every time you gain a level in this class.


You can only use a squad maneuver if you have at least one ally within your Cooperation Range (unless stated otherwise), and if you meet the maneuver’s requirements. Your Cooperation Range extends a number of feet from you equal to half your Clover Knight level (rounded up) times 5.

  • Assist (2 points). You gain advantage on one spell or weapon attack roll you make. Alternatively, you can use this as a reaction to grant an ally inside your Cooperation Range advantage on one spell or weapon attack roll they make this turn.
  • Distract (3 points). If a creature you attacked this turn makes a saving throw to maintain concentration, you can use a reaction to force them to make the saving throw with disadvantage.
  • Empower (2 points). You can add the Constitution modifier of one of your allies in your Cooperation Range to the damage roll of the next weapon attack you make or spell you cast. Alternatively, you can use a reaction to add your Constitution modifier to the damage roll of the next weapon attack or spell that one of your allies in your Cooperation Range makes or casts.
  • Enlarge (1 point). You can either double your weapon’s attack reach until the end of your turn, or double the range and area of effect of the next spell you cast this turn (spells with a range of touch gain a range of 30 feet). Alternatively, you can use a reaction to push one hostile creature within range of your movement speed towards an ally, up to a number of feet equal to one Athletics (Strength) check times 2 (you do not need to have an ally within your Cooperation Range to use this maneuver as a reaction).
  • Obstruct (3 points). If you make a weapon attack, cast a spell, or use a class feature that requires the target to make a saving throw, you can make them do so with disadvantage. Alternatively, if an ally within your Cooperation Range makes a weapon attack, casts a spell, or uses a class feature that requires the target to make a saving throw, you can use a reaction to make the target perform said saving throw with disadvantage.
  • Pass (1 point). You can make the next spell you cast be cast from the position of an ally in your Cooperation Range, instead of your position. Alternatively, if an ally within your Cooperation Range casts a spell, you can use a reaction to cast that spell from your position instead of theirs (if you picked the Loathed By Mana Magical Circumstance, you cannot pick this maneuver).
  • Penetrate (1 point). The next ranged weapon attack you make or spell you cast this turn ignores three-quarters and half cover. Alternatively, you can use this as a reaction when an ally within your Cooperation Range makes a ranged weapon attack or casts a spell - that attack or spell ignores three-quarters and half cover for this turn only.

Each maneuver costs a number of Squad Points, as listed above, which are expended when you use it.

Ability Score Improvement


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.


Versatile Magic


At 9th level, you have studied other mages long enough that you have deciphered how to mimic their magic, engraving their spells into your grimoire. Choose one spell from any class’ spell list, including this one, in addition to any spells you would learn by reaching 11th level in this class - that spell is added to your spell list. A spell you choose must be of a level you can cast, as shown on the Clover Knight table, or a cantrip. The chosen spell counts as a clover knight spell for you.


You learn one additional spell from any class at 13th and 17th level.


If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.

Mana Skin


At 10th level, you have undergone specialized training in a region rich with wild, natural mana, forcing you to adapt or die. In your attempt to survive, you learn to manifest a Mana Skin - a thin layer of mana that surrounds your body and amplifies your power.


As a bonus action, you can conjure a Mana Skin around yourself to boost your magic. While the Mana Skin is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Constitution modifier.
  • You have resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.
  • If you make a weapon attack, that weapon is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, it gains the Reach property (only during your turn).

Your Mana Skin lasts for 1 minute. It ends early if you are knocked unconscious, if someone casts dispel magic on you, or if someone hits you with a weapon that has the Anti-Magic property. The DC for dispel magic is 10 + your Constitution modifier + half your proficiency bonus (rounded up), and the caster makes an ability check using their spellcasting ability. When hit with a weapon or attack that possesses the Anti-Magic property, you must make a Constitution saving throw to maintain concentration, with your Mana Skin counting as broken on a failed save. You can also end your Mana Skin early by using a bonus action to dismiss it.


You can only activate Mana Skin a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.


If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.


Anti-Mana Skin (Exclusive)


Alternatively at 10th level, instead of manifesting mana around yourself to protect yourself, you coat your body with a thin layer of anti-magic, producing a similar effect.


As a bonus action, you can conjure an Anti-Mana Skin around yourself to boost your durability. While the Anti-Mana Skin is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Constitution modifier.
  • You have resistance to all magical damage from cantrips, and spells cast at 1st-level.
  • Your movement speed is increased by 10 feet.

Your Anti-Mana Skin lasts for 30 seconds. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it.


You can only activate Anti-Mana Skin a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.


You can only use this feature if you picked the Loathed By Mana Magical Circumstance.


Mana Zone


Starting at 14th level, you have become so proficient with using Mana Skin that you have gained the ability to expand its reach, grabbing hold of the surrounding mana and carving an area in space that is only yours.


As a bonus action, you can create a Mana Zone centered around yourself (the Mana Zone follows your movement), its diameter a number of feet equal to your level times 5 + your movement speed (not including benefits from the Mana Zone itself). While the Mana Zone is active, you gain the following benefits:

  • You have advantage on spell attack rolls made against hostile creatures inside your Mana Zone, and hostile creatures inside your Mana Zone have disadvantage on Dexterity and Constitution saving throws against your spells. Additionally, you have advantage on Dexterity and Constitution saving throws made against spells.
  • The casting origin of your spells can be any point inside your Mana Zone, not just yourself. Additionally, if you cast a spell that targets multiple creatures inside your Mana Zone, you can decide which creatures are and aren’t affected by it.
  • Your movement speed is increased by 5 feet.

Additionally, your Mana Zone gains the following benefits depending on the Magical Circumstance you chose at 1st level:

  • Blood of the Royals. Your movement speed is increased by an additional 10 feet while inside your Mana Zone.
  • Foreign Mage. When a hostile creature tries to cast a spell that requires a spell attack roll inside of your Mana Zone, you can use a reaction to make them perform that spell attack roll with disadvantage. You can only do this a number of times equal to your Wisdom modifier per Mana Zone you activate.
  • Heart Mage. When a creature that isn't hostile to you starts its turn while inside your Mana Zone or enters it for the first time, it gains a number of temporary hit points equal to half your Clover Knight level, rounded down.
  • Spirit Host. You and all allies within your Mana Zone gain a bonus to all saving throws equal to your Charisma modifier (with a minimum bonus of +1).

Your Mana Zone lasts for 1 minute. It ends early if you are knocked unconscious, or if someone casts dispel magic at 8th-level or higher on the Mana Zone.


You can only activate Mana Zone a number of times equal to half your proficiency bonus (rounded down). You regain all expended uses when you finish a long rest.

If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.


Extra Training (Exclusive)


Alternatively at 14th level, since you cannot naturally manifest a Mana Zone, you instead focus on your physical training, strengthening your body.


The maximum of both your Strength and Constitution scores is now 22. Choose either your Strength or Constitution score - increase the one you chose by 2. Additionally, whenever you gain the ability score improvement feature, you can increase your Strength and Constitution scores above 20, regardless of other restrictions, to a maximum of 26.


You can only use this feature if you picked the Loathed By Mana Magical Circumstance.


Mana Zone: Full Release


Starting at 18th level, you have elevated your Mana Zone to new heights, allowing you to create a stronger Mana Zone.


As a bonus action, you can create a Full Release Mana Zone centered around yourself (the Mana Zone follows your movement), its diameter is a number of feet equal to your level times 10. While the Mana Zone is active, you gain the following benefits:

  • You have advantage on spell attack rolls made against hostile creatures inside your Mana Zone, and hostile creatures inside your Mana Zone have disadvantage on Dexterity and Constitution saving throws against your spells. Additionally, you have advantage on Dexterity and Constitution saving throws made against spells.
  • The casting origin of your spells can be any point inside your Mana Zone, not just yourself. Additionally, if you cast a spell that targets multiple creatures inside your Mana Zone, you can decide which creatures are and aren’t affected by it.
  • Your movement speed is increased by 10 feet.
  • When you use your action to cast a spell inside of your Mana Zone, you may cast two spells as part of that action, instead of just one.

Additionally, your Mana Zone gains the following benefits depending on the Magical Circumstance you chose at 1st level:

  • Blood of the Royals. Your spells gain a bonus to their damage equal to double your Constitution modifier while cast inside your Mana Zone.
  • Foreign Mage. When a hostile creature attempts to cast a spell that requires an attack roll inside your Mana Zone, they perform that attack roll with disadvantage.
  • Heart Mage. The diameter of your Mana Zone is a number of feet equal to your level times 30 instead of your level times 10.
  • Spirit Host. Your Mana Zone lasts for 1 minute instead of 30 seconds.

Your Full Release Mana Zone lasts for 30 seconds. It ends early if you are knocked unconscious.


You can only activate Mana Zone: Full Release once per day. You regain all expended uses of Mana Zone: Full Release at dawn.


If you picked the Loathed By Mana Magical Circumstance, you cannot use this feature.


Anti-Mana Zone (Exclusive)


Alternatively at 18th level, you finally learn how to expand your Anti-Mana Skin in order to mimic Mana Zones, making an Anti-Mana Zone.


As a bonus action, you can create an Anti-Mana Zone centered around yourself (the Anti-Mana Zone follows your movements), its diameter a number of feet equal to your level times 10.


While your Anti-Mana Zone is active, any hostile creatures inside it must make a Constitution saving throw against your anti mana save DC (8 + your Constitution modifier + your proficiency bonus) whenever they attempt to cast a spell. On a failed save, the casting of the spell fails, and their spell slot is wasted. On a successful save, they cast the spell as normal.


Your Anti-Mana Zone lasts for 30 seconds. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it.


You can only activate your Anti-Mana Zone once per long rest.


You can only use this feature if you picked the Loathed By Mana Magical Circumstance.


PART 3

Magical Circumstances

Bearer of the Third Eye

Empowered by a forbidden spell that grants you a third, evil eye, you are a herald of vengeance, hell bent on destroying those who wronged you and your people.


Circumstance Spells


You gain circumstance spells at the clover knight levels listed.

Evil Eye of Despair
Clover Knight Level Spells
1st Detect Magic, Wild Cunning
5th Bear Claw, Enhance Ability
9th Haste, Bestow Curse
13th Polymorph, Guardian of Nature (Primal Beast only)
16th Bigby’s Hand, Antilife Shell
Evil Eye of Hatred
Clover Knight Level Spells
1st Phoenix Feathers Robe, Burning Hands
5th Binding Magic, Shatter
9th Salamander’s Claw, Fear
13th Blight, Spirit of Death
16th Pincer Movement, Antilife Shell
Evil Eye of Disloyalty
Clover Knight Level Spells
1st Copy, Cure Wounds
5th Copy, Shadow Blade
9th Copy, Slow
13th Copy, Raulothim's Psychic Lance
16th Copy, Antilife Shell

Evil Eye Possession


At 1st level, you have become possessed by the evil eye, it's still-dormant magic granting you power. Choose what type of evil eye you possess from among the following: evil eye of despair, evil eye of hatred, or evil eye of disloyalty. This cannot be changed later. Depending on the type you choose, you gain the following benefit:

  • Evil Eye of Despair. When you roll a hit dice to determine your new hit point maximum upon gaining a level in this class, you can make that roll with advantage.
  • Evil Eye of Hatred. You gain proficiency in the Intimidation (Charisma) skill.
  • Evil Eye of Disloyalty. You learn one cantrip of your choice from any spell list. This does not count against the maximum number of cantrips you know.

Evil Eye Manifestation


At 5th level, your evil eye manifests on your forehead as a closed, third eye which further amplifies your powers, granting you additional benefits depending on the type of evil eye you possess.

  • Evil Eye of Despair. You can use your Constitution modifier for the attack and damage rolls of your unarmed strikes. Additionally, if you cast a spell as your action, you can make an unarmed strike as your bonus action. The damage of your unarmed strikes becomes magical, and they deal 1d6 bludgeoning damage, with the 1d6 becoming a 1d8 at 8th level, 1d10 at 11th level, and a 1d12 at 16th level.
  • Evil Eye of Hatred. As a bonus action on your turn, you can place a focus of hatred on a creature you see within 90 feet of you. The focus lasts for 1 minute, and until it ends, you deal an extra 1d6 psychic damage to a creature under its effects whenever you hit it with a weapon attack or spell. The 1d6 becomes a 1d8 at 12th level, and a 1d10 at 17th level. You can only place a focus a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
  • Evil Eye of Disloyalty. Once per long rest, if you have access to another mage's grimoire or spell book, you can copy up to a number of spells from it equal to your Constitution modifier without expending any materials or spell slots. Those spells are permanently added to your grimoire. The spells must be of an original level for which you have spell slots.

Evil Eye Connection


At 7th level, the power of your evil eye further melds with your own, affecting your mannerisms. Depending on the type of evil eye you possess, you gain the following benefits:

  • Evil Eye of Despair. You can communicate with any animals that are native to the same plane of existence as you.
  • Evil Eye of Hatred. When a creature(s) makes a Wisdom saving throw to resist being frightened, you can use a reaction to make that creature(s) have disadvantage on all Wisdom saving throws until the start of your next turn (this is a free action out of combat, also, this lasts for 1 minute out of combat). You can only do this a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
  • Evil Eye of Disloyalty. You always know what language a creature is conversing and writing in, and you become fluent in that language so long as you are communicating with that creature. Additionally, you gain proficiency in the Deception (Charisma) skill.

Evil Eye Awakening


At 12th level, you gain the ability to open your third eye, pulling out the true power of your evil eye. As a bonus action, you can awaken your evil eye for 1 minute. While your evil eye is awakened, you gain the following benefits:

  • Your movement speed is increased by 10 feet.
  • Your AC becomes 11 + your Constitution modifier + your Charisma modifier, instead of 10 + your Dexterity modifier.
  • You have advantage on all cantrips and 1st-level spells you cast.
  • You can add your Constitution modifier to the damage rolls of all cantrips you cast.

Additionally, you gain the following benefits depending on the type of evil eye you possess:

  • Evil Eye of Despair. If you cast a spell as your action, you can make a number of unarmed strikes equal to half your Constitution modifier (rounded up) as your bonus action, in addition to any other unarmed strikes you would be able to make.
  • Evil Eye of Hatred. When you place a focus of hatred, you can place it on up to a number of creatures equal to your Charisma modifier, instead of just one.
  • Evil Eye of Disloyalty. When a creature you see within 60 feet of you casts a spell, you can use your reaction to copy and cast the spell. The spell must have a casting time of 1 action, bonus action or reaction, and you can only target the original caster or one of your allies in range with it. You do not need to expend any material components to cast the spell. The first time you do this per evil eye awakening, you can do this without expending a spell slot. If you do not have spell slots of the spell's level, expend a spell slot of the highest level you possess. If you do not have any spell slots to expend, and you must expend one, you cannot use this feature.

Your evil eye’s awakening ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. You can only awaken your evil eye a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.


Evil Eye Amplification


At 15th level, the powers granted to you by your evil eye awakening are amplified, giving you further strength. Your evil eye benefits are improved as follows:

  • Your movement speed is increased by 10 feet. Additionally, you gain a hover speed equal to half your movement speed, rounded up
  • You have advantage on all cantrips and 2nd-level or lower spells you cast.
  • You can add your Constitution modifier to the damage rolls of all cantrips and 1st-level spells you cast.

Additionally, the following benefits are improved, depending on the type of evil eye you possess:

  • Evil Eye of Despair. So long as your current hit points equal half your maximum (rounded down), at the start of each of your turns, regain a number of hit points equal to 1d12 + your Constitution modifier.
  • Evil Eye of Hatred. Once per turn, you can use a bonus action to exert your hatred on your surroundings. All hostile creatures that can see you must make a Wisdom saving throw. On a failed save, they become frightened of you for the duration of your evil eye awakening. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Lastly, while creatures that are frightened of you are within 100 feet of you, they are automatically placed under the effects of your focus of hatred (this does not count as expending a use of your focus of hatred).
  • Evil Eye of Disloyalty. When you copy a spell as a reaction, if you need to expend a spell slot in order to cast it, you may now expend a spell slot of any level, instead of only the matching level (if you have a spell slot of that level) or the highest level (if you do not have a spell slot of that level). Additionally, you can now maintain concentration on two spells at the same time, instead of only one.

Evil Eye Destroyer


At 20th level, the power of your evil eye overflows from within you, unbound and uncontrollable, itching to burst forth. If you start your turn with 0 hit points, and you still have a use of your evil eye awakening remaining (minimum of 1), you can expend all remaining uses of your evil eye awakening to forcefully expel the negative mana born from your evil eye in a massive explosion (you can do this even if you are incapacitated and/or unconscious).


Each hostile creature in a 60-foot radius of you must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 22d8 necrotic damage and 22d8 force damage. On a successful save, a creature takes half as much damage.

A creature who succeeds on their saving throw can use their reaction to try and interrupt the explosion. In order to do so, they must either cast counterspell at 5th-level or higher, or be wielding a weapon with the Anti-Magic property (in which case they make a Strength saving throw). If they do, the DC for both counterspell and a weapon with the Anti-Magic property equals 10 + 9 + the number of evil eye awakenings you had remaining when you activated the explosion. On a successful save, the explosion is prevented, and you proceed to make death saving throws, making your first one with disadvantage. On a failed save, the explosion proceeds as normal.


If the explosion occurs, your current hit points are immediately set to 1, and you are simply knocked unconscious. Regardless of whether or not the explosion occurs, once you attempt to activate it, you cannot do so again for 1d6 days.

Blood of the Royals

Hailing from a royal family or noble house, you naturally possess stronger magic than most mages from the Clover Knight’s country of origin. While you might be cocky, you are a natural powerhouse on the battlefield, and a valuable asset.


Circumstance Spells


You gain circumstance spells at the clover knight levels listed.

Clover Knight Level Spells
1st Sea Dragon’s Lair, Command
5th Sea Dragon's Roar, Enthrall
9th Calidos Brachium, Tidal Wave
13th Point-Blank Sea Dragon’s Roar, Watery Sphere
16th Conjure Elemental, Maelstrom

Bonus Equipment


When you pick this Magical Circumstance at 1st level, in addition to your starting equipment, you also get an insignia or symbol of either your royal family, or noble house.


Royal Magic


At 1st level, the plentiful magic of your royal blood has already put you ahead of your peers in terms of magical power. Thanks to your plentiful magic, you gain the following benefits:

  • The amount of 1st-level and 2nd-level spell slots you have equals the amount listed on the Clover Knight table + 1. This only applies to spell slots of a level you have unlocked.
  • If any number of hostile creatures succeed on a Dexterity or Constitution saving throw against a spell you cast that deals damage, you may expend a spell slot of a level equal to or higher than that of the spell. If you do, those hostile creatures must redo that saving throw, and take the lower roll.

Magical Combat


At 5th level, you have participated in enough battles that you start to grasp the flow of a battlefield. Thanks to your budding understanding of combat, you gain the following benefits:

  • Once per turn, you can use your bonus action to focus your magic. This turn, if you hit a hostile creature with a cantrip that deals damage, you may treat that hit as a critical hit. You can only use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.
  • If a creature’s attack hits you while you are concentrating on a spell, as a reaction, you can form a protective barrier around yourself. Decrease the damage you take from the attack by a number of 1d8s equal to your Constitution modifier. If you decrease the damage to 0 with the barrier, as part of that same reaction, you can cast a cantrip that has a casting time of one action, targeting the creature that attacked you. You can only use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.

Royal Upbringing


At 7th level, thanks to your upbringing in high society, you can navigate political situations and the social landscape of high society far better than others.


