Grimoire User (5e Class)

Like a Spellbook, but Better

A form of purified magic, mana is a powerful resource for a mage to control. However, due to its volatile nature, casting is incredibly difficult without a magical book called a Grimoire. Each Grimoire is unique to each user and contains a list of spells. As the user develops their ability, they gain new spells, but they are often restricted to a single theme.


Creating a Grimoire User


You can make a Grimoire User quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. The Outlander or Hermit background is suggested.

Class Features

As a Grimoire User you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: One artisan's tool or musical instrument
Saving Throws: Constitution, Dexterity
Skills: Choose three from: Athletics, Intimidation, Acrobatics, Nature, Perception, Persuasion, and Survival

Equipment

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

  • a book
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a belt pouch containing 10d10x5 gold or (b) a spear

Table: The Grimoire User

LevelProficiency
Bonus
FeaturesMana Points
1st+2Grimoire2
2nd+2Unarmored Defense4
3rd+2Grimoire feature6
4th+2Ability Score Improvement8
5th+3Grimoire feature10
6th+3Grimoire feature12
7th+3Grimoire feature14
8th+3Ability Score Improvement16
9th+4Grimoire feature18
10th+4Grimoire feature20
11th+4Grimoire feature22
12th+4Ability Score Improvement24
13th+5Grimoire feature26
14th+5Grimoire feature28
15th+5Extra Attack30
16th+5Ability Score Improvement32
17th+6Grimoire feature34
18th+636
19th+6Ability Score Improvement38
20th+6Magic Master40

Grimoire

At 1st level, you gain a spellbook that has been fortified by an immense amount of magic to increase your natural magical ability. This spellbook is unable to be destroyed, and will return to your possession by any means possible at the beginning of the turn after it left your possession. You must choose one of the Grimoires listed at the end of this class description. Additionally, you gain a number of mana points as listed in the Mana Points column. You regain all expended mana points at the end of a long rest.

Unarmored Defense

At 2nd level, you use your Grimoire’s magic to enhance your survivability. While you are not wearing armor, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.

Ability Score Increase

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.

Extra Attack

At 15th level, when you take the attack action, you may attack an additional time.

Magic Master

At 20th level, your mastery over your Grimoire are unmatched. As an action, you may regain your maximum mana points. You may do this once, regaining use at the end of a long rest.

Grimoires

Four Leaf Golden Grimoire

Four Leaf Golden Grimoires are among the rarest, most powerful Grimoires ever found. Rumors hold that the first Wizard Kin held a Grimoire such as this.

Extreme Mana Reserves

At 1st level, you may add your Proficiency bonus to your maximum mana points.

Mana Detection

At 3rd level, when a creature that is an Elemental, Fey, Elemental, Undead, or is capable of casting spells is within 30 ft. of you, you know their exact location.

Wind Magic

At 5th level, you may cast Wind Walk for 10 mana points, Wind Wall for 6 mana points, and Gust of Wind for 2 mana points.

Creation Magic

At 6th level, you may spend 1 mana to create an object with a value no greater than 2 gp as an action. These objects exist for 1 minute and are very obviously made of air. They have 5 AC and 5 hit points. You may do this up to 6 times as 1 action.

Spirit Magic

At 7th level, as an action for 12 mana points, you may summon an Air Elemental. It is charmed by you, speaks common, and stays summoned for 1 hour. You may only have 1 Air Elemental summoned at a time. Additionally, it may use any spells you know in place of its whirlwind attack.

Lift Weapon

At 9th level, you may make a thrown attack with a weapon that is within 60 feet of you and not in the possession of a creature as if you were standing where the weapon is for 2 mana points as an action.

Lift Barrage

At 11th level, you may use Lift Weapon on up to 4 weapons as an action and you may make 1 Lift Weapon attack as a bonus action.

Spirit Absorption

At 13th level, you may fuse your summoned Air Elemental as an action while you are within 5 feet. You gain its flying speed, resistances, immunities, and any ability scores of your choice. Additionally, you regain 1d4 mana points at the beginning of each of your turns. This lasts for 1 hour, after which you can not fuse again until the end of long rest.

Enhanced Wind Magic

At 14th level, you may cast prestidigitation and message, thudnerwave, Feather fall, jump, and floating disk for 2 mana points, see invisibility and blur for 4 Points, and storm of vengeance for 20 mana points.

Mana Zone

At 17th level, you may increase a spell’s cost by half its original cost to cast it from any place within