You have advantage on all Persuasion (Charisma) and Deception (Charisma) checks made on all nobles and royals. Additionally, you have advantage on Insight (Wisdom) checks made to deduce whether or not a noble or royal is telling you the truth, or hiding something from you.


If you or your allies are encumbered by guards, security, or any sort of peace-keeping force, you can show the symbol of your noble house, or the insignia of your royal family, and claim you should not be encumbered for whatever reason. If you do so, those guards (or the like) must obey your demands, regardless of any orders they may have received from the people in charge of them, or any failed attempts made by your allies to convince them. The first time per long rest you use this part of the Royal Upbringing feature, you do not need to make a saving throw. From the second time onwards, though, you must make a Charisma saving throw, with a DC of 10 + the number of times you have used your house symbol or family insignia to convince people. On a successful save, you succeed, and may continue using this feature. On a failed save, your demands are ignored, and you cannot use your house symbol or family insignia to command anyone until at least two days have passed.

Royal Specialty


At 12th level, your constant involvement with battle has placed you under tremendous pressure, forcing you to evolve in order to survive. As part of your evolution, you finally learn a special kind of royal magic of your choice, to increase your combat prowess.


Choose one of the two royal specialties listed below. You cannot change this later. You cannot have more than one royal specialty, even if you get to choose again.


Brawler. You treat fighting with magic more like a street brawl, caring only about raw power and damage. Once per turn, if you cast a spell, and you have advantage on that spell’s attack roll, you may forego the advantage to empower your spell. If you do, on a hit, you may treat it as if it were a critical hit.


You can only empower a spell a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.


Battlefield Dancer. You dance through the battlefield with elegance and grace using magical armor, your fights a display of majesty as well as power. Pick a damage type from either Fire, Water, Wind, Earth, Lightning or Cold - this is the damage type of your armor, and it cannot be changed later.


As a bonus action, you can create a magical Valkyrie Armor to boost your combat prowess. While you are wearing the Valkyrie Armor, you gain the following benefits:

  • Your movement speed is increased by 20 feet. You can ignore all effects of difficult terrain on movement, including jumping and landing. You do not have to move at least 10 feet before either a long or high jump to gain the full benefit of the jump. Lastly, you gain a flight speed equal to your movement speed.
  • You gain a +1 bonus to your AC.
  • Your armor is made of the damage type you chose above. Because of that, it possesses weaknesses and resistances depending on its type. Please check the table below to see your weaknesses and resistances.
  • As part of your armor, you also conjure one of the weapons listed below. The weapon is made of the same element as your armor. You are proficient with the weapon, and you can use your Constitution modifier for its attack and damage rolls. It has a +1 bonus to its attack and damage rolls, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, the type of its damage bonus is of the element it is made of. Each weapon possesses different stats, as listed below:

  • Lance - cost: ??? damage: 2d12 piercing weight: 12 lb. properties: Reach, special (see Lance’s special property)
  • Longsword - cost: ??? damage: 2d8 slashing weight: 6 lb. properties: Versatile (2d10)
  • Flail - cost: ??? damage: 2d8 bludgeoning weight: 4 lb. properties: —
  • Maul - cost: ??? damage: 3d6 bludgeoning weight: 20 lb. properties: Heavy, two-handed
  • Battleaxe - cost: ??? damage: 2d8 slashing weight: 8 lb. properties: Versatile (2d10)

You can pick a different weapon every time you conjure the armor. Additionally, you can treat the weapon as your spellcasting focus instead of your grimoire, and if you attempt to cast a spell while you are wielding the weapon with one or both of your hands, you can ignore the spell’s somatic components (if it has any).

  • When you take the Attack action, you can cast one spell, in addition to making a weapon attack.

Your Valkyrie Armor lasts for 1 minute. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. When your Valkyrie Armor ends, any weapons you created alongside it are destroyed.


You can only activate your Valkyrie Armor a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.


Valkyrie Armor element chart:

Element Weakness (x2 damage) Resistance (½ damage)
Fire Water, Earth Cold, Wind
Water Wind, Lightning Fire, Earth
Wind Lightning, Fire Water, Earth
Earth Water, Cold Lightning, Fire
Lightning Earth, Cold Water, Wind
Cold Fire, Earth Lightning, Wind

Superpowered Magic


At 15th level, your magic grows to superhuman levels, even by the standards of royals and nobles. You can now perform magical acts that would be considered impossible to most clover knights.


When you reach 15th level, you may learn one 6th level spell from the Sorcerer, Warlock or Wizard spell lists, and you get a single 6th-level spell slot to cast your spells with.


At 17th level, you may learn an additional 6th level spell from the spell list you originally chose. Additionally, you may learn one 7th level spell from any of the remaining two spell lists. You now possess two 6th-level spell slots and a single 7th-level spell slot to cast your spells with.


At 19th level, you may learn a third 6th level spell from the spell list you originally chose. Additionally, you may also learn another 7th level spell from the spell list you chose at 17th level. Lastly, you may learn a single 8th level spell from the remaining spell list. You now possess two 6th-level spell slots, one 7th-level spell slot, and one 8th-level spell slot to cast your spells with.


All spells learned through this feature are Clover Knight spells for you. Whenever you prepare your list of clover knight spells after finishing a long rest, you may prepare a number of Superpowered Magic spells equal to half your Constitution modifier, rounded up, in addition to the spells you would normally prepare.

You can use the spell slots you gain from this feature to cast your regular spells at a higher level, in addition to spells gained from this feature. Any expended spell slots gained from this feature are regained when you finish a long rest.


Might of the Royals


At 20th level, your magic grows to its absolute peak - you can show your might as a royal, unopposed on the battlefield. Your royal specialty grants you the following benefits in addition to the ones gained at 15th level, depending on the type of specialty you chose.


Brawler. Your vast reserves of mana, combined with your knowledge of the arcane and tutelage under people with an unmatched grasp of magic has allowed you to unlock Ultimate Magic; a singular spell that represents the very essence of your soul.


You gain a single 9th level spell slot. That spell slot can be used to cast your Ultimate Magic, or your other spells at 9th-level. Your Ultimate Magic is a wholly unique, custom spell that you create in cooperation with your DM, and that only you can learn and cast. Your Ultimate Magic spell is always prepared, and does not count against your maximum number of prepared spells.


An important note to players and DMs: due to the way Ultimate Magic actually works in Black Clover, this is the best version of this feature, trust me. In earlier drafts, this was just a stronger version of the main class’ True Magic feature, however, I realized that was boring and limited, and so I decided to stay true to the source material - this is the opportunity to design one completely unrestricted 9th-level spell. Just please, coordinate with your DM to keep things at the table fun and don’t just create “not wish”, you lazy bums ;).


Battlefield Dancer. You have managed to encounter one of the four great natural spirits. Through miraculous luck (or an unfortunate blight, depending on who you ask), the spirit has offered you a temporary contract, and you have accepted it, augmenting the spirit’s strength with your own.


As a bonus action, if you do not currently have a Valkyrie Armor active, you can use your magic to create a Valkyrie Armor augmented with the spirit’s magic, wreathing yourself in a saint-like armor. While you are wearing your Saint Valkyrie Armor, you gain the following benefits:

  • Your movement speed is increased by 25 feet. You can ignore all effects of difficult terrain on movement, including jumping and landing. You do not have to move at least 10 feet before either a long or high jump to gain the full benefit of the jump. Lastly, you gain a flight speed equal to your movement speed + 15 feet.
  • You gain a +2 bonus to your AC.
  • Your armor is made of the damage type you chose when you reached 12th level. Because of that, it possesses weaknesses and resistances depending on its type. Please check the table above (12th level feature) to see your weaknesses and resistances.
  • In addition to the element of magic you chose for your armor at 12th level, your Saint Valkyrie Armor is also suffused with divine energy. You have resistance to radiant and necrotic damage.
  • As part of your armor, you also conjure one of the weapons listed below. The weapon is made of the same element as your armor. You are proficient with the weapon, and you can use your Constitution modifier for its attack and damage rolls. It has a +2 bonus to its attack and damage rolls, counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and the type of its damage bonus is of the element it is made of. Additionally, it deals radiant damage equal to your proficiency bonus, in addition to its usual damage. Each weapon possesses different stats, as listed below:

    • Lance - cost: ??? damage: 2d12 piercing weight: 12 lb. properties: Reach, special (see Lance’s special property)
    • Longsword - cost: ??? damage: 2d8 slashing weight: 6 lb. properties: Versatile (2d10)
    • Flail - cost: ??? damage: 2d8 bludgeoning weight: 4 lb. properties: —
    • Maul - cost: ??? damage: 3d6 bludgeoning weight: 20 lb. properties: Heavy, two-handed
    • Battleaxe - cost: ??? damage: 2d8 slashing weight: 8 lb. properties: Versatile (2d10)

You can pick a different weapon every time you conjure the armor. Additionally, you can treat the weapon as your spellcasting focus instead of your grimoire, and if you attempt to cast a spell while you are wielding the weapon with one or both of your hands, you can ignore the spell’s somatic components (if it has any).

  • When you take the Attack action, you can make two attacks, instead of only one. Moreover, you can cast one spell, in addition to your regular weapon attacks.

Your Saint Valkyrie Armor lasts until you expend all your spell slots. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. When your Saint Valkyrie Armor ends, any weapons you created alongside it are destroyed. You cannot activate a Valkyrie Armor while Saint Valkyrie Armor is active.


You can only activate Saint Valkyrie Armor a number of times equal to half your Constitution modifier (rounded up). You regain all expended uses when you finish a long rest.


Foreign Mage


A mage from a different kingdom, you ended up at the country of origin of the clover knights. Ending up joining their military organization, you find yourself slowly adopting their cultures, while still maintaining your own.

Circumstance Spells


You gain circumstance spells at the clover knight levels listed.

Clover Knight Level Spells
1st Dark Cloaked Black Blade, Ensnaring Strike
5th Dark Cloaked Lightless Slash, Branding Smite
9th Dark Cloaked Dimension Slash, Summon Shadowspawn
13th Death Thrust, Shadow of Moil
16th Dark Cloaked Deep Black Blade, Banishing Smite

Bonus Proficiency


At 1st level, you gain proficiency with simple and martial weapons. Additionally, you gain proficiency with the Survival skill.


Foreign Knowledge


At 1st level, your knowledge of your homeland gives you an advantage over other clover knights, as your way of thinking and therefore fighting style is completely different from that of those mages. Thanks to your foreign knowledge, you gain the following benefits:

  • When you make an attack with a weapon you are proficient with, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • When you choose this Magical Circumstance at 1st level, as part of your starting equipment, you may receive one simple or martial weapon of your choice that lacks the heavy or special properties. That weapon replaces the quarterstaff/spear you would usually receive from your starting equipment.
  • You can perform the somatic components of spells, even if you have a weapon in one or both hands, so long as you are proficient with that weapon.
  • When you choose your cantrips for 1st level, one of the cantrips you know can be chosen from the Sorcerer, Bard, Warlock or Artificer spell lists. That cantrip counts as a clover knight cantrip for you, and you use Constitution as your spellcasting ability for it.

Foreigner's Fight


At 5th level, while you have learned how to fight like a clover knight, you find the fighting style of your homeland to be more comfortable and so, you use it as the core of your style of combat.


You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a cantrip or a 1st-level spell in place of one of those attacks.


Additionally, you gain a number of ki points equal to half your clover knight level (rounded up) + your Wisdom modifier. You can spend these points to fuel various ki features. You start knowing three such features: Imbued Attack, Increased Awareness, and Environmental Reading. You learn more ki features as you gain levels in this class.


When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.


  • Imbued Attack. When you take the Attack action on your turn, you can spend 1 ki point. Until the end of your turn, you have advantage on all weapon attacks you make with a weapon you are proficient with.
  • Increased Awareness. When you are hit by an attack roll or fail a Dexterity saving throw, you can use your reaction to spend 1 ki point. Roll a 1d4 and add the result to your AC or saving throw, for this attack or saving throw only.
  • Environmental Reading. When you make a Perception (Wisdom) or Investigation (Intelligence) check, you can spend 1 ki point to make that skill check with advantage.

Wild Etiquette


Starting at 7th level, your knowledge of various countries gives you a wide cultural understanding, allowing you to choose how to behave depending on the situation and culture, and making you especially adept at figuring out the layout of cities, and understanding which places are safer.


Whenever you make an Intimidation (Charisma) check, or a Persuasion (Charisma) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in the Investigation (Intelligence) skill, and one of the following skills of your choice: Deception (Charisma), Performance (Charisma), or Persuasion (Charisma).


Additionally, while you are in an area of a town or city that is considered to be dangerous or shady, you have advantage on all Perception (Wisdom) checks you make, and you gain a bonus to your passive Perception (Wisdom) equal to your Constitution modifier.


Lastly, if you are playing a game you are proficient in, you can add your Wisdom modifier (minimum of +1) to any History (Intelligence) checks you make in order to recall the history of the game. If your opponent is attempting to find out whether or not you are cheating, the DC for them to find out if you are cheating or not becomes 15 + your Wisdom modifier (minimum of +1), instead of 15.


Foreign Tactics


At 12th level, the missions you undertake as a clover knight only increase in danger, and so, in order to survive, you fully merge your knowledge from your homeland with what you learned as a clover knight, allowing you to form your own unique battle style.

Pick a single weapon you own that you are proficient with. That weapon becomes a magic weapon with a +1 bonus to its attack and damage rolls, and its damage dice is increased by a single roll (example: if the weapon you picked is a greatsword, its damage dice is now a 3d6 instead of a 2d6).


Additionally, when you take the Attack action, you can replace one of your attacks with a casting of a cantrip, or a spell that requires a melee weapon as part of its material components, regardless of the spell’s level. Also, your movement speed is permanently increased by 10 feet.


Lastly, you can pick one fighting style from the Fighter’s list of fighting styles. You can change that fighting style every time you receive the ability score improvement feature in this class. You can't take a Fighting Style option more than once, even if you later get to choose again.


Zetten


Starting at 15th level, you have finally managed to figure out how to use the most difficult ki technique of all from your homeland - Zetten, the ability to increase your ki and explosively expel it from your body, strengthening your attacks and spells with it.


When you hit a creature with a melee weapon attack, or a spell that uses a melee weapon as part of its material components, you can spend ki points in multiples of 2 to deal force damage to the target, in addition to the attack's damage. The extra damage is 2d8 for every 2 ki points you spend, to a maximum of 6d8.


Combat Ki Mastery


Also at 15th level, you master all your combat ki features that aren’t Zetten, making the following ki features stronger.


  • Imbued Attack. When you take the Attack action on your turn, you can spend 1 ki point. Until the end of your turn, you have advantage on all weapon attacks you make with a weapon you are proficient with. Additionally, until the end of your turn, that weapon deals an additional 1d6 force damage.
  • Increased Awareness. When you are hit by an attack roll or fail a Dexterity saving throw, you can use your reaction to spend 1 ki point. Roll a 1d6 and add the result to your AC or saving throw, for this attack or saving throw only.

Zetten Master


At 20th level, you have reached a level of ki control so precise and proficient that you are considered a ki master who has mastered Zetten, a Zetten master - a title that few people in the world possess, even in your own home country. Your Zetten grows stronger. When you use Zetten, the maximum amount of extra damage you can deal is increased to 8d8.


Additionally, when you roll for initiative and have no ki points remaining, you can regain all of your expended ki points. You can only do this once per short rest.

Heart Mage

A mage from a neighboring country, you are far more in touch with nature than most Clover Knights, using the power of purer, natural mana to fuel your spells.


Bonus Proficiency


At 1st level, you gain proficiency with the Animal Handling (Wisdom) and Nature (Intelligence) skills.


Connected to Nature


At 1st level, you are far more connected to nature as a heart mage. Because of that, you can use magic in different, natural ways, which most other mages can’t. Whenever you learn a new spell by gaining a level in this class, you can pick a spell from the Druid spell list, in addition to the Clover Knight spell list. If you find a spell scroll with a Druid spell on it, you may learn that spell.


Additionally, you know two additional spells at 1st level. You pick those spells from the Druid spell list. When you reach 5th, 9th, 13th and 16th levels in this class, you can learn two spells from any spell list available to you, in addition to any spells you would normally learn at that level.


Lastly, you learn the druidcraft cantrip if you do not already know it. It does not count against the maximum number of cantrips you know. Any spells or cantrips learned through this feature are considered Clover Knight spells or cantrips for you.


Natural Mana


At 5th level, your connection to nature allows you to draw upon the mana around you to assist you in battle.


You can use a reaction on your turn to recover a number of spell slots equal to your Wisdom modifier, of a level equal to half your proficiency bonus (rounded up). You can only use this feature once per long rest.


Additionally, you can add your Constitution modifier to the damage roll of all cantrips and 1st-level spells you cast.


Natural Heart


At 7th level, your heart’s unity with nature grants you various benefits. You can speak to any animal native to the same plane as you, and you can make an Animal Handling (Wisdom) check against the Insight (Wisdom) check of an animal you can converse with in order to make a request of it. If you win the contest, the animal must fulfill the request to its utmost capacity, without giving up its life. You can only do this a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.


Additionally, you gain the following benefits while you are in an environment that is mostly nature:

  • You can add your Constitution modifier to your Perception (Wisdom) bonus, and to any Stealth (Dexterity) and Arcana (Intelligence) checks you make.
  • You cannot be surprised so long as you are conscious.
  • You are not affected by difficult terrain.
  • A creature casting detect magic must make a saving throw using their spellcasting ability against your Spell Save DC in order to detect any magic or spells from you.

True Magic


At 12th level, your growing mastery over using nature’s mana has allowed you to learn True Magic - runic arrays that allow one to empower their magic with nature’s mana.


At the beginning of each day, you can choose spells from your spell list up to a number equal to your Wisdom modifier. The spells must be of 3rd-level or lower (they cannot be cantrips), must have a casting time of one action or bonus action, and if they deal damage, must deal damage of one of the following types: Acid, Cold, Earth, Fire, Force, Lightning, Plant, Water or Wind. Those spells become True Magic spells until the next dawn. True Magic spells possess the following benefits:

  • They are always prepared, and do not count against your maximum number of prepared spells.
  • You can cast them at their highest level without expending a spell slot. You can only do this once per spell per long rest. The highest level must still be one you have spell slots for.
  • Whenever you cast them, you can treat their casting time as either one action or one bonus action for that casting only. If you do, you can cast a leveled spell with your remaining action or bonus action.
  • You gain a bonus to your spell attack bonus and spell save dc equal to your Wisdom modifier for the casting of these spells only. Additionally, you can add your Constitution modifier to their damage rolls.
  • They ignore any damage resistances fiends possess, and treat damage immunities as resistances.

Natural Spells


At 15th level, you learn how to draw upon nature’s mana well enough that you can use it to push past your limits, casting stronger magic with it. You learn two 6th-level spells of your choice from the Druid spell list. You gain a single 6th-level spell slot to cast your Clover Knight spells with.


At 18th level, you learn an additional 6th-level spell from the Druid spell list, and you gain a second 6th-level spell slot to cast your Clover Knight Spells with. Additionally, you learn two 7th-level spells of your choice from the Druid spell list. You gain a single 7th-level spell slot to cast your Clover Knight spells with.


Spells learned through this feature are considered Clover Knight spells for you, are always prepared, and do not count against your maximum number of prepared spells. Expended spell slots gained through this feature are restored at the end of a long rest.


Runic Master


At 20th level, you have mastered the runic arrays of true magic, making you a runic master. When you pick your True Magic spells at the beginning of each day, you can now choose spells of 4th-level or lower.


Additionally, when you attempt to cast a True Magic spell at its highest level without expending a spell slot, the highest level you can cast it at now is 9th-level, instead of the highest level you have spell slots for.


Lastly, when you hit a fiend with a spell, you can make the fiend weak to the spell’s damage type for that casting only. You can only do this a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Loathed By Mana

A Clover Knight without magic, you supplement your lack of mana with physical training and anti-magic, an equally-valuable asset on the battlefield.


Bonus Proficiency


At 1st level, you gain proficiency with simple and martial weapons.


Magicless Fool

At 1st level, your years of training your body to compensate for your lack of magic finally bear fruit as you obtain a grimoire, and join your country’s military or a specific organization, becoming a clover knight.


Due to lacking magic, you cannot cast spells (you do not possess spell slots), but thanks to your unique physiology and frequent training, you gain the following benefits:

  • You are capable of wielding weapons that possess the Anti-Magic property. Additionally, you can wield weapons with the Heavy property, regardless of your size.
  • You gain proficiency in the Athletics and Acrobatics skills.

Additionally, you obtain a Grimoire of Despair, which replaces the quarterstaff/spear you obtained from your starting equipment.


Your Grimoire of Despair also doubles as a bag of holding. This bag of holding can only hold weapons, and it has a capacity limit equal to your proficiency bonus. Additionally, the Grimoire of Despair comes with one weapon inside it already. The weapon is an Ancient Greatsword (cost: ???, damage: 2d8 slashing, weight: 12 Ibs), and it possesses the heavy, two-handed, reach, and Anti-Magic properties (if you want, the grimoire can instead start off with any simple or martial weapon of your choice that you are proficient with. If you choose to do so, the weapon gains the Anti-Magic property, in addition to any other properties it might have).


Lastly, drawing weapons from your grimoire and putting them back inside it does not require an action.


The Anti-Magic property grants a weapon that possesses it the following effects:

  • This weapon ignores resistance and immunity to nonmagical attacks and damage.
  • It cannot be wielded by anyone, unless they are Loathed By Mana, and aren’t a construct.
  • If you hit a hostile creature with this weapon, and that hostile creature is maintaining concentration on a spell or Mana Skin, they make the Constitution saving throw for maintaining concentration with disadvantage.

Limits, Surpassed

At 5th level, you surpass your limits, gaining more strength to use in combat. You can engage in two-weapon fighting even with weapons that have the heavy or two-handed properties, however, the weapons must have the Anti-Magic property.


Additionally, you can pick one fighting style from the Fighter’s list of fighting styles. You can change that fighting style every time you receive the ability score improvement feature in this class. You can't take a Fighting Style option more than once, even if you later get to choose again.


Anti-Magic Combat

Also at 5th level, the Anti-Magic in your grimoire grows stronger, allowing you to draw more power from within it.


Once per long rest, you may attempt to grant up to a number of weapons you own equal to your Constitution modifier the Anti-Magic property by placing them inside your grimoire for the duration of the long rest. If you do, the weapons permanently gain the Anti-Magic property. The weapons can be any weapons you are proficient with, however, they must lack the Special property. You must have space inside your grimoire in order to do this. You can now use either your Strength of Constitution modifier for the attack and damage rolls of all weapons that possess the Anti-Magic property and any of its variations (this applies to ranged weapons).


Additionally, you gain access to Anti-Magic Points. The number of Anti-Magic Points you have equals your clover knight level + your Constitution modifier.


You spend these points to fuel various anti-magic maneuvers. Anti-magic maneuvers are a type of combat maneuvers that rely on your anti-magic to function, and you start off knowing two of them - multi-attack, and reflection. You learn more anti-magic maneuvers as you gain levels in this Magical Circumstance.


When you spend an anti-magic point, it is unavailable until you finish a short or long rest, and you regain half your maximum anti-magic points (rounded up) at the end of a short rest, and all of your expended anti-magic points at the end of a long rest.

  • Multi-attack. When you take the Attack action while wielding a weapon with the Anti-Magic property, you can spend up to three anti-magic points - make a number of additional attacks equal to the number of anti-magic points you spent, as part of that Attack action. All of the additional attacks must be made with weapons that possess the anti-magic property, have not been used to attack yet this turn, and are either in your hand, in your grimoire, or within 5 feet of you.

  • Reflection. When a creature within 5 feet of you gets hit with a spell that deals damage (this includes yourself), and you are currently wielding a weapon with the anti-magic property, you can spend a number of anti-magic points equal to the spell's level as a reaction to reflect it. Make a Strength saving throw against the caster’s Spell Save DC. On a successful save, the spell is successfully reflected - the caster takes the spell’s damage and any additional effects it might possess, instead of the target. On a failed save, the spell is not reflected, you and the spell’s target get hit by it (even if you weren't the spell's original target), and the weapon you used for this maneuver is flung out of your hands and lands 15 feet away from you.

Devilish Connection

At 7th level, you experience a temporary, one-of-a-kind dive into your grimoire in one of your dreams, getting a glimpse of what truly dwells inside it - a devil, one that possesses the power of Anti-Magic. The devil reluctantly grants you some of its knowledge.


You learn how to speak, read and write in Abyssal and Infernal. You have advantage on Insight (Wisdom) checks made against fiends. If a fiend tries to sneak up on you by beating your Passive Perception (Wisdom) with its Stealth (Dexterity), it has disadvantage on its Stealth check.


Black Form

At 12th level, whether it be due to gathering the courage, or due to being forced by some outside power, you confront the devil inside your Grimoire of Despair. In an attempt to steal your body from you, the devil floods you with Anti-Magic, however, you harness that power, making it your own.


As a bonus action, if you are wielding a weapon that possesses the Anti-Magic property, you can activate your Black Form, granting you a single devil horn and wing. While your Black Form is active, you gain the following benefits:

  • You immediately regain up to a number of expended anti-magic points equal to your Constitution modifier.
  • Your movement speed is increased by 10 feet. Additionally, you gain a flight speed equal to half your movement speed (rounded up).
  • Any weapons you wield that possess the Anti-Magic property possess the Amplified Anti-Magic property instead, so long as you are wielding them.
  • You have advantage on Dexterity and Constitution saving throws to resist the effects of spells. Additionally, if you make the reflection maneuver, you can do so with advantage.
  • If you are wielding a weapon that possesses the Amplified Anti-Magic property, and you take the Attack action, you can spend three anti-magic points to instead make a special attack of your choice. You are proficient with all special attacks you make, and they all use either your Strength or Constitution modifier for their attack and damage rolls (your choice, same modifier for both rolls).

    • Black Meteorite. Make a streaking, meteor-like attack against a creature inside your movement range or your weapon's attack range (your choice). On a hit, this attack deals damage equal to that of the weapon you are currently wielding + 2d6 necrotic damage.

If you use a special attack, you cannot attack again until the beginning of your next turn.


Your Black Form lasts for 1 minute. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. When your Black Form ends, any weapons you own that were granted the Amplified Anti-Magic property lose it, and regain the Anti-Magic property.


You can only activate Black Form a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.


The Amplified Anti-Magic property grants a weapon that possesses it the following effects:

  • This weapon ignores resistance and immunity to nonmagical attacks and damage. Additionally, this weapon deals 1d4 necrotic damage in addition to its usual damage.
  • It cannot be wielded by anyone, unless they are Loathed By Mana, and aren’t a construct.
  • If you hit a hostile creature with this weapon, and that hostile creature is maintaining concentration on a spell or Mana Skin, they make the Constitution saving throw for maintaining concentration with disadvantage.
  • If there is a hostile creature maintaining concentration on a spell within your movement range, you cannot target other creatures for attacks so long as that creature is maintaining concentration on a spell.

Grimoire Growth


Also at 12th level, the Anti-Magic in your grimoire has grown even further, improving its already existing abilities, and expanding upon your arsenal. You gain the negate maneuver.


Negate. If a creature(s) you see within 30 feet of you (this includes yourself) fails a saving throw to determine whether or not it is affected by the effects of a non-damaging spell, you can use a reaction to end the effect of that spell on the spell’s target(s) by spending a number of anti-magic points equal to its level. If you are incapacitated by the effects of a spell, you can still use your reaction to activate this maneuver.


Alternatively, you can use this maneuver as an action, bonus action, or reaction to instantly end the effects of any curse on a creature you see within 30 feet of you, and instantly dispel it, by spending a number of anti-magic points equal to the curse’s level.


This maneuver only works on spells of 6th level or lower. If you attempt to use it to dispel a curse, this limitation does not apply.


Budding Bond


At 15th level, you form a temporary contract with the devil in your grimoire, giving up your arm in exchange for more power. The weapon carrying capacity of your grimoire is removed - it can now carry an unlimited number of weapons. Additionally, the arm you sacrificed is corrupted with Anti-Magic, becoming a Devil Arm that permanently grants you the following benefits:

  • Any weapon you wield with your Devil Arm that does not possess the Anti-Magic property is granted the Anti-Magic property so long as you maintain contact with it.
  • You gain a +1 bonus to attack and damage rolls you make with weapons that possess the Anti-Magic property, so long as you wield them with your Devil Arm.
  • You gain the black slash maneuver.

Black Slash. When you take the Attack action while wielding a weapon with the Anti-Magic property, you can spend two anti-magic points to replace one of your attacks with a black slash attack. You are proficient with this attack, and can use either your Strength or Constitution modifier for its attack and damage rolls (your choice, you must use the same modifier for both rolls). The attack is a ranged weapon attack with a range of 80/320 feet, in which you fire a slash of anti-magic energy from your weapon at a creature you see in range. On a hit, the attack deals 4d6 necrotic damage.


Devil Union


Also at 15th level, you have formed a binding contract with the devil inside your grimoire, granting you unlimited access to the devil’s Anti-Magic in its purest form, and a power even greater than your Black Form.


As a bonus action, if you are wielding a weapon that possesses the Anti-Magic property, and you do not currently have Black Form active, you can activate Devil Union, granting you a pair of devil horns on your head, and wings on your back. While your Devil Union is active, you gain the following benefits:

  • You immediately regain up to a number of expended anti-magic points equal to double your Constitution modifier.
  • Your movement speed is increased by 20 feet. Additionally, you gain a flight speed equal to your movement speed.
  • Any weapons you wield that possess the Anti-Magic property possess the Perfected Anti-Magic property instead, so long as you are wielding them.
  • The first attack you make each turn with a weapon that has the Perfected Anti-Magic property deals additional necrotic damage equal to your Constitution modifier.
  • You have advantage on all saving throws made against spells, and you have resistance to all magical damage, except for Psychic, Poison and Acid damage. Additionally, if you make the reflection maneuver, you can do so with advantage.
  • If you are wielding a weapon that possesses the Perfected Anti-Magic property, and you take the Attack action, you can spend three anti-magic points to instead make a special attack of your choice. You are proficient with all special attacks you make, and they all use either your Strength or Constitution modifier for their attack and damage rolls (your choice, same modifier for both rolls).

    • Black Meteorite. Make a streaking, meteor-like attack against a creature inside your movement range or your weapon's attack range (your choice). On a hit, this attack deals damage equal to double that of the weapon you are currently wielding (this does not include the damage bonus).
    • Infinite Slash: Equinox. Fire a vertical slash of anti-magic energy at a target you see within range, cutting through them as if you split space in half. This attack’s range is 800/3200, it ignores all forms of cover, bypasses magical barriers such as wall of force, and immediately destroys them on contact. On a hit, this attack deals 8d8 necrotic damage.

If you use a special attack, you cannot attack again until the beginning of your next turn.


Your Devil Union lasts for 1 minute. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. When your Devil Union ends, any weapons you own that were granted the Perfected Anti-Magic property lose it, and regain the Anti-Magic property. You cannot activate Black Form while Devil Union is active.


You can only activate Devil Union a number of times equal to half your Constitution modifier (rounded down). You regain all expended uses when you finish a long rest.


The Perfected Anti-Magic property grants a weapon that possesses it the following effects:

  • This weapon ignores resistance and immunity to nonmagical attacks and damage. Additionally, this weapon deals 1d6 necrotic damage in addition to its usual damage.
  • It cannot be wielded by anyone, unless they are Loathed By Mana, and aren’t a construct.
  • If you hit a hostile creature with this weapon, and that hostile creature is maintaining concentration on a spell or Mana Skin, they lose concentration immediately, without making a saving throw.

true Devil Union


At 20th level, you have achieved perfect sync with your devil, body and soul - a flawless union of human and devil.


As a bonus action, if you are wielding a weapon that possesses the Anti-Magic property, you can activate True Devil Union, granting you two pairs of devil horns on your head and a single one on your forehead, and a pair of wings on your back. While your True Devil Union is active, you gain the following benefits:

  • You immediately regain all of your expended anti-magic points.
  • Your movement speed is increased by 25 feet. Additionally, you gain a flight speed equal to your movement speed.
  • Any weapons you wield that possess the Anti-Magic property possess the Perfected Anti-Magic property instead, so long as you are wielding them.
  • The first attack you make each turn with a weapon that has the Perfected Anti-Magic property deals additional necrotic damage equal to half your Clover Knight level, rounded up.
  • You have advantage on all saving throws made against spells, and you have resistance to all magical damage, except for Psychic, Poison and Acid damage. Additionally, if you make the reflection maneuver, you can do so with advantage.
  • If you are wielding a weapon that possesses the Perfected Anti-Magic property, and you take the Attack action, you can spend five anti-magic points to instead make a special attack. You are proficient with all special attacks you make, and they all use either your Strength or Constitution modifier for their attack and damage rolls (your choice, same modifier for both rolls).

    • Black Meteorite. Make a streaking, meteor-like attack against a creature inside your movement range or your weapon's attack range (your choice). On a hit, this attack deals damage equal to double that of the weapon you are currently wielding (this does not include the damage bonus), plus 30 necrotic damage.
    • Infinite Slash: Equinox. Fire a vertical slash of anti-magic energy at a target you see within range, cutting through the space they occupy. This attack has a range of 800/3200, ignores all forms of cover, and immediately destroys magical barriers such as wall of force on contact. On a hit, it deals 10d10 necrotic damage.

If you use a special attack, you cannot attack again until the beginning of your next turn.


Your True Devil Union lasts for a number of rounds equal to your Constitution modifier. It ends early if you are knocked unconscious. When your True Devil Union ends, all weapons that were granted the Perfected Anti-Magic property lose it, and regain the Anti-Magic property.


You can only activate True Devil Union once per day, and only if you have not yet expended any uses of Black Form and Devil Union. Once you activate True Devil Union, all uses of Black Form and Devil Union are expended. You regain all expended uses of True Devil Union at dawn.


Spirit Host

Whether it be due to your mana, ingenuity, personality or even sheer luck, you have drawn the attention of one of the four great natural spirits, who has decided to make a contract with you.


Circumstance Spells


You gain circumstance spells at the clover knight levels listed.

Clover Knight Level Spells
1st Wind Blades Shower, Cure Wounds
5th Sylph's Breath, Silence
9th Spirit Storm, Fly
13th Spirit Weapon, Aura of Life
16th Spirit Shield, Summon Celestial

Bonus Language


When you pick this Magical Circumstance at 1st level, in addition to any languages you already know, you learn one language from the following list, depending on the spirit you chose to host: Sylvan (Sylph), Draconic (Salamander), Deep Speech (Undine), Gnomish (Gnome).


Host Grimoire


Starting at 1st level, you get chosen by one of the four great spirits of nature as their host. They are tied to your grimoire, and are therefore tied to your lifeforce (if you die, they simply vanish back into nature). They can hang outside your grimoire at all times, however, they must rest within it to store additional magic, or replenish their depleted magic - whenever you take a long rest, if you have expended all of your spell slots, the spirit must rest within your grimoire. If you still have spell slots remaining, the spirit can hang outside your grimoire, even during the long rest.


Choose one of the following four spirits: the wind spirit Sylph, the fire spirit Salamander, the water spirit Undine, or the earth spirit Gnome. That spirit is the one you host (you cannot change the spirit you host later, no matter what). Due to being a Spirit Host, you gain the following benefits:

  • When you pick your clover knight spells to learn for 1st level, you may learn an additional clover knight spell of 1st-level.
  • You possess a single Spirit Charge. Whenever you are reduced to 0 hit points, if you fail a death saving throw, you may expend your Spirit Charge. If you do, treat that failed death saving throw as a successful one. If you rolled a 1 on your death saving throw, expending your Spirit Charge will treat that roll as if it were a 20 instead. You regain all expended Spirit Charges at dawn.

Spirit Manifestation


At 5th level, your bond with your spirit has grown strong enough that you can cause the spirit to manifest during combat, allowing it to aid you directly.


As a bonus action, you can manifest your spirit in an unoccupied space you see within 15 feet of you (you do not need to do that if you started the battle with your spirit already manifested). Your spirit's hit point maximum equals 10 + your Constitution modifier + your Clover Knight level, and its AC is 10 + your proficiency bonus. It shares your movement speed and saving throws. Your spirit acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. It can use its action to move or take the help action.


At the beginning of each day, choose a number of damaging spells equal to your Charisma modifier. Those spells become spirit spells so long as your spirit is manifested. Spirit spells deal spiritual damage, you can cast them from your spirit's position, and whenever you cast a spirit spell that requires making an attack roll, you can make that attack roll with advantage. Your chosen spirit spells reset at dawn.


Additionally, when you manifest your spirit, you can immediately recover a number of expended spell slots equal to your Charisma modifier. Only one of those spell slots can be of either 4th or 5th level. If your spirit was already manifested at the start of the battle, it can do this as a bonus action on its turn. You can only receive this benefit once per day.


In addition to the benefits granted to all spirit hosts by spirit manifestation, you also gain the following benefits while your spirit is manifested, depending on the spirit you host:

  • Sylph. On each of your turns in combat, you can take a bonus action to Dash.
  • Salamander. If you target a hostile creature with a cantrip, you can add your Charisma modifier to the cantrip’s damage roll.
  • Undine. Whenever you target an ally with a healing spell, you can add your Charisma modifier to the amount healed.
  • Gnome. As a bonus action, you can grant an ally you see within 30 feet of you temporary hit points equal to 1d6 times your Constitution modifier. You can only do this a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

A spirit’s manifestation only ends once you use a bonus action to dismiss it, or if the spirit is reduced to 0 hit points. If the spirit is reduced to 0 hit points, it must return to your grimoire to rest. It regains all of its hit points at the end of a long rest, and half of its hit points (rounded up) at the end of a short rest. If the spirit was manifested during the rest, it receives none of the benefits from the rest.


You can manifest your spirit as many times as you want per day, provided that it has hit points remaining.


Spiritual Flow


Starting from 7th level, you finally manage to perceive the world the same way your spirit does, grasping the flow of mana in your surrounding environments.


If a creature is capable of casting spells, it can understand you, no matter what language you are communicating in. Additionally, whenever you want, you can close your eyes and sharpen your magic (this takes an action in combat). If you do, so long as you can concentrate on sharpening your magic (this is treated as if you were concentrating on a spell), you can perfectly see your environment and any creatures in it that possess magical effects or are capable of casting spells, in a diameter up to a number of feet equal to half your movement speed (rounded up) times your clover knight level times your Charisma modifier. You are unaffected by any illusions, normal and magical darkness, and any effect that might otherwise prevent you from perceiving a creature (example: a False Hydra’s song). You can see creatures and magical objects that are invisible, and perceive the original form of a shapechanger or a creature that is transformed by magic.

In addition to the benefits granted to all spirit hosts by spiritual flow, you also gain exclusive benefits. Depending on the spirit you host, you gain the following benefits:

  • Sylph. you can add your Charisma modifier to your passive Perception (Wisdom). Additionally, You can't be surprised while you are conscious.
  • Salamander. you gain proficiency in the Intimidation (Charisma) skill. If you already have proficiency in the Intimidation skill, you also make all Intimidation skill checks with advantage.
  • Undine. you can now breathe both air and water. Additionally, you can now walk across the surface of water as if it were harmless, solid ground. You have a swimming speed equal to double your movement speed.
  • Gnome. you can add your Charisma modifier to all Investigation (Intelligence) checks you make to locate rare metals and other gifts of the earth. Additionally, you gain a burrow speed equal to double your movement speed.

Spirit Assimilation: Spirit Dive


At 12th level, your bond with your spirit and the prowess of your Mana Skin have grown enough that you may attempt combining the two, resulting in a new form where you allow your spirit to dive into your body, augmenting it with the spirit's raw mana.


While your spirit is manifested, you can use a bonus action to assimilate it into your body and initiate Spirit Dive (if your spirit is not manifested, you can assimilate it into yourself as part of the same bonus action you would use to manifest it). The spirit’s mana engulfs your body, painting your left half with the spirit’s color, surrounding your left arm and the left half of your head with protective decorations, and grants you a single wing on your left side. While your Spirit Dive is active, you gain the following benefits:

  • Your movement speed is increased by 15 feet. Additionally, you gain a flight speed equal to half your movement speed (rounded up).
  • When you first activate Spirit Dive, you gain a number of temporary hit points equal to half your clover knight level (rounded up) times your Constitution modifier.
  • When you take the Attack action, you can make up to two attacks, instead of just one. Moreover, you can replace one of those attacks with the casting of a cantrip, or a spell of 1st-level. Lastly, you can cast two spells per turn - one as your action and one as your bonus action.
  • Whenever you cast a cantrip that deals damage, you can roll an additional 1d6 damage of a type matching the spirit you host, in addition to the spell’s regular damage (Sylph - wind, Salamander - fire, Undine - water, Gnome - earth).
  • You have advantage on Wisdom and Charisma saving throws made against non-damaging spells.
  • All of your spells deal spiritual damage for the duration.

Your Spirit Dive lasts for 1 minute. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. When your Spirit Dive ends, you lose all temporary hit points granted by it.

You can only activate Spirit Assimilation: Spirit Dive a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.


Lastly, while you have Spirit Dive active, you gain all benefits you would usually gain from having your spirit manifested (both spirit-exclusive and general ones).


Spirit Assimilation: Spirit Dive - 100%


At 15th level, you have obtained a stronger, more complete version of Spirit Dive, thanks to becoming accustomed to using the form.


While your spirit is manifested, and you do not currently have Spirit Dive active, you can use a bonus action to assimilate it into your body and initiate a Complete Spirit Dive (if your spirit is not manifested, you can assimilate it into yourself as part of the same bonus action you would use to manifest it). The spirit’s mana engulfs your body, painting your entire body with the spirit’s color, surrounding both arms and your head with protective decorations, and grants you a pair of wings. While your Complete Spirit Dive is active, you gain the following benefits:

  • Your movement speed is increased by 20 feet. Additionally, you gain a flight speed equal to your movement speed.
  • When you first activate Complete Spirit Dive, you gain a number of temporary hit points equal to half your clover knight level (rounded up) times your Constitution modifier.
  • When you take the Attack action, you can make up to two attacks, instead of just one. Moreover, you can replace one of those attacks with the casting of a cantrip, or a spell of 2nd-level or lower. Lastly, you can cast two leveled spells per turn - one as your action and one as your bonus action.
  • Whenever you cast a cantrip, or a 1st-level spell that deals damage, you can roll an additional 1d8 damage of a type matching the spirit you host, in addition to the spell’s regular damage (Sylph - wind, Salamander - fire, Undine - water, Gnome - earth).
  • You have advantage on Wisdom and Charisma saving throws made against non-damaging spells.
  • All of your spells deal spiritual damage for the duration.
  • If you take the Attack action while wielding a weapon created by the Spirit Weapon spell, you can make one additional attack. You can add a +1 bonus to the weapon’s attack and damage rolls. Additionally, this turn, you can use your bonus action to cast a single cantrip or spell of 3rd-level or lower that has a casting time of one action.

Your Complete Spirit Dive lasts for 1 minute. It ends early if you are knocked unconscious, and you can use a bonus action to dismiss it. When your Complete Spirit Dive ends, you lose all temporary hit points granted by it. You cannot activate Spirit Dive while Complete Spirit Dive is active.


You can only activate Spirit Assimilation: Spirit Dive - 100% a number of times equal to half your Constitution modifier (rounded down). You regain all expended uses when you finish a long rest.

Lastly, while you have Complete Spirit Dive active, you gain all benefits you would usually gain from having your spirit manifested (both spirit-exclusive and general ones).


Spirit Recovery


Also at 15th level, your spirit’s ability to protect you grows stronger, making it easier for the spirit to save you in a pinch.


You now possess an additional Spirit Charge, up to a maximum of two. In addition to the benefits granted to all spirit hosts by spirit recovery, you also gain exclusive benefits. Depending on the spirit you host, you gain the following benefits:

  • Sylph. If you use your bonus action to Dash, you can leave behind a tailwind to propel others forward. Any allies who were within 15 feet of you at the start of your turn, or are within 15 feet of you when you end your turn, gain advantage on the next Dexterity saving throw they make. You can only do this a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
  • Salamander. Once per round, when either you cast a cantrip that requires making an attack roll, you can make that attack roll with advantage.
  • Undine. As a bonus action, your Undine spirit can pour some of its magical water on a creature within 40 feet of it. That creature regains a number of hit points equal to 2d10 + your Charisma modifier, with the 2d10 becoming a 3d12 at 17th level. You can only do this a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
  • Gnome. Whenever an ally within 40 feet of you or your Gnome gets hit by a weapon attack or a spell, your Gnome can use a reaction to expend a spell slot of 1st-level or higher. Roll a number of d8s equal to the level of the spell slot expended. The damage your ally takes is reduced by the result. If the damage is reduced to 0, your ally can make a weapon attack against a creature within their reach as part of the same reaction you used. You can only do this a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Spirit Dive - Saint Stage


At 20th level, your resonance with your spirit has grown so tremendous that you have achieved a level of power that surpasses even that of a Complete Spirit Dive, granting you the ability to slay devils.


While your spirit is manifested, you can use a bonus action to assimilate it into your body and initiate a Saint Spirit Dive (if your spirit is not manifested, you can assimilate it into yourself as part of the same bonus action you would use to manifest it). The spirit’s mana engulfs your body, painting your entire body with the spirit’s color, surrounding both arms and your head with protective decorations, and grants you a pair of wings, giving you a saint-like appearance. While your Saint Spirit Dive is active, you gain the following benefits:

  • Your movement speed is increased by 25 feet. Additionally, you gain a flight speed equal to your movement speed.
  • When you first activate Saint Spirit Dive, you gain a number of temporary hit points equal to your clover knight level times your Constitution modifier.
  • When you take the Attack action, you can make up to two attacks, instead of just one. Moreover, you can replace one of those attacks with the casting of a cantrip, or a spell. Lastly, you can cast two leveled spells per turn - one as your action and one as your bonus action.
  • Whenever you cast a cantrip or a spell that deals damage, you can roll an additional 1d10 damage of a type matching the spirit you host, in addition to the spell’s regular damage (Sylph - wind, Salamander - fire, Undine - water, Gnome - earth). Additionally, when you hit a creature with a weapon attack or a spell that deals damage, roll an additional 1d10 radiant damage.
  • Once per turn, when you hit a hostile creature with a weapon attack or a spell that deals damage, you can expend all temporary hit points you currently have to deal maximum damage, instead of rolling. You can only do this once per Saint Spirit Dive you activate.
  • You have advantage on Wisdom, Charisma and Intelligence saving throws made against non-damaging spells. Additionally, your Saint Spirit Dive is suffused with divine energy. You have resistance to radiant and necrotic damage.
  • All of your spells deal spiritual damage for the duration.
  • If you take the Attack action while wielding a weapon created by the Spirit Weapon spell, you can make two additional attacks. You can add a +2 bonus to the weapon’s attack and damage bonus. Additionally, this turn, you can use your bonus action to cast a single cantrip or spell that has a casting time of one action.
  • Once per round, if you cast the Spirit Shield spell, the range becomes 60 feet instead of self, and the target’s AC is increased by half your Charisma modifier (rounded up), in addition to the amount the spell would usually increase their AC by. Twice per Saint Spirit Dive you activate, and once per round, you can cast the Spirit Shield spell, even if you have already used up your reaction.

Your Saint Spirit Dive lasts for a number of rounds equal to your Charisma modifier. It ends early if you are knocked unconscious. When your Saint Spirit Dive ends, you lose any temporary hit points it granted you.


You can only activate Saint Spirit Dive once per day, and only if you have not yet expended any uses of Spirit Dive and Complete Spirit Dive. Once you activate Saint Spirit Dive, all uses of Spirit Dive and Complete Spirit Dive are expended. You regain all expended uses of Spirit Dive and Complete Spirit Dive when you finish a long rest. You regain all expended uses of Saint Spirit Dive at dawn.


Lastly, while you have Saint Spirit Dive active, you gain all benefits you would usually gain from having your spirit manifested (both spirit-exclusive and general ones).


PART 4

Spells
___

Spell List


(Note: spells whose names are italicized are brand new spells. Spells whose names aren't italicized are official spells from the PHB, DMG, XGtE, TCoE, etc...)

Cantrips
  • Booming Blade
  • Crescent Moon Sickle
  • Explosive Fire
  • Green-Flame Blade
  • Gust
  • Mage Hand
  • Magic Flower Bullet
  • Message
  • Ray of Frost
  • Reflect Ray
  • Sea Dragon’s Waterball
  • Thunder Orb

1st Level
  • Copy
  • Dark Cloaked Black Blade
  • Detect Magic
  • Dream-Healing Flower Cradle
  • Exploding Buckshot
  • Feather Fall
  • Harpe
  • Heavenly Ice Fang
  • Identify
  • Magic Missile
  • Phoenix Feathers Robe
  • Sea Dragon’s Lair
  • Sleep
  • Tenser's Floating Disk
  • Thunderwave
  • Thunderbolt Destruction
  • Thunder God’s Armor
  • Towering Tornado
  • Wind Blades Shower

2nd Level
  • Air Bubble
  • Bear Claw
  • Binding Magic
  • Continual Flame
  • Corpse-Hunting Briar Tree
  • Darkness
  • Dark Cloaked Lightless Slash
  • Detect Thoughts
  • Enlarge/Reduce
  • Guiding Light Leopard
  • Laevatein
  • Leo Rugiens
  • Misty Step
  • Princess-Healing Flower Robe
  • Sea Dragon's Roar
  • See Invisibility
  • Spiral Flames
  • Suggestion
  • Sylph's Breath
  • Thunder Fiend
  • Tornado Fang

3rd Level
  • Aqua Javelin
  • Bestow Curse
  • Blink
  • Bright Judgement Whip
  • Calidos Brachium
  • Counterspell
  • Dark Cloaked Dimension Slash
  • Fireball
  • Haste
  • Janus Abigail/Janus Baptism
  • Magic Cannon Flower
  • Lightning Lance
  • Remove Curse
  • Salamander’s Breath
  • Salamander's Claw
  • Sending
  • Spirit Storm
  • Storm of Blades
  • Voodoo Regalia

4th Level
  • Blight
  • Blue Rose Paradise
  • Calidos Brachium Purgatory
  • Control Water
  • Death Scythe
  • Death Thrust
  • Dimension Door
  • Endless Domination
  • Evard's Black Tentacles
  • Gate Seal
  • Greater Invisibility
  • Keraunos
  • Point-Blank Sea Dragon’s Roar
  • Polymorph
  • Princess-Healing Flower Paradise
  • Spirit Weapon

5th level
  • Calidos Brachium Purgatory: Flame Burial
  • Cone of Cold
  • Conjure Elemental
  • Dark Cloaked Deep Black Blade
  • Doom's Gate
  • Dream
  • End Empress
  • Far Step
  • Flower Princess Utopia
  • Lightning Battle Fiend
  • Pincer Movement
  • Power Word: Soul
  • Soul Chain Death Match
  • Spirit Shield
  • Teleportation Circle
  • Wall of Stone
  • World End Martyr

Crescent Moon Sickle

Evocation cantrip


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a sharp sickle made of wind at a creature you see in range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 wind damage.


At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).


Explosive Fire

Evocation cantrip


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You detonate a small sphere of flames centered on a point you see in range. Each creature in a 10-foot radius must make a Dexterity saving throw. If a creature is drenched, it makes this saving throw with advantage. A target takes 1d6 fire damage and becomes burned on a failed save, or half as much damage with no additional effect on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried.


At the beginning of each of its turns, a burned creature must make a Constitution saving throw. On a failed save, they take 1d8 fire damage. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules).


At Higher Levels. This spell’s initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The burn damage increases by 1d8 at 11th level (2d8), and 17th level (3d8).


Magic Flower Bullet

Evocation cantrip


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You bloom forth a bullet of floral magic and fire it at a creature you see within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is drenched. On a hit, the target takes 1d6 plant damage. You can pick either yourself, or an ally within the spell’s range - the creature you picked regains a number of hit points equal to half the damage you dealt, rounded up.


At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Reflect Ray

Conjuration cantrip


  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: V, S, M (a small mirror or another reflective
  • object)
  • Duration: Instantaneous

You conjure a magic mirror the size of your hand, and use it to fire a beam of reflected light at a target you see within range. Make a ranged spell attack against the target. You have disadvantage on the attack roll if the target is drenched. On a hit, the target takes 1d10 radiant damage.


At Higher Levels. The spell creates more than one mirror when you reach higher levels: two mirrors at 5th level, three mirrors at 11th level, and four mirrors at 17th level. You can direct the mirrors at the same target or at different ones. Make a separate attack roll for each mirror.


Sea Dragon's Waterball

Evocation cantrip


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a sphere of water and hurl it at a creature or object you see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 water damage.

A creature or object that gets hit by this spell is drenched. If the creature or object is on fire, the fire is doused out.


At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Thunder Orb

Evocation cantrip


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure an orb of electricity and hurl it at a creature you see within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal, or if it is drenched. On a hit, the target takes 1d8 lightning damage.


At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Copy

1st-level Transmutation


  • Casting Time: 1 Action
  • Range: Special
  • Components: V, S
  • Duration: Instantaneous

You scour through your memories, looking for a spell to replicate. Choose one spell you saw being cast in the last hour. The spell can belong to any school of magic, and any class’ spell list, however, it must be of an original level for which you can cast spells (so, if you can cast 3rd-level spells, but you saw a 3rd-level spell being cast at 4th-level, you can use this spell on it). You replace this spell with the spell you decided to copy, learning it at its original level.


You can only learn this spell if you possess an Evil Eye of Disloyalty


At higher levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can copy a spell you saw being cast in the last three days. If you use a 4th or 5th level spell slot, you can copy a spell you saw being cast in the last two weeks. If you use a 6th or 7th level spell slot, you can copy a spell you saw being cast in the last month. If you use an 8th level spell slot, you can copy any spell you have ever seen being cast. If you use a 9th level spell slot, you can copy a spell even if you have never seen it being cast, so long as you know what it does, what school of magic it belongs to, and the magical theory behind it.


A note to players and DMs: while usually, this spell is reserved strictly for the Evil Eye of Disloyalty, if a player really wants to build a character centered around this spell, it is entirely possible to either let them do that, or simply grant them the Evil Eye of Disloyalty without needing to take the subclass.

Dark Cloaked Black Blade

1st-level Evocation


  • Casting Time: 1 Bonus Action
  • Range: Self (10-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 minute

You coat one weapon you are currently wielding with pitch black dark magic, strengthening the weapon and elongating its reach. For the duration of this spell, that weapon has the reach property, and if you use it to make a melee weapon attack against a hostile creature, the weapon deals its regular damage + 1d6 dark damage. If the weapon isn’t magical, it becomes magical for the duration of the spell.


Additionally, when you first cast this spell, you can make a single melee weapon attack against a creature within 10 feet of you as part of the same bonus action used to cast this spell.


If multiple instances of this spell are cast on a weapon, it only gains its benefits once.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the additional damage the weapon deals increases by 1d6 for each slot level above 1st.


Dream Healing Flower Cradle

1st-level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a cradle made of magical flowers around you, or a single ally you within range. Pick either yourself, or an ally you see within range. You bloom forth a cradle, big enough to contain exactly one creature. For the duration of the spell, a creature inside the cradle cannot move, take actions, bonus actions, or reactions - however, it can hear and see anything happening outside the cradle, and converse with creatures outside it.


A creature within the cradle cannot be targeted for attacks, automatically succeeds all saving throws, and cannot take any damage. So long as a creature is inside the cradle, at the beginning of each of its turns, it regains a number of hit points equal to 2d6 + your Spellcasting Ability modifier.


The cradle lasts for the duration of the spell, or you can use a bonus action to end the spell early. Alternatively, the cradle can be instantly destroyed with a casting of dispel magic, or by hitting it with a weapon that possesses the Anti-Magic property. If you target an ally with this spell, they cannot maintain concentration on any effect while they are within the cradle.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Exploding Buckshot

1st-level Evocation


  • Casting Time: 1 Action
  • Range: 45 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a sphere made of flames and slam it forwards, causing it to spread out in a buckshot. You choose a number of creatures you see in range equal to 1 + your Spellcasting Ability modifier. Each creature must make a Dexterity saving throw. If a creature is drenched, it makes this saving throw with advantage. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and the amount of creatures you can target increases by 1, for each slot level above 1st.


Harpe

1st-level Conjuration


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure 5 small swords made of minerals, then fling them. Each sword hits a creature of your choice you see within range. The swords all strike simultaneously and you can direct them to hit one creature or several. Make a separate ranged spell attack for each target. On a hit, a sword deals 1d6 + your Spellcasting Ability modifier in earth damage to its target.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more sword for each slot level above 1st.


Heavenly Ice Fang

1st-level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a massive fang of ice and hurl it at a creature you see within range. That creature must make a Constitution saving throw. If the target is drenched, it makes the saving throw with disadvantage. On a failed save, the target takes 2d8 cold damage and has disadvantage on its next attack roll. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Phoenix Feathers Robe

1st-level Evocation


  • Casting Time: 1 Action
  • Range: 40 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You engulf an ally you see in range with a robe of flames that resemble a phoenix’s feathers, mending their wounds with it. So long as an ally is engulfed by the flames, they regain hit points equal to 1d6 + your Spellcasting Ability modifier at the start of each of their turns, for the duration of the spell.


You can dismiss the spell by using a bonus action. The spell does not end early if the target is drenched.


At higher levels: When you cast this spell using a spell slot of 2nd-level or higher, the spell causes an affected target to regain an additional 1d6 hit points at the start of each of their turns for each slot level above 1st. Additionally, if you use a spell slot of 3rd-level or higher, you can target number of allies with the spell equal to your Spellcasting Ability Modifier, instead of just one.


Sea Dragon's Lair

1st-level Abjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell creates a magical barrier around you, or allies within range. Pick either yourself, or an ally you see within range. You conjure a large, spherical dome made of water magic with a radius of 20 feet centered around the creature you chose. The dome’s element is water, and it has a number of hit points equal to 5d6.


The dome has a resistance to fire and earth damage, and weakness to lightning and plant damage, and damage from Anti-Magic weapons. Hostile creatures outside the dome can’t enter the dome while it is intact. The dome’s AC equals 10 + your proficiency bonus, its Constitution saving throw is +5, and its Dexterity saving throw is 0. The dome is destroyed once its hit points reach 0.


The dome lasts for the duration of the spell, or you can use a bonus action to end the spell early. Alternatively, the dome can be instantly destroyed with a casting of dispel magic.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the dome’s radius and hit points are increased by 10 feet and 1d6, respectively, for each slot level above 1st.

Thunderbolt Destruction

1st-level Evocation


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a bolt of lightning and hurl it at a creature you see within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal, or if it is drenched.


On a hit, the target takes 2d10 lightning damage.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


Thunder God's Armor

1st-level Conjuration


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You use lightning magic to weave armor for yourself, consisting of a pair of gloves and boots that are manifested onto your hands and feets respectively, boosting your physical aspects.


For the duration of the spell, your movement speed is increased by 5 feet. You can use your Spellcasting Ability modifier for the attack and damage rolls of your unarmed strikes, and their damage becomes 2d6 + 1 lightning damage. Additionally, when you take the Attack action, you can attack an additional number of times equal to half your spellcasting ability modifier (rounded down, minimum of 1), however, all the attacks must then be unarmed strikes.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 + 1, and your movement speed is increased by an additional 5 feet, for each slot level above 1st.


Towering Tornado

1st-level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a large, towering tornado centered on a creature you see within range, blowing it and any nearby creatures around. Each creature in a 15-foot radius must make a Strength saving throw. On a failed save, a creature takes 2d8 wind damage and gets pushed 10 feet back. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8, and the amount a creature gets pushed increases by 5 feet, for each slot level above 1st.


Wind Blades Shower

1st-level Conjuration


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure 4 daggers made of razor sharp wind, and launch them. Each dagger hits a creature of your choice you see within range. The daggers all strike simultaneously and you can direct them to hit one creature or several. Make a separate ranged spell attack for each target. On a hit, a dagger deals 1d8 + 2 in wind damage to its target.


At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dagger for each slot level above 1st.


Bear Claw

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You conjure a layer of beastly magic around your hands, and give yourself bear-like strength. For the duration of the spell, you become proficient with unarmed strikes, and can use your Spellcasting Ability modifier for their attack and damage rolls. Additionally, they deal 1d6 slashing damage in addition to their regular damage, and their damage is magical. You can make one additional unarmed strike on your turn as a bonus action.


Immediately after casting this spell, you can make an unarmed strike against a creature in range as part of the same action used to cast the spell.


At higher levels: When you cast this spell using a spell slot of 3rd-level or higher, roll an additional damage dice for each slot level above 2nd. Additionally, if you use a 4th-level or higher spell slot, the spell’s damage dice becomes a 1d12 instead of a 1d6.

Binding Magic

2nd-level Conjuration


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S, M (a piece of thick rope)
  • Duration: Concentration, up to 1 minute

Choose a humanoid or spellcasting focus you see within range. The target must succeed on a Strength saving throw or be restrained for the duration. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target. A spellcasting focus targeted by this spell immediately fails the saving throw and is restrained (a restrained spellcasting focus cannot be used for casting spells. The spell on it can only be ended when the duration ends, with a casting of dispel magic, or by attacking the bindings with a weapon that possesses the Anti-Magic property).


Additionally, pick one of the following elements: fire, wind, water, lightning, earth or dark. A restrained creature also suffers from the following effects, depending on the element you chose.

  • Fire. At the beginning of each of its turns, if a creature is still under the effects of this spell, it takes 2d6 fire damage.
  • Wind. At the beginning of each of its turns, if a creature is still under the effects of this spell, it takes 3d4 wind damage.
  • Water. A creature under the effects of this spell is drenched (this persists even after the spell ends).
  • Lightning. A creature under the effects of this spell has disadvantage on all Strength and Dexterity saving throws it makes.
  • Earth. When a creature under the effects of this spell makes a Strength saving throw to try and end its effects on themselves, the DC gains a +2 bonus for that attempt.
  • Dark. A creature under the effects of this spell has disadvantage on all Wisdom and Intelligence saving throws it makes.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Corpse-Hunting Briar Tree

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You sprout sharp, spike-filled briars in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 plant damage, and falls prone. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Dark Cloaked Lightless Slash

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You coat one weapon you are currently wielding with pitch black dark magic, then fire it off at a creature you see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 dark damage, and is blinded until the end of its next turn.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Guiding Light Leopard

2nd-level Divination


  • Casting Time: 1 HourR
  • Range: 20 feet
  • Components: V, S, M (a marked stone)
  • Duration: 8 hours

You summon a leopard made of fire to an unoccupied space you see within range, where it awaits your command. The leopard cannot be harmed, and it lasts for the duration of the spell, until you use an action to dismiss it, or until you reach your destination.


As a bonus action, you can command the leopard to guide you, your allies, and/or any creatures you designate as friendly, to any place you have visited in the past that you have marked (a place is considered marked if you have cast at least one spell while residing in it).


The leopard sheds a bright light for 30 feet, and a dim light for 30 more feet. It will always show you the optimal way to the destination, doing its best to choose less dangerous roads, and steer clear of any creatures that could potentially be hostile. It cannot lose its north, and it is unaffected by illusions, or any effects that might prevent it from perceiving danger for whatever reason. Its passive perception equals 10 + your Perception skill + half your proficiency bonus (rounded up). Lastly, it has a carrying capacity of 90 Ibs (objects only), and can carry on its back a number of friendly creatures that are Medium size or smaller equal to your proficiency bonus.


Laevatein

2nd-level Conjuration


  • Casting Time: 1 Bonus Action
  • Range: 10 feet
  • Components: V, S, M (a piece of mineral)
  • Duration: Concentration, up to 1 minute

You conjure a massive blade made of minerals in a point you see within range. This magic sword lasts until the spell ends. It counts as a simple melee weapon which you are proficient with. As an action, you can make the sword attack a hostile creature that is within 10 feet of it. If you do, make a melee attack, using your spellcasting ability modifier for the attack and damage bonus. On a hit, the blade deals 3d8 earth damage and stuns the target until the end of its next turn. Additionally, during your turn, you can use a bonus action to move the sword up to a number of feet equal to your movement speed + 10.


At higher levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 4d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 5d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 6d8.


Leo Rugiens

2nd-level Conjuration


  • Casting Time: 1 Action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a flaming lion in an unoccupied space that you can see within range. The lion lasts for the duration of the spell, until you dismiss it as an action, or it runs out of hit points.


The lion emits a bright light for 20 feet, and a dim light for 10 more feet. It has a number of hit points equal to 3d10 + your spellcasting ability modifier, and its AC equals 12 + your proficiency bonus. The lion sees invisible creatures and can sense all fire within 200 feet of it. It ignores illusions.


During each of your turns, you can use your bonus action to command the lion to perform a bite attack, breath attack, or roar. The lion’s attack bonus for its bite attack is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, the bite deals 4d8 fire damage.


The DC for its breath attack and roar equal your spell save DC. For its breath attack, each hostile creature within a 20-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage and becomes burned. On a successful save, a creature takes half damage and is not burned.


At the beginning of each of its turns, a burned creature must make a Constitution saving throw. On a failed save, they take 2d6 fire damage. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules).


If the lion roars, each creature in a 20-foot radius must make a Wisdom saving throw. On a failed save, a creature is frightened of the lion for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

The lion has a weakness to water and earth damage, a resistance to plant and wind damage, and an immunity to fire damage.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the lion’s hit points, attack damage, and burn damage increase by 1d10, 1d8 and 1d6, respectively, for each slot level above 2nd.


Princess-Healing Flower Robe

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (35-foot radius)
  • Components: V, S, M (a peony)
  • Duration: Concentration, up to 1 minute

You create a robe made of magical flowers on your body, which emits healing magic. When you cast this spell, all allies within range regain a number of hit points equal to 2d6 + your Spellcasting Ability modifier. At the beginning of each of your turns, while the robe still exists, you can use a bonus action to continue healing - all allies within range regain a number of hit points equal to 2d6.


The robe lasts for the duration of the spell, or you can use a bonus action to end the spell early.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing (both initial and later) increases by 1d6 for each slot level above 2nd.


Sea Dragon's Roar

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create a massive dragon head formed of water, and launch it at a target you see within range at high speed. Make a ranged spell attack against the target. On a hit, the target takes 4d8 water damage.


Additionally, the target creature, and all other hostile creatures in a 15-foot radius of it, are now drenched, and if they are on fire, the fire is doused out.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Spiral Flames

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous

You form two horizontal pillars of spiraling flames, and fire them. Each pillar hits a creature of your choice you see within range.

The pillars all strike simultaneously and you can direct them to hit one creature or several. Make a separate ranged spell attack for each target. On a hit, a pillar deals 2d8 fire damage to its target.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more pillar for each slot level above 2nd.


Sylph's Breath

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You fire a breath infused with the magic of Sylph, the wind spirit, in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 wind damage, and gets pushed 20-feet back. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. If you have a contract with a spirit, you can replace this spell’s damage type with the damage type associated with the spirit.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8, and the amount a creature gets pushed increases by 5 feet, for each slot level above 2nd.


Thunder Fiend

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You encase yourself in lightning magic and quickly dash around the battlefield, attacking all enemies within a 20-foot radius. Each hostile creature in range must make a Dexterity saving throw. If a creature is wearing armor made of metal, or if it is drenched, it makes the saving throw with disadvantage.


On a failed save, a creature takes 2d12 + your Spellcasting Ability modifier in lightning damage, and is paralyzed until the end of its next turn. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12, and the spell’s radius increases by 5 feet, for each slot level above 2nd.


Tornado Fang

2nd-level Evocation


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a tornado at a target you see within range, gouging at them like a fang. Make a ranged spell attack against the target. You have advantage on the attack roll if the target is wearing no armor or only light armor. On a hit, the target takes 3d6 wind damage.


At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Aqua Javelin

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a sharp javelin made of water at a target you see in range. Make a spell attack roll. If the target is wearing no armor, or only light armor, you make this attack roll with advantage. On a hit, the target takes 7d10 water damage and becomes drenched.


At higher levels: When you cast this spell using a spell slot of 4th-level or higher, this spell deals an additional 1d10 damage for each slot level above 3rd.

Bright Judgement Whip

3rd-level Conjuration


  • Casting Time: 1 Action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You flagellate in front of you in a 60-foot cone using a whip made of light. Each creature in range must make a Dexterity saving throw. On a failed save, a creature takes 4d10 radiant damage and has disadvantage on its next attack roll, saving throw or skill check. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects.


At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.


Calidos Brachium

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You engulf your fist with a scorching hot flame and make a melee attack using your fist against one creature you see within 5 feet of you. Use your spell attack bonus for the attack bonus, and your spellcasting ability modifier for the damage bonus. On a hit, the target takes 6d8 + 10 fire damage, and becomes burned.

At the beginning of each of its turns, a burned creature must make a Constitution saving throw, taking 3d6 fire damage on a failed save. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules).


If you cast this spell while inside your Mana Zone, you can target up to a number of creatures you see inside your Mana Zone equal to 1 + your spellcasting ability modifier with it. Make a single attack and damage roll for all the targets.


At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage from the attack, and from the burn, increases by 1d8 and 1d6, respectively, for each slot level above 3rd.


Dark Cloaked Dimension Slash

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (100-foot line)
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You fire off a dark slash that can cut through dimensions from a weapon you are currently wielding. The slash is 5 feet wide and travels 100 feet in a line in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 6d8 dark damage on a failed save, or half as much damage on a successful one. If you cast this spell while inside of your Mana Zone, it deals 8d8 dark damage instead.


The slash ignores all cover, and cannot be blocked in any way other than distorting space. Additionally, it instantly cuts through and destroys any magical barriers in its way, such as a wall of force spell.


At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Janus Abigail/Janus Baptism

3rd-level Divination


  • Casting Time: 1 Action
  • Range: Special
  • Components: V, S, M (another mage’s grimoire)
  • Duration: Special

You unlock an open grimoire within your reach that belongs to another mage using a magic key. Make a Constitution saving throw against the grimoire owner's Spell Save DC. On a successful save, choose one spell of theirs to lock behind a magical door - Janus Baptism. While that spell is locked behind a magic door, they cannot cast it. This lasts until you use the spell yourself.


On your turn, you can open the door and launch the spell - Janus Abigail. In order to cast the spell, use the spell’s regular casting time. Use your own spell attack roll and spell save DC for the spell when applicable. After casting the spell, it returns to its original owner.


At higher levels. When you cast this spell using a spell slot of 4th-level or higher, it can store an additional spell behind the door for each slot level above 3rd.


Lightning Lance

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a lance made of lightning at a creature you see in range. Make a spell attack roll. If the target is drenched or wearing metal armor, make the attack roll with advantage. On a hit, the target takes 6d10 lightning damage. Additionally on a hit, each creature in a 15-foot radius of the target takes damage equal to half the damage the initial target took, rounded up.


At higher levels. When you cast this spell using a spell slot of 4th-level or higher, this spell deals an additional 1d10 damage for each slot level above 3rd.


Magic Cannon Flower

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: 80 feet
  • Components: V, S
  • Duration: Instantaneous

You sprout a flower that shoots a beam of solar energy at a hostile creature you see in range. Make a ranged spell attack roll. You have advantage on the attack roll if the target is drenched. On a hit, the target takes 4d6 plant damage and 4d6 radiant damage. You can pick either yourself, or an ally within the spell’s range - the creature you picked regains a number of hit points equal to half the damage you dealt, rounded up.


At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Salamander's Breath

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You shoot flames imitating the Salamander spirit in a 60-foot cone. Each creature in range must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and becomes burned. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects.


At the beginning of each of its turns, a burned creature must make a Constitution saving throw, taking 2d8 fire damage on a failed save. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules).


If you have a contract with the Salamander spirit, or any other fire spirit, this spell deals 5d10 fire damage instead, and the burn deals 3d8 fire damage instead.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage from the attack, and from the burn, increases by 1d10 and 1d8, respectively, for each slot level above 3rd.


Salamander's Claw

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: Self (40-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You slash the air in a 40-foot cone with flames imitating the Salamander spirit. Each creature in range must make a Dexterity saving throw. On a failed save, a creature takes 4d12 fire damage and becomes burned. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects.


At the beginning of each of its turns, a burned creature must make a Constitution saving throw, taking 2d10 fire damage on a failed save. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules).


If you have a contract with the Salamander spirit, or any other fire spirit, this spell deals 5d12 fire damage instead, and the burn deals 3d10 fire damage instead.


At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage from the attack, and from the burn, increases by 1d12 and 1d10, respectively, for each slot level above 3rd.


Spirit Storm

3rd-level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a storm made of spirit magic at a target you see in range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 wind damage. If you have a contract with a spirit, you can replace this spell’s damage type with the damage type associated with the spirit.


At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Storm of Blades

3rd-level Conjuration


  • Casting Time: 1 Action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You fire a storm of blades in a 60-foot cone. Pick one martial weapon of your choice. The weapon must deal slashing damage, and cannot possess the heavy or special properties. Use the weapon’s damage dice for this spell’s damage roll.


Each creature in range must make a Dexterity saving throw. On a failed save, they take damage equal to 10 attack rolls of the weapon you chose (this is the amount of weapons you conjured). Half of the damage is magical, while the other half is nonmagical. On a successful save, a creature takes half damage.


At higher levels. When you cast this spell using a spell slot of 4th level or higher, double the amount of weapons conjured once for each slot level above 3rd.


Voodoo Regalia

3rd-level Conjuration


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a weapon made of a tough magical barrier at a creature you see in range. Make a spell attack roll. On a hit, the creature takes 7d10 of either bludgeoning, piercing or slashing damage. The damage is magical, regardless of the type you choose. This spell cannot be countered by counterspell, and it ignores magical barriers such as a wall of force spell.


At higher levels. When you cast this spell using a spell slot of 4th level or higher, the spell’s damage is increased by 1d10 for each slot level above 3rd.


Blue Rose Paradise

4th-level Conjuration


  • Casting Time: 1 Action
  • Range: Self (45-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a garden of blue-rosed briars in a 45-foot radius. Each creature in range must make a Strength saving throw. On a failed save, a creature takes 5d6 piercing damage and 5d6 plant damage and becomes restrained for the duration of the spell.


A creature starting its turn affected by this spell takes 3d6 piercing damage and 3d6 plant damage. At the end of each of its turns, a creature can repeat the Strength saving throw, ending the spell on itself on a success.


You know all spells affecting creatures affected by this spell, and effects those spells grant. As a bonus action, you can end up to a number of spell effects on a creature affected by this spell equal to your spellcasting ability modifier.


At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


Calidos Brachium Purgatory

4th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You cause a massive flame to explode in a 60-foot radius centered on you. Each creature in range must make a Dexterity saving throw. On a failed save, a creature takes 10d8 + 20 fire damage, and becomes burned. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects. Upon casting this spell, you receive two levels of exhaustion.


At the beginning of each of its turns, a burned creature must make a Constitution saving throw, taking 5d8 fire damage on a failed save. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules).


At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for the initial damage and the burn damage, respectively, for each slot level above 4th.


Death Scythe

4th-level Transmutation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You grow blades made of magic out of your forearms, which last for the duration of the spell. They count as a magical melee weapon with which you are proficient.


On your turn, you can take the Attack action with them, and make up to two attacks with them instead of one. The attacks use your spellcasting ability modifier for their attack and damage rolls. Choose one of the attacks from the following options:

  • Melee: Range - 10 feet. Make an attack roll against a creature in range. On a hit, the target takes 5d8 slashing damage.
  • Ranged: Range - 80 feet. Make an attack roll against a creature in range. On a hit, the target takes 4d8 slashing damage.

If you attack the same creature two turns in a row with the blades, any future attacks you make on it with the spell ignore all resistances to damage, treat immunities to damage as resistances. If you attack the same creature an additional turn in a row, you can also ignore all immunities to damage, and slash through and destroy any magical barriers protecting them, such as a wall of force spell.


At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Death Thrust

4th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (45-foot radius)
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You fire a condensed sphere of dark magic from a weapon you are wielding by thrusting it at a creature you see in range. Make a ranged spell attack against the target. On a hit, the target takes 10d8 dark damage.


If you cast this spell your Mana Zone is active, you can condense it into the spell itself. If you do, you have advantage on the attack roll. On a hit, the target takes 10d12 dark damage. Regardless of whether you hit or not, if you do this, your Mana Zone immediately ends after you cast this spell.


At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and 1d12 for each slot level above 4th.


Endless Domination

4th-level Conjuration


  • Casting Time: 1 Action
  • Range: 500 feet
  • Components: V, S, M (a metallic chess set worth at least
  • 1,000 gp)
  • Duration: Concentration, up to 1 hour

You turn the chess pieces used for this spell's casting into a number of legion golems equal to your Spellcasting Ability modifier times the spell’s level. The legion golems go on your own initiative directly after you, and obey your commands. The legion golems last for the duration of the spell, until their hit points are reduced to 0, or until you use an action to dismiss the spell.


Legion Golem

Large Construct, Unaligned


  • Armor Class 14 + your proficiency bonus
  • Hit Points 42 (4d20) + the spell’s level times your proficiency bonus
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (0) 1 (-5)

  • Saving Throws Str +6 + your proficiency bonus, Con +5 + your proficiency bonus
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, frightened, paralyzed, poisoned, exhaustion
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak


Immutable Form. The legion golem is immune to any spell or effect that would alter its form.

Magic Resistance. The legion golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The legion golem's weapon attacks are magical.


Actions

Multiattack. The legion golem makes two melee attacks.

Slam. Melee Weapon Attack: +6 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 15 + your proficiency bonus (2d8 + 6 + your proficiency bonus) bludgeoning damage.

Magic Beam (Recharge 6). The legion golem fires a magical beam in a line that is 30-foot long and 10-feet wide. Each creature in that area must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + 6, taking 27 (6d8) force damage on a failed save, or half as much damage on a successful one.

At higher levels. When you cast this spell using a spell slot of 5th or 6th level, the spell’s duration becomes 8 hours. If you use a 7th or 8th level spell slot, the spell’s duration becomes 24 hours. If you use a 9th level spell slot, the spell lasts until all of the legion golems are destroyed.

Keraunos

4th-level Transmutation


  • Casting Time: 1 Action
  • Range: Self (100-foot line)
  • Components: V, S
  • Duration: Instantaneous

You launch yourself at a direction of your choice as a spear of pure lightning, in a line that is 100 foot long and 5 foot wide. Each creature in range must make a Dexterity saving throw. If a creature is drenched, or wearing metal armor, they make that saving throw with disadvantage. On a failed save, a creature takes 5d12 lightning damage, and if it is drenched or wearing metal armor, they take an additional 10 lightning damage. On a successful save, a creature takes half damage, and if it is drenched or wearing metal armor, they only take 5 additional lightning damage.


At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.


Point-Blank Sea Dragon's Roar

4th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You crash a massive dragon head made of water into a target in range. Make a spell attack roll against the target with advantage. On a hit, the target takes 10d8 + 20 water damage. The target creature and all other hostile creatures in a 30-foot radius of it are now drenched, and if they are on fire, the fire is doused out.


At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Princess-Healing Flower Paradise

4th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (75-foot radius)
  • Components: V, S, M (a bouquet of peonies)
  • Duration: Concentration, up to 1 minute

You create a robe made of magical flowers on your body, and a garden of flowers in a 75-foot radius, all of which emit healing magic. When you cast this spell, all allies within the garden regain a number of hit points equal to 6d10 + your Spellcasting Ability modifier. At the beginning of each of your turns, while the robe and garden still exist, all allies within range regain a number of hit points equal to 4d10.


The robe and garden last for the duration of the spell, or you can use a bonus action to end the spell early.


At higher levels. When you cast this spell using a spell slot of 5th level or higher, the healing (both initial and later) increases by 1d10 for each slot level above 4th.


Spirit Weapon

4th-level Evocation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose either a greatsword, a halberd, or a longbow. You use spirit magic to weave together that weapon in your hands. The weapon lasts for the duration of the spell. You are proficient with the weapon you choose, and can wield it regardless of your size. You can perform the somatic components of spells using the weapon you conjure, and you can treat it as a spellcasting focus. The weapons you choose have the following stats:

  • Greatsword: Cost - ???, Damage - 5d6 slashing, Weight - 6 lb., Properties - Heavy, two-handed
  • Halberd: Cost - ???, Damage - 3d10 slashing, Weight - 6 Ib., Properties - Heavy, reach, two-handed
  • Longbow: Cost - ???, Damage - 4d8 piercing, Weight - 2 Ib., Properties - Range (200/700), heavy, two-handed

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the greatsword increases by 1d6, the damage of the halberd increases by 1d10, and the damage and range of the longbow increases by 1d8 and 100 (both minimum range and maximum range), respectively, for each slot level above 4th.

Calidos Brachium Purgatory: Flame Burial

5th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You launch a barrage of scorching hot punches against an enemy you see in range. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 10d12 fire damage, and becomes burned.


At the beginning of each of its turns, a burned creature must make a Constitution saving throw, taking 5d10 fire damage on a failed save. A burned creature is burned until it either succeeds on the Constitution saving throw, or gets doused out (see dousing rules).


At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell and burn damage increases by 1d12 and 1d10, respectively, for each slot level above 5th.


Dark Cloaked Deep Black Blade

5th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (5-foot radius)
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You coat one weapon you are currently wielding with pitch black dark magic, and make a melee spell attack with it against one creature you see within 5 feet of you. That attack scores a critical hit on a roll of 17-20. On a hit, the target takes 10d10 dark damage.


At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d10 for each slot level above 5th.


Doom's GateF

5th-level Evocation


  • Casting Time: 1 Action
  • Range: 2640 feet (0.5 miles)
  • Components: V, S, M (a magical silver key worth at least
  • 1,500 gp)
  • Duration: Instantaneous

Calling upon the forbidden magic, you summon a massive door in the sky that unleashes a meteor on the ground at a point you see within range. Each creature in a 150-foot radius sphere centered on the point you chose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 21d8 fire damage and 21d8 bludgeoning damage on a failed save, or half as much damage on a successful one.


End Empress

5th-level Conjuration


  • Casting Time: 1 Action
  • Range: Self (100-foot radius)
  • Components: V, S, M (a minimum of eight legion golems)
  • Duration: Instantaneous

You gather all legion golems present within a 100-foot radius, and coalesce them all into one massive golem that you pilot. You must have a minimum of eight legion golems for this spell to work. Use the grand legion golem’s stat block until the spell ends, as seen below (with the exception of Intelligence, Wisdom, Charisma, and languages). The spell ends once the grand legion golem’s hit points are reduced to 0, you are incapacitated, or if you use an action to dismiss the spell.


Grand Legion Golem

Gargantuan Construct, Unaligned


  • Armor Class 18 + your proficiency bonus
  • Hit Points ??? (Xd20, with X equaling the number of golems you used to cast the spell)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 22 (+6) 12 (+1) 12 (+1) 12 (+1)

  • Saving Throws Str +8 + your proficiency bonus, Dex +3 + your proficiency bonus, Con +6 + your proficiency bonus
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, poisoned, exhaustion
  • Senses darkvision 120 ft., passive Perception 11
  • Languages understands the languages of its creator but can't speak

Immutable Form. The grand legion golem is immune to any spell or effect that would alter its form.

Magic Resistance. The grand legion golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The grand legion golem's weapon attacks are magical.


Actions

Multiattack. The grand legion golem makes a number of melee attacks equal to a quarter of the number of golems you used to cast the spell (rounded down, minimum of 2 attacks).

Slam. Melee Weapon Attack: +8 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 24 + your proficiency bonus (3d10 + 8 + your proficiency bonus) bludgeoning damage.


Magic Beam (Recharge 6). The grand legion golem fires a magical beam in a line that is 60-foot long and 20-feet wide. Each creature in that area must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + 8, taking 36 (8d10) force damage on a failed save, or half as much damage on a successful one.

Flower Princess Utopia

5th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (100-foot radius)
  • Components: V, S, M (a single ruby peony worth 1,500 gp,
  • which the spell consumes)
  • Duration: Instantaneous

You create a dress made of magical flowers on your body, and a garden of flowers in a 100-foot radius, all of which emit healing magic.


When you cast this spell, all allies within the garden regain all their hit points, have all their severed body parts restored (if they have any), all conditions afflicting them are ended (if they have any), all curses afflicting them are removed (if they are under any), and their exhaustion is reduced to zero, if they have any.


Additionally, if there are any friendly creatures inside the garden that died no more than 5 minutes ago, for any reason other than old age, and aren’t undead, this spell returns them to life with all of their hit points.


Lightning Battle Fiend

5th-level Transmutation


  • Casting Time: 1 Action
  • Range: Self (75-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You madly dash around the battlefield as a battle-hungry fiend of lightning, attacking all enemies in a 75-foot radius. Each hostile creature in range must make a Dexterity saving throw. If a creature is wearing armor made of metal, or if it is drenched, it makes the saving throw with disadvantage. On a failed save, a creature takes 6d10 + your Spellcasting Ability modifier in lightning damage, and is paralyzed until the end of your next turn. On a successful save, a creature takes half damage, and suffers none of the spell’s other effects.


At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the spell increases by 1d10 for each slot level above 5th.


Pincer Movement

5th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You conjure magical crystals and flames to strike in a pincer movement in a 60-foot cone in front of you. Each creature in the area must make a Dexterity saving throw. On a failed save, it takes 6d10 fire damage and 6d10 earth damage, and its movement speed is halved until the end of its next turn. On a successful save, it takes half as much damage with no additional effects.


A creature with the evasion feature gains no benefits from it when making a saving throw for this spell.


At higher levels. When you cast this spell using a spell slot of 6th-level or higher, the spell’s fire and earth damage increase by 1d10 for each slot level above 5th.


Power Word: SoulS (Devil Host: Zagred

5th-level Enchantment


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word imbued with magic, using it to manipulate the souls of anything you see in range. Choose which of the following effects this spell applies:


Manipulate. Roll a 1d8. Depending on the result, use the effect of one of the following spells on a target of your choice that you see in this spell’s range.

  • 1-2, Power Word: Heal
  • 3-4, Power Word: Pain
  • 5-6, Power Word: Stun
  • 7-8, Power Word: Kill

Replicate. Describe one phenomenon. Its range is limited to 1 mile, it cannot be the direct death of a creature, and it cannot change things on a continental or cosmological scale (for example, you can’t describe the continent you’re currently in splitting in half, or the plane you’re currently residing in collapsing in on itself, but you can describe a volcano erupting or an earthquake occurring). Alternatively, name one 8th-level or lower spell from any spell list that has a casting time of one action, bonus action, or reaction - cast it at 9th level without requiring any components.


Alter. Roll a d100. Apply the appropriate effect from the wild magic table depending on the result you rolled.


A note to players and DMs: this spell is essentially the epitome of “up to DM discretion” with the Replicate effect. The DM gets the final call on what does or doesn’t meet the restrictions. Likewise, they can adjust the restrictions as they see fit. Regarding the Alter effect, the PHB’s wild magic table is kind of lackluster so I would personally recommend using a homebrew one. I won’t link any here so as to not potentially get in trouble, but you can find them all online rather easily ;)


Soul Chain Death Match

5th-level Enchantment


  • Casting Time: 1 Bonus Action
  • Range: 100 feet
  • Components: V, S
  • Duration: Special

You conjure a ball of fire and hurl it at a target you see in range. Make a ranged spell attack against the target. On a hit, the ball of fire forms an ethereal chain made of flames between you and the target, linking your souls together and forcing the target into a death match with you.


During a death match, the following effects are applied to all participants of the death match:

  • The current hit points of all participants are added together, then equally divided amongst them (rounded down, if necessary). Additionally, they lose all temporary hit points they have (if they have any).
  • The ability scores of all participants are set to 20.
  • If all participants have spell slots, their available spell slots for every level are added together, then equally divided amongst them (rounded down, if necessary). If only one or none of the participants have spell slots, their spell slots are all cut in half (rounded down, minimum of one).
  • All participants have disadvantage on attack rolls made against any creatures that are not participants. Additionally, all creatures that are not participants have advantage on saving throws made against spells cast by participants.
  • Participants have resistance to all damage from attacks and spells made by creatures that are not participants. Additionally, participants have advantage on all saving throws made to resist the effects of spells, features, or abilities that belong to non-participants.
  • Participants cannot be more than 30 feet away from each other.
  • If a participant attacks another participant with a melee attack, that attack deals 3d6 force damage in addition to the damage it already deals.

The chain that connects your soul with that of the target is unbreakable, cannot be damaged, and cannot be dispelled by dispel magic. The death match lasts until either you or the target reach 0 hit points, or an anti-magic weapon severs the chain, and cannot be ended by any other means.


At higher levels. If you cast this spell using a 6th level or higher spell slot, the number of participants in the death match increases from 2 to 4 - two participants on each side. You do not need to make a spell attack roll to draw a willing ally into the death match.


Spirit Shield

5th-level Abjuration


  • Casting Time: 1 Reaction, which you take when a creature in
  • range is hit by an attack
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You conjure a shield made of spirit magic in front of a creature you choose in range, protecting them. Until the start of your next turn, the target creature has a bonus to their AC equal to 3 + your spellcasting ability modifier, including against the triggering attack.


World End Martyr

5th-level Evocation


  • Casting Time: 1 Action
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous

You sculpt a gargantuan piece of ice into the shape of a dragon, breathing life into it. Use the ice sculpture dragon’s stat block. The dragon goes on your initiative directly after you, and obeys all your commands. The spell ends once the ice sculpture dragon’s hit points are reduced to 0, you are incapacitated, or if you use an action to dismiss the spell.


Ice Sculpture Dragon

Gargantuan Dragon, Unaligned


  • Armor Class 18 + your proficiency bonus
  • Hit Points 139 (14d12 + 48)
  • Speed 40 ft., burrow 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 26 (+8) 12 (+1) 18 (+4) 18 (+4)

  • Saving Throws Dex +3 + your proficiency bonus, Con
  • +8 + your proficiency bonus, Wis +4 + your
  • proficiency bonus, Cha +4 + your proficiency bonus
  • Damage Vulnerabilities lightning, fire
  • Damage Resistances water, plant
  • Damage Immunities cold
  • Condition Immunities charmed, paralyzed, poisoned,
  • exhaustion
  • Senses blindsight 60 ft., darkvision 120 ft., passive
  • Perception 21
  • Languages Common, Draconic

Ice Walk. The sculpture dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Legendary Resistance. If the sculpture dragon fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 + your proficiency bonus to hit, reach 10 ft., one target. Hit: 16 + 6 + your proficiency bonus (3d10 + 6 + your proficiency bonus) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +6 + your proficiency bonus to hit, reach 5 ft., one target. Hit: 18 + 6 + your proficiency bonus (3d6 + 6 + your proficiency bonus) slashing damage.


Tail. Melee Weapon Attack: +6 + your proficiency bonus to hit, reach 15 ft., one target. Hit: 11 + 6 + your proficiency bonus (2d10 + 6 + your proficiency bonus) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + 4, or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a Constitution saving throw against a DC of 8 + your proficiency bonus + 8, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.


Legendary Actions

The sculpture dragon can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sculpture dragon regains spent legendary actions at the start of its turn.

Detect. The sculpture dragon makes a Wisdom (Perception) check.

Tail Attack. The sculpture dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The sculpture dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + 9, or take 9 + 6 + your proficiency bonus (2d8 + 6 + your proficiency bonus) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

PART 5

Monsters
(Note: the monsters in this compendium are split into different categories, and within those categories, they are ordered based on their CR, from the lowest to the highest)

Rise of the Wizard King


Anti-Bird

Tiny Beast, True Neutral


  • Armor Class 13
  • Hit Points 7 (1d12 + 1)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Saving Throws Str +3, Con +1, Wis +1
  • Skills Perception +3, Stealth +3
  • Senses darkvision 120 ft., passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)
  • Proficency Bonus +2

Flyby. The anti-bird doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Magic Sensitivity. The anti-bird has advantage on Perception (Wisdom) and Arcana (Intelligence) checks made to sense magic.


Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Anti-Bird

“A rather common species, anti-birds are small birds with a dark blue body, white underbelly, and red face, all sporting a crown of ruffled feathers on their head, akin to messy bedhead."

"They are attracted to people with weak magic, and stay away from people with powerful magic. This allows one to essentially use them as a way to measure the strength of an individual’s magic, leading to them being well-cared for in the Clover Kingdom, a protected species treated with respect… even if they can get a bit too fond with their pecking,” - The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.


King Woof

Medium Beast, Chaotic Neutral


  • Armor Class 13
  • Hit Points 21 (3d12 + 2)
  • Speed 10 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 4 (-3)

  • Saving Throws Con +4, Wis +3
  • Skills Perception +3, Sleight of Hand +3
  • Senses tremorsense 30 ft., passive Perception 13
  • Languages -
  • Challenge 2 (450 XP, 25 gp + gold hoard ability)
  • Proficency Bonus +2

Cheap Coward. Once the king woof’s hit points are reduced below half its maximum, it will initiate a runaway sequence. On its second turn after initiating the runaway sequence, if the king woof is not restrained, paralyzed, stunned, unconscious or dead, it will burrow underground and run away. If it successfully runs away, it does not drop any of the gp in its sack.

Gold Craving. The king woof is attracted to gold and other forms of currency, rare items, and shiny materials. It has advantage on Investigation (Intelligence) and Perception (Wisdom) checks made to look for and sense gold around it.


Gold Hoard. Whenever the king woof hits a hostile creature with an attack, it can make a Sleight of Hand (Dexterity) check. If the check is equal to or higher than the target’s AC, the target takes an additional number of bludgeoning damage equal to 1d6, then, they lose an amount of gp equal to the damage they took times 5, which is added to the king woof’s sack. When the king woof is knocked unconscious or reduced to 0 hit points, it drops all of the gp it carries in its sack.


Actions

Sack Slap. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

King Woof

“King woofs are a medium-sized beast that resembles a mix between a dog, a bear, and a beaver of sorts, with brown fur that covers their eyes, and white fur that covers their bellies. Mostly subterranean creatures, they only ascend above ground to steal more gold. They can be easily recognized thanks to the cheap, gold-painted crowns and handmade replicas of royal capes that they all sport, and the jute sack they all carry, which is roughly the size of their body. Plenty of junior magic knights merely pass their time getting rid of king woofs while they await real missions, returning the gold they steal to the often-poor villagers who were robbed by the creatures. Despite their unbearable nature as an insufferable pest, king woofs are a protected species, as hunting them to extinction would negatively impact the ecosystem, and they do at least possess the benefit of being excellent at sniffing out stolen gold, and bribes to corrupt figures of authority,” - The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.


Monarch Woof

Large Beast, Chaotic Neutral


  • Armor Class 15
  • Hit Points 43 (6d12 + 4)
  • Speed 20 ft., burrow 60 ft.



STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 10 (0) 16 (+3) 12 (+1)

  • Saving Throws Con +6, Wis +6, Cha +4
  • Skills Perception +6, Sleight of Hand +5,
  • Persuasion +4
  • Senses tremorsense 60 ft., passive Perception 16
  • Languages -
  • Challenge 5 (1800 XP, 50 gp + gold hoard ability)
  • Proficency Bonus +3

Cheap Coward. Once the monarch woof’s hit points are reduced below half its maximum, it will initiate a runaway sequence. On its second turn after initiating the runaway sequence, if the monarch woof is not restrained, paralyzed, stunned, unconscious or dead, it will burrow underground and run away. If it successfully runs away, it does not drop any of the gp in its sack.

Gold Craving. The monarch woof is attracted to gold and other forms of currency, rare items, and shiny materials. It has advantage on Investigation (Intelligence) and Perception (Wisdom) checks made to look for and sense gold around it.

Gold Hoard. Whenever the monarch woof hits a hostile creature with an attack, it can make a Sleight of Hand (Dexterity) check. If the check is equal to or higher than the target’s AC, the target takes an additional number of bludgeoning damage equal to 2d12, then, they lose an amount of gp equal to the damage they took times 5, which is added to the monarch woof’s sack. When the monarch woof is knocked unconscious or reduced to 0 hit points, it drops all of the gp it carries in its sack.


Actions

Sack Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage.

Sack Toss. The monarch woof picks a point it can see (or sense with its tremorsense) within 40 feet of itself. Each creature in a 15-foot radius centered on the point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage, and loses an amount of gp equal to twice the damage it took, which is added to the monarch woof’s sack. On a successful save, a creature takes half as much damage, with no additional effect. The monarch woof cannot use its gold hoard ability with this attack.


Monarch Woof

“Standing at the top of the King Woof hierarchy, Monarch Woofs lead their kingly subordinates. Monarch Woofs are chosen from amongst the fully grown King Woofs, with only the ones who possess the most wealth being chosen - due to the values and goals of King Woofs, they operate on the logic that the wealthier one of them is, the more wise and cunning it is, therefore it is more fit to lead. Despite the greedy nature of King Woofs, Monarch Woofs are actually recorded to be rather fair and benevolent leaders to their subordinates, spreading gold amongst them equally… though they are still pests,” - The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.


Eye of the Midnight Sun


Third Eye Vetto

Medium Humanoid, Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 94 (12d8 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Str +7, Con +6, Wis +5
  • Skills Athletics +7, Intimidation +5, Perception +5
  • Condition Immunities charmed, exhaustion
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Elven
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Evil Eye Awakening. When Vetto’s hit points are reduced to a quarter of his maximum (23) or lower, his evil eye opens. He regains a number of hit points equal to half his maximum (47), then, use the “Third Eye Vetto, Aspect of Despair” stat block for the next hour.

Spellcasting. Vetto is a 5th level spellcaster (spell save DC 14, +6 to hit with spell attacks). Vetto can cast the following spells, requiring no material components:

  • Cantrips (at will): mage hand, primal savagery, shocking grasp, thunderclap
  • 1st level (4 slots): armor of agathys, catapult, cause fear, detect magic
  • 2nd level (3 slots): bear claw, maximilian’s earthen grasp, see invisibility
  • 3rd level (2 slots): antagonize, bestow curse, haste

Actions

Multiattack. Vetto makes two attacks, in any combination of animalistic assault and beast barrage attacks.

Animalistic Assault. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.

Beast Barrage. Melee Weapon Attack: +7 to hit, reach 15 ft., Con modifier targets. Hit: 13 (2d8 + 4) bludgeoning damage.

Description

A member of the Eye of the Midnight Sun and one of the Third Eye, Vetto, also known as Vetto the Despair, is a large, muscular human with light brown skin covered in cream-colored fur. He possesses sharp teeth and clawed hands. He takes great joy in destroying his enemies with his bare hands, making them succumb to despair as they give up on fighting.


Third Eye Vetto, Aspect of Despair

Medium Humanoid, Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points (See Third Eye Vetto stat block)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 12 (+1) 12 (+1) 16 (+3)

  • Saving Throws Str +8, Con +7, Wis +4
  • Skills Athletics +8, Intimidation +6, Perception +4
  • Condition Immunities charmed, exhaustion
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Elven, Infernal
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3


Evil Eye Empowered. When a hostile creature is hit by Vetto, Aspect of Despair’s attacks and spells, that creature takes additional necrotic damage equal to Vetto, Aspect of Despair’s Constitution modifier. Additionally, if Vetto starts his turn with more than 1 hit point, he regains 20 hit points.

Magical Arms. When Vetto, Aspect of Despair casts a spell on his turn using an action, he can make a number of animalistic assault attacks equal to half his Constitution modifier (rounded down) as a bonus action immediately after. He can only gain this benefit once per turn.

Self Destruct. The first time Vetto, Aspect of Despair would be reduced to 0 hit points, his hit points return to 1 at the start of his turn, and he casts a self-destruction spell, which he charges until the start of his next turn. While he is charging this spell, his AC and saving throws gain a bonus equal to his proficiency bonus. If he is reduced to 0 hit points before the start of his next turn, he dies as normal, and the casting is negated. If not, at the start of his next turn, he casts the spell. Each creature in a 50-foot radius centered on him must make a DC 15 Dexterity saving throw, taking 225 (50d8) necrotic damage on a failed save, or half as much on a successful one.

Spellcasting. Vetto, Aspect of Despair, is a 7th level spellcaster (spell save DC 15, +7 to hit with spell attacks). Vetto can cast the following spells, requiring no material components:

  • Cantrips (at will): mage hand, primal savagery, shocking grasp, thunderclap
  • 1st level (4 slots): armor of agathys, catapult, cause fear, hex
  • 2nd level (3 slots): bear claw, enhance ability, maximilian’s earthen grasp
  • 3rd level (2 slots): antagonize, bestow curse, conjure animals (1 beast only), haste
  • 4th level (1 slot): blight, polymorph (can only target self)

Actions

Multiattack. Vetto makes two attacks, in any combination of the attacks listed below.

Animalistic Assault. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage. Instead of dealing damage, Vetto can grapple the target (escape DC 16).

Beast Barrage. Melee Weapon Attack: +8 to hit, reach 15 ft., Con modifier targets. Hit: 18 (3d8 + 5) bludgeoning damage.


Crippling Curse. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature that is grappled by Vetto. Hit: 15 (3d6 + 5) necrotic damage. The target creature is inflicted with a curse that halves their hit point maximum. If the creature’s current hit points are higher than their new maximum, their current hit points are reduced to their new maximum. This effect lasts until dispelled, and can only be dispelled by a casting of remove curse at 5th level or higher. This effect can only be applied onto a creature once.

Description

This form of Vetto is caused by the third, evil eye on his forehead opening. In this form, he possesses tremendous regenerative abilities, and a power that seems not of this world. Additionally, when he feels like his loss is inevitable, he will push his magic to its limit, attempting to take you down with him.


Third Eye Fana

Medium Humanoid, Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 103 (14d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 20 (+5)

  • Saving Throws Dex +6, Con +6, Cha +8
  • Skills Arcana +4, Intimidation +8, Perception +5
  • Condition Immunities charmed, frightened,
  • exhaustion
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Common, Elven
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Chosen By the Fire Spirit. Third Eye Fana is the host of the fire spirit, Salamander (Juvenile). Because of that, she gains the following benefits:

  • She can cast spells from the position of the fire spirit, not just her own.
  • If she casts a spell that deals fire damage, that spell deals additional fire damage equal to her Constitution modifier.

Evil Eye Awakening. When Fana’s hit points are reduced to a quarter of her maximum (25) or lower, her evil eye opens. She regains a number of hit points equal to half her maximum (51), then, use the “Third Eye Fana, Aspect of Hatred” stat block for the next hour.

Spellcasting. Fana is an 8th level spellcaster (spell save DC 14, +6 to hit with spell attacks). Fana can cast the following spells, requiring no material components:

  • Cantrips (at will): explosive fire, fire bolt, light, mind sliver
  • 1st level (4 slots): burning hands, cause fear, chromatic orb (fire only), harpe, phoenix feathers robe
  • 2nd level (3 slots): dragon’s breath, flaming sphere, laevatein, scorching ray
  • 3rd level (3 slots): antagonize, bestow curse, fireball, salamander’s breath
  • 4th level (2 slots): dominate beast, elemental bane, wall of fire

Actions

Multi-action. Fana can take the command action, then cast one spell of 2nd-level or lower.

Command. Fana can command the fire spirit, Salamander (Juvenile) to move, take an action, bonus action, or reaction.

Description

A member of the Eye of the Midnight Sun and one of the Third Eye, Fana, also known as Fana the Hateful, is a young woman of petite physique, with pink hair and a dull look in her eyes. She is the host of the fire spirit, Salamander, and possesses tremendous fire magic… and also crystal magic, for some unknown reason. While she seems to be capable of speech, most of her words are spent in incoherent ramblings of her hatred towards other creatures… whatever the reason for that may be.


The Fire Spirit, Salamander (Juvenile)

Small elemental (fire), True Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 42 (6d8 + 15)
  • Speed 20 ft., flying 30 ft.



STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 9 (-1) 14 (+2) 12 (+1)

  • Saving Throws Dex +6, Con +6, Wis +5
  • Skills Arcana +2, Intimidation +4, Perception +5
  • Damage Vulnerabilities water
  • Damage Resistances fire
  • Condition Immunities charmed, frightened,
  • exhaustion
  • Senses Truesight 30 ft., passive Perception 15
  • Languages (can understand the following but not
  • speak): Common, Elven, Sylvan
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Magical Body. The Fire Spirit Salamander’s weapon attacks are magical.

Mana Composition. When the Fire Spirit Salamander is reduced to 0 hit points, it enters a state of hibernation. While in hibernation, it is unconscious, and cannot be targeted for attacks. This hibernation lasts for 24 hours, after which the Fire Spirit Salamander regains consciousness and its current hit points are set to its maximum. Additionally, it does not need to eat, breathe, hydrate, or sleep.


Actions

Multiattack. The Fire Spirit Salamander makes two attacks in any combination from the following options, except for a breath weapon attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, plus 6 (1d6 + 3) fire damage.

Salamander's Fireball. Ranged Spell Attack: +6 to hit, reach 40 ft., one target. Hit: 19 (3d10 + 3) fire damage.

Breath Weapon. Each creature in a 30-foot cone must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, and half as much on a successful one.

The Fire Spirit, Salamander (Juvenile)

“The fire spirit, Salamander, is one of the four great natural spirits. In its juvenile form, the Salamander resembles a small red drake, no bigger than a human baby. Despite that, its power is massive, and its breath weapon is no laughing matter. Despite its fearsome power and strong nature, the Salamander spirit is still a natural spirit at the end of the day; it isn't an evil creature… though that still doesn’t stop it from accidentally burning down the occasional forest or crop field,”

The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.


Third Eye Fana, Aspect of Hatred

Medium Humanoid, Chaotic Evil


  • Armor Class 16 (natural armor)
  • Hit Points (See Third Eye Fana stat block)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 20 (+5) 14 (+2) 14 (+2) 22 (+6)

  • Saving Throws Dex +8, Con +9, Cha +10
  • Skills Arcana +6, Intimidation +10, Perception +6
  • Condition Immunities charmed, frightened,
  • exhaustion
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Common, Elven
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Chosen By the Fire Spirit. Third Eye Fana, Aspect of Hatred, is the host of the fire spirit, Salamander (Matured), and starts every encounter mounted on it (see mounting rules). Because of that, she gains the following benefits so long as she is mounted on the fire spirit:

  • If she casts a spell that deals fire damage, that spell deals additional fire damage equal to her Constitution modifier.
  • When she takes an action on her turn to cast a spell, she can cast two spells, one from her position, and one from the position of the fire spirit Salamander (Matured).
  • She gains a resistance to fire damage, and a weakness to water damage.
  • She gains a bonus to her AC, spell attack rolls, and spell save DC equal to half the proficiency bonus (rounded down) of Salamander (Matured)

Whenever Fana or Salamander (Matured) take 50 or more damage in one turn, Fana must make a DC 18 Dexterity saving throw. On a failed save, she becomes dismounted from the fire spirit and falls prone.

Evil Eye Empowered. Whenever a creature is frightened of Fana and can see her, that creature takes additional psychic damage equal to Fana’s Constitution modifier whenever it gets hit by an attack or spell from Fana or Salamander (Matured).


Self Destruct. The first time Fana, Aspect of Hatred would be reduced to 0 hit points, her hit points return to 1 at the start of her turn, and she casts a self-destruction spell, which she charges until the start of her next turn. While she is charging this spell, her AC and saving throws gain a bonus equal to her proficiency bonus. If she is reduced to 0 hit points before the start of her next turn, she dies as normal, and the casting is negated. Additionally, the casting can be interrupted with a casting of dispel magic or by taking an action to negate the spell with a weapon that possesses the anti-magic property. The DC for both is 17, and if you use a weapon with the anti-magic property to attempt to negate the casting, roll a d20 and add your Constitution modifier to the roll (if you use dispel magic, simply use the normal rules for that spell). If the casting isn’t negated, and Fana is still alive at the start of her next turn, she casts the spell. Each creature in a 50-foot radius centered on her must make a DC 17 Dexterity saving throw, taking 225 (50d8) necrotic damage on a failed save, or half as much on a successful one.

Spellcasting. Fana, Aspect of Hatred is a 10th level spellcaster (spell save DC 17, +9 to hit with spell attacks). Fana can cast the following spells, requiring no material components:

  • Cantrips (at will): explosive fire, fire bolt, light, mind sliver, sacred flame
  • 1st level (4 slots): burning hands, cause fear, chromatic orb (fire only), harpe, phoenix feathers robe
  • 2nd level (3 slots): dragon’s breath, flaming sphere, laevatein, scorching ray
  • 3rd level (3 slots): antagonize, fireball, salamander’s breath, salamander’s claw
  • 4th level (3 slots): dominate beast, elemental bane, fire shield, wall of fire
  • 5th level (2 slots): antilife shell, immolation, pincer movement

Actions

Multi-action. Fana can take the command action, then cast one spell of 3rd-level or lower.

Command. Fana can command the fire spirit, Salamander (Matured) to move, take an action, bonus action, or reaction.

Description

This form of Fana is caused by the third, evil eye on her forehead opening. In this form, her magic is empowered even further, allowing her to draw upon the full power of the Salamander spirit in its matured form. Additionally, when she feels like her loss is inevitable, she will push her magic to its limit, attempting to take you down with her.


The Fire Spirit, Salamander (Matured)

Huge elemental (fire), True Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 84 (12d8 + 30)
  • Speed 30 ft., flying 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 12 (+1) 16 (+3) 16 (+3)

  • Saving Throws Dex +8, Con +9, Wis +7
  • Skills Arcana +5, Intimidation +7, Perception +7
  • Damage Vulnerabilities water
  • Damage Immunities fire
  • Condition Immunities charmed, frightened,
  • exhaustion
  • Senses Truesight 60 ft., passive Perception 17
  • Languages (can understand the following but not
  • speak): Common, Elven, Sylvan
  • Challenge 10 (5,900 XP)
  • Proficiency Bonus +4

Magical Body. The Fire Spirit Salamander’s weapon attacks are magical.

Mana Composition. When the Fire Spirit Salamander is reduced to 0 hit points, it enters a state of hibernation. While in hibernation, it is unconscious, and cannot be targeted for attacks. This hibernation lasts for 24 hours, after which the Fire Spirit Salamander regains consciousness and its current hit points are set to its maximum. Additionally, it does not need to eat, breathe, hydrate, or sleep.

Spirit Bond. While Third Eye Fana, Aspect of Hatred is mounted on this creature, it adds half her proficiency bonus (rounded down) to its attack rolls and saving throw DCs.


Actions

Multiattack. The Fire Spirit Salamander makes two attacks in any combination from the following options, except for a breath weapon attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, plus 9 (1d8 + 5) fire damage.

Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) slashing damage, plus 12 (2d6 + 5) fire damage

Salamander's Fireball. Ranged Spell Attack: +9 to hit, reach 40 ft., one target. Hit: 31 (4d12 + 5) fire damage.


Breath Weapon. Each creature in a 40-foot cone must make a DC 17 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, and half as much on a successful one.

The Fire Spirit, Salamander (Matured)

“The fire spirit, Salamander, is one of the four great natural spirits. In its matured form, the Salamander resembles a huge red dragon, with glimmering, flaming scales. In this form, its power is unmatched - hailed as the strongest of the four great natural spirits (though that is up for debate, obviously), it is said it can evaporate an entire ocean with a single swing of its claws! Because of its tremendous power, all the nations of the continent constantly scramble to be the one in control of it, to maintain a military advantage. Thankfully, the Salamander is a relatively free spirit with high standards, so fire and flame mages meeting its minimal requirements are rare, keeping its tremendous power in check on the military front… relatively, of course,” - The Clover Kingdom Fauna Encyclopedia, by Norman Prevation.


Third Eye Rhya

Medium Humanoid, Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 112 (16d8 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 18 (+4) 12 (+1) 18 (+4) 20 (+5)

  • Saving Throws Dex +6, Con +6, Cha +8
  • Skills Arcana +5, Deception +9, Insight +5,
  • Perception +8, Performance +9
  • Condition Immunities charmed, frightened,
  • exhaustion
  • Senses Darkvision 60 ft., passive Perception 18
  • Languages Common, Elven
  • Challenge 11 (7,200 XP)
  • Proficiency Bonus +11

Evil Eye Awakening. When Rhya’s hit points are reduced to a quarter of his maximum (28) or lower, his evil eye opens. He regains a number of hit points equal to half his maximum (56), then, use the “Third Eye Rhya, Aspect of Disloyalty” stat block for the next hour.


Spellcasting. Rhya is an 11th level spellcaster (spell save DC 16, +8 to hit with spell attacks). Rhya can cast the following spells, requiring no material components:

  • Cantrips (at will): booming blade, eldritch blast, fire bolt, mage hand, ray of frost
  • 1st level (4 slots): cure wounds, dark cloaked black blade, disguise self, sleep
  • 2nd level (3 slots): dark cloaked lightless slash, maximillian's earthen grasp, misty step, shadow blade*
  • 3rd level (3 slots): aqua javelin, haste, salamander's breath, slow
  • 4th level (3 slots): ego whip, evard's black tentacles, greater invisibility, raulothim's psychic lance
  • 5th level (2 slots): antilife shell, bigby's hand, flame strike
  • 6th level (1 slot): chain lightning, sunbeam

*Third Eye Rhya casts this spell on himself at 2nd-level (this consumes a spell slot) on the first round of combat.


Actions

Multiattack. Rhya can make two attacks. Additionally, he can replace one of those attacks with a casting of a spell of 2nd-level or lower.

Dark Slash. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: (see the shadow blade cast at 2nd-level).

Description

A member of the Eye of the Midnight Sun and one of the Third Eye, Rhya, also known as Rhya the Disloyal, is a man with black hair, and a shady look in his eyes. The strategist of the Eye of the Midnight Sun, his copy magic gives him a vast arsenal of spells to use, and his near superhuman ability of telling when someone is lying helps him predict his opponents’ moves. Despite his great power, he’s rather lazy.


Third Eye Rhya, Aspect of Disloyalty

Medium Humanoid, Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points (See Third Eye Rhya stat block)
  • Speed 50 ft.



STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 14 (+2) 20 (+5) 22 (+6)

  • Saving Throws Dex +9, Con +9, Cha +10
  • Skills Arcana +6, Deception +10, Insight +6,
  • Perception +9, Performance +10
  • Condition Immunities charmed, frightened,
  • exhaustion
  • Senses Darkvision 60 ft., passive Perception 19
  • Languages Common, Elven
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus +4

Evil Eye Empowered. Rhya can maintain concentration on two spells at the same time.

Self Destruct. The first time Rhya, Aspect of Disloyalty would be reduced to 0 hit points, his hit points return to 1 at the start of his turn, and he casts a self-destruction spell, which he charges until the start of his next turn. While he is charging this spell, his AC and saving throws gain a bonus equal to his proficiency bonus. If he is reduced to 0 hit points before the start of his next turn, he dies as normal, and the casting is negated. Additionally, the casting can be interrupted with a casting of dispel magic or by taking an action to negate the spell with a weapon that possesses the anti-magic property. The DC for both is 17, and if you use a weapon with the anti-magic property to attempt to negate the casting, roll a d20 and add your Constitution modifier to the roll (if you use dispel magic, simply use the normal rules for that spell). If the casting isn’t negated, and Rhya is still alive at the start of his next turn, he casts the spell. Each creature in a 50-foot radius centered on him must make a DC 17 Dexterity saving throw, taking 225 (50d8) necrotic damage on a failed save, or half as much on a successful one.

Spellcasting. Rhya, Aspect of Disloyalty is a 12th level spellcaster (spell save DC 17, +9 to hit with spell attacks). Rhya can cast the following spells, requiring no material components:

  • Cantrips (at will): booming blade, eldritch blast, fire bolt, mage hand, ray of frost
  • 1st level (4 slots): cure wounds, dark cloaked black blade, disguise self, sleep
  • 2nd level (3 slots): dark cloaked lightless slash, maximillian's earthen grasp, misty step, shadow blade*
  • 3rd level (3 slots): aqua javelin, haste, salamander's breath, slow
  • 4th level (3 slots): ego whip, evard's black tentacles, greater invisibility, raulothim's psychic lance
  • 5th level (2 slots): antilife shell, bigby's hand, flame strike
  • 6th level (2 slots): chain lightning, disintegrate, sunbeam

*Third Eye Rhya casts this spell on himself at 3rd-level (this consumes a spell slot) on the first round of combat.


Actions

Multiattack. Rhya can make two attacks. Additionally, he can replace one of those attacks with a casting of a spell of 3rd-level or lower.

Dark Slash. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: (see the shadow blade cast at 3rd-level).


Reactions

Copy and Cast. Rhya can copy one spell of a level equal to or lower than his Constitution modifier cast by a hostile creature within 40 feet of him, then immediately cast it himself with no material components (he still expends a spell slot).

Description

This form of Rhya is caused by the third, evil eye on his forehead opening. In this form, the limitations on his magic are removed, allowing him to use two types of copied magic at once, which makes him an even greater threat. Additionally, when he feels like his loss is inevitable, he will push his magic to its limit, attempting to take you down with him.


Third Eye Licht

Medium Humanoid, Lawful Evil


  • Armor Class 17 (natural armor)
  • Hit Points 121 (18d8 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 20 (+5) 12 (+1) 12 (+1) 20 (+5)

  • Saving Throws Dex +10, Con +10, Cha +10
  • Skills Arcana +6, Deception +10, Perception +4,
  • Performance +10
  • Condition Immunities frightened, exhaustion
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Elven
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

Conjured Weapons. Licht’s weapon attacks are magical.


Dark Elf Berserker. When Licht’s hit points are reduced below half his maximum (60), he becomes half-corrupted, gaining the ability to wield the power of both an Elf and a Dark Elf at the same time. When he makes a weapon or spell attack that deals radiant damage, or casts a spell that deals radiant damage, he can replace that radiant damage with necrotic damage for that attack/casting. If he does, that attack/spell ignores all damage resistances and immunities of a creature native to a different plane of existence for that attack/casting only, also all of his attacks and spells deal additional necrotic damage equal to his Constitution modifier.

Real Name. This creature’s real name is “Patry”.

Spellcasting. Licht is a 13th level spellcaster (spell save DC 18, +10 to hit with spell attacks). Licht can cast the following spells, requiring no material components:

  • Cantrips (at will): dancing lights, eldritch blast, guidance, mage hand, sacred flame
  • 1st level (4 slots): burning hands, cure wounds, detect magic, guiding bolt, magic missile
  • 2nd level (3 slots): branding smite, mind thrust, misty step, see invisibility
  • 3rd level (3 slots): blinding smite, bright judgment whip, haste, thunder step
  • 4th level (3 slots): blight, dimension door, grasping vine, summon construct
  • 5th level (3 slots): antilife shell, bigby's hand, dawn, holy weapon
  • 6th level (2 slots): heal, planar ally, sunbeam
  • 7th level (1 slot): conjure celestial, crown of stars

Actions

Multiattack. Licht can make two attacks from the options listed below in any combination, except for ray of divine punishment. Additionally, he can replace one of those attacks with a casting of a spell of 3rd-level or lower.

Light Sword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) radiant damage, plus 14 (2d8 + 5) slashing damage.

Light Swords of Conviction. Each creature in a 40-foot cone must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) radiant damage plus 18 (4d8) piercing damage and becomes blinded until the end of their next turn. On a successful save, a creature takes half damage and suffers no additional effects.

Ray of Divine Punishment (1/Day). Licht chooses a point he can see in a range of 80 feet, and blasts it with light magic. Each creature in a 30-foot radius centered on the chosen point must make a DC 18 Dexterity saving throw, taking 55 (10d10) radiant damage and becoming blinded for three rounds on a failed save, or half as much damage with no additional effects on a successful one.

Description

The leader of the Eye of the Midnight Sun, Licht is a tall man with fair skin and braided blonde hair. He possesses immense hatred for humans, wanting to eradicate them all as revenge for being wronged in the past. The owner of a four-leaf clover grimoire, he wields powerful light magic to defeat his enemies at high speeds. Despite his immense hatred, something wrong with his feelings can be gleaned… a sense that his hatred is misguided.


Licht, Leader of the Elves

Medium Humanoid, Lawful Good


  • Armor Class 17 (natural armor)
  • Hit Points 121 (18d8 + 40)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 22 (+6) 18 (+4) 20 (+5) 20 (+5)

  • Saving Throws Dex +11, Con +11, Cha +10
  • Skills Arcana +9, Insight +9, Perception +10,
  • Persuasion +10
  • Condition Immunities charmed, frightened,
  • unconscious, exhaustion
  • Senses Darkvision 60 ft., passive Perception 20
  • Languages Common, Elven
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

Absorbed Spells. (0/1)

Dual Wielding. Whenever Licht makes a melee weapon attack on his turn, he can engage in two-weapon fighting as a bonus action.

Enhanced Weapons. Licht’s weapon attacks are magical.

Spellcasting. Licht is a 13th level spellcaster (spell save DC 19, +11 to hit with spell attacks). Licht can cast the following spells, requiring no material components:

  • Cantrips (at will): booming blade, green-flame blade, mage hand, shocking grasp, sword burst
  • 1st level (4 slots): arcane weapon, compelled duel, ensnaring strike, magic missile, thunderous smite
  • 2nd level (4 slots): branding smite, cloud of daggers, enhance ability, flame blade, misty step

  • 3rd level (3 slots): blinding smite, crusader's mantle, elemental weapon, haste
  • 4th level (3 slots): freedom of movement, staggering smite, storm sphere, summon construct
  • 5th level (3 slots): banishing smite, circle of power, holy weapon, steel wind strike
  • 6th level (2 slots): blade barrier, harm, true seeing
  • 7th level (1 slot): mordenkainen's sword, origin flash barrage

Actions

Multiattack. Licht can make three attacks from the options listed below in any combination, except for demon-dweller sword: conquering eon. Additionally, he can replace two of those attacks with a casting of one spell of 4th-level or lower.

Demon-Dweller & Demon-Destroyer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) slashing damage.

Origin Flash. Ranged Weapon Attack: +11 to hit, reach 40 ft., one target. Hit: 23 (5d6 + 6) slashing damage. If you have a spell absorbed, you can expend the absorbed spell to empower this attack. If you do, this attack deals an additional 1d6 damage for each level of the absorbed spell you expend (not the original level), also, replace the slashing damage with the damage type of the absorbed spell. If the spell deals more than one type of damage no matter what, split the dice equally (if possible) or rounded up to the lowest half on one of them (if not) and assign the damage types accordingly. If the spell offers a choice/random chance of dealing a different damage type, choose the damage type from the available options.

demon-dweller sword: conquering eon (1/Day). Licht chooses a direction, then fires a beam of magic in that direction, in a line that is 100 feet long and 15 feet wide. Each creature in range must make a DC 19 Dexterity saving throw, taking 78 (12d12) force damage and being knocked unconscious until the end of its next turn on a failed save, or taking half as much damage with no additional effects on a successful save.


Reactions

Absorb Spell (3/Day). When Licht succeeds on a saving throw against a spell, or a spell attack roll misses his AC by an amount equal to or greater than his Constitution modifier, he can absorb the spell and store it. He can only have one spell stored at a time, and he can only absorb spells that deal damage.

Origin Flash Barrage

7th-level Evocation


  • Casting Time: 1 Action
  • Range: Self (80-foot cone)
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You rapidly fire a dozen slashes in an 80-foot cone. Each creature in range must make a Dexterity saving throw, taking 10d8 slashing damage on a failed save, and half as much on a successful one.


If you have a spell absorbed, you can replace the slashing damage with the damage type of the absorbed spell.


At higher levels. When you cast this spell using a spell slot of 8th-level or higher, the spell’s damage increases by 1d8 for each slot level above 7th.

Description

The leader of the elves, the real Licht is a tall man with fair skin and long, flowing blonde hair. A being from 500 years ago, he was best friends with a human, and bears no animosity towards them, unlike his admirer-turned-impersonator, Patry. He uses sword magic, and his true goal in this day and age is to get revenge on the one who truly wronged the elves… the mastermind behind the tragedy that took place 500 years ago.



Zagred, Word-Soul Devil

Medium fiend (devil), Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 170 (20d10 + 60)
  • Speed 30 ft., flying 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 22 (+6) 20 (+5) 20 (+5) 22 (+6)

  • Saving Throws Con +11, Int + 10, Wis +10, Cha +11
  • Skills Arcana +10, Insight +10, Perception +10,
  • Deception +11
  • Damage Vulnerabilities dark, damage from weapons that
  • possess the anti-magic property, spiritual damage.
  • Damage Resistances all nonspiritual damage, except for
  • necrotic, radiant, dark, and damage from weapons that
  • possess the anti-magic property.
  • Condition Immunities charmed, grappled, paralyzed,
  • poisoned, restrained, unconscious, exhaustion
  • Senses Darkvision 60 ft., passive Perception 20
  • Languages Abyssal, Common, Infernal
  • Challenge 13 (10,000 XP)
  • Proficiency Bonus +5

Devil's Heart. Zagred can only be killed by damage he is weak to. If his hit points are reduced to 0 or lower by damage he is not weak to, at the start of his turn, his hit points become the amount he had at the beginning of the turn of the creature who reduced him to 0 hit points + half his maximum hit points, rounded up, and for each level of spell available to him, he recovers half of the expended spell slots of that level (rounded down, minimum of 1). The first time he uses this ability, he can use it as a reaction, instead of at the start of his turn.

Enhanced Weapons. Zagred’s weapon attacks are magical.

High Ranking Devil. Any fiend with a CR or level equal to or lower than Zagred’s CR must obey his commands. Player characters, and fiends with a contract to another creature, are immune to this effect.

Legendary Resistance (1/Day). If Zagred fails a saving throw, he can choose to succeed instead.

Magical Words. Zagred cannot be silenced by any magical means, such as the silence spell. Additionally, if he tries to charm a creature that he is currently fighting, that creature doesn’t have advantage on its saving throw to resist being charmed.

Negative Mana. When Zagred casts a spell that deals radiant damage, he can replace that radiant damage with necrotic damage for that casting only.

Spellcasting. Zagred is a 13th level spellcaster (spell save DC 19, +11 to hit with spell attacks). Zagred can cast the following spells, requiring no material components:

  • Cantrips (at will): eldritch blast, mage hand, message, mind sliver, vicious mockery, word of radiance
  • 1st level (4 slots): command, dissonant whispers, healing word, magnify gravity, shield
  • 2nd level (4 slots): binding magic, cloud of daggers, maximillian's earthen grasp, suggestion, summon beast
  • 3rd level (4 slots): antagonize, counterspell, haste, lightning lance, storm of blades
  • 4th level (3 slots): charm monster, evard's black tentacles, sickening radiance, summon abberation
  • 5th level (3 slots): geas, negative energy flood, power word: soul, telekinesis
  • 6th level (2 slots): blade barrier, heal, summon fiend
  • 7th level (1 slot): divine word, power word: pain

Actions

Multiattack. Zagred can make three attacks from the options listed below in any combination, except for “You filthy maggots!”. Otherworldly devourer counts as two attacks. Additionally, he can replace two of those attacks with a casting of one spell of 4th-level or lower.

Devil's Pierce. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) piercing damage. If the target is concentrating on a spell, they make the Constitution saving throw to maintain concentration with disadvantage.


Otherworldly Devourer (Recharge 5-6). Zagred casts a demonic spell and summons a torrent of creatures from another world to a point he sees within 80 feet, to devour his enemies. Each creature in a 20-foot radius centered on that point must make a Constitution saving throw. On a failed save, a creature receives 55 (10d10) necrotic damage, and loses one spell slot of a level equal to half of 1d6 (rounded down, minimum of 1). On a successful save, a creature takes half damage, and suffers no additional effects. A creature without the Spellcasting feature makes this saving throw with advantage, and a creature capable of wielding weapons with the Anti-Magic property makes this saving throw with advantage, receives half damage on a failed save, and receives no damage on a successful save.

"You filthy maggots!" (1/Day). Zagred selects up to a number of creatures he can see in a range of 40 feet equal to half his Constitution modifier (rounded up) and attempts to grab them. A target creature makes a DC 19 Dexterity saving throw with disadvantage, becoming restrained and incapacitated on a failed save. Zagred must maintain concentration on these restraints as if he was maintaining concentration on a spell. A creature who failed its saving throw can only be freed after 1 minute, or when Zagred’s concentration ends, whichever happens first. While maintaining concentration on the restraints, Zagred cannot take any reactions or legendary actions, and he can't cast any spells that require somatic components, unless the spell requires speaking (not if it has verbal components, but if the spell’s description outright says it requires speaking).


Reactions

Weaken (3/Day). When Zagred gets hit by a weapon or spell attack, he can roll a 1d10, and decrease the attack roll by the result, changing whether or not he gets hit.


Legendary Actions

Zagred can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zagred regains spent legendary actions at the start of his turn.

Counterattack. Zagred makes one devil’s pierce attack.

Blow Back. Zagred creates a blast of air that pushes back all creatures within 5 feet of him a number of feet equal to 1d8 times 5.

Word Soul. Zagred casts one of his spells of 3rd-level or lower.

Description

A high-ranking devil, Zagred has a pitch black, slender body, with a pair of wings, red eyes, two horns, and a pale face. The mastermind behind the elf massacre 500 years ago, he orchestrated it all to cause Licht - the real one - to fall into despair, so that he could steal the five-leaf clover grimoire that would be produced, and take over Licht’s body. While he is sadistic in nature, drawing visible joy from the suffering of others, he does seem to be capable of some basic empathy towards fellow devils. With his Word Soul magic, he is a formidable foe - an enemy not to be taken lightly.

PART 6

Rule Revisions

Actions


Dousing


You can use an action to douse out a creature or object that is burned (currently on fire). To do so, you must be within 10 feet of them, and must have a way of transporting an amount of water according to the dousing table (see below) and pouring it over them. Alternatively, you can immediately douse out a creature or object that is burned by either hitting them with a spell that deals water damage, or pushing them into a body of water that is big enough to fully submerge their entire body, or just the part that is burned, if only a single part is burned.

Creature Size Water (in gallons)
Tiny 0.5
Small 1
Medium 1
Large 2
Huge 4
Gargantuan 8

Additional rules

Mana Zones

If two or more creatures have their Mana Zone active, and are in a position where said Mana Zones would overlap, the following rules apply:

  • If the creatures are allies, the effects of their Mana Zones do not stack - any effects that are identical only apply once, and only to the owner of the Mana Zone.
  • If the creatures are enemies, a Mana Zone clash is initiated. As part of a Mana Zone clash, the creatures whose Mana Zones are overlapping make a skill contest between their spellcasting abilities (1d20 + spell attack bonus), with the higher result winning. If the two results are equal a tie occurrs.

The winner of a Mana Zone clash gets to maintain their Mana Zone as normal, while the loser’s Mana Zone is decreased to only having a radius of 20 feet. In the case of a tie, both Mana Zones either end immediately, or are maintained without them affecting any hostile creatures, but still benefiting their owner (DM’s choice).

Conditions

Burned

  • A creature or object becomes burned if it’s set on fire by a flame that is at least a third of its size, or if it gets hit by a spell that says it burns the target. A creature that is burned must make a DC 15 Constitution saving throw every 6 seconds (if the burn is caused by a spell, it uses the caster’s spell save DC instead). On a successful save, they are no longer burned. On a failed save, the creature is still burned, and takes 2d6 fire damage. The creature that is burned, or an ally within 10 feet of them, can use their action to pour water on them and immediately douse out the fire (see dousing rules). Getting hit by a spell that deals water damage immediately douses out the fire on any burned creature. If a burned creature is reduced to 0 hit points, they immediately die, and their body starts cremating over time (tiny creatures are cremated instantly, small and medium creatures take 6 seconds to fully cremate, with a creature taking 6 more seconds to cremate for every size bigger than medium).
  • A burned creature has disadvantage on all Dexterity and Charisma saving throws it makes while burned.

Drenched

  • A creature or object becomes drenched if a minimum of gallons of water depending on its size gets poured on it (see dousing rules), or if it gets hit by a spell that says it drenches a target. A creature or object ceases to be drenched after a long rest where it sits in front of a lit fire, for a minimum of 1 hour for every 3 gallons of water. Alternatively, a creature or object is no longer drenched if it uses a towel to dry itself, or if a day has passed since it became drenched and it has not become drenched again.
  • A drenched creature has advantage on saving throws against getting burned. However, it has disadvantage on all Strength and Wisdom saving throws it makes while drenched, and its movement speed is reduced by 10. Additionally, if a drenched creature is hit by an attack or spell that deals lightning or cold damage, they take additional damage equal to half their own level (or CR, if they do not have a level), rounded up.

Tags


The "Exclusive" Tag - Exclusive Features


Features that have the tag of Exclusive, presented like this - (Exclusive) - are exclusive features, general class features that are exclusive to characters that meet specific prerequisites. In this case, the only prerequisites are to have taken the Loathed By Mana magical circumstance. This was done to balance out the Loathed By Mana circumstance, who hardly gets any class features compared to the Clover Knight's other magical circumstances, and also doesn't get spells.


The "F" Tag - Forbidden Spells


Just like the “R” tag, which is used to denote spells that are rituals, the “F” tag is used to denote spells that are forbidden.


In the Black Clover world, forbidden spells draw upon negative mana - they’re human spells cast with the mana of devils. Because of that, casting them results in repercussions, hence why these spells have limitations on them.


For starters, these spells cannot be learned by leveling up, only through spell scrolls or plot events. Additionally, these spells can only be cast once a creature is all out of spell slots (forbidden spells don't require a spell slot to cast) - this serves to ensure that they can't be used to just cheese encounters, and that they get the dramatic gravitas they deserve.


Lastly, once a creature casts a forbidden spell, they must roll a d100. On a roll of 86 or higher, their race is replaced with the Half Devil lineage. On a roll of 85 or lower, they are permanently turned into an Anti-Bird (see chapter 5 for the stat block), retaining only their mental scores. This change can only be reverted by a casting of remove curse at 9th level. After that’s done, a creature returns to their normal form, their race is replaced with the Half Devil race, and they gain the Sealed Transformation feat.


The “S” Tag - Signature Spells


As you might have seen, certain 5th-level spells in this compendium contain the “S” tag. Just like the “R” tag for ritual spells, and “F” tag for forbidden spells, the “S” tag is used to denote signature spells. Signature spells are specific 5th-level spells that, due to the specific type of magic they employ and the level of mastery it requires in a specific area, can only be used by mages who meet specific requirements, and monsters who know the spells.


For example, the spell power word: soul has the “S” tag, with “Devil Host: Zagred” written in brackets next to it. That means that only characters who are hosts of the Devil Zagred (or some substitute of it/another powerful devil capable of magical speech), and monsters who have the spell written down in their stat block, can use this spell.


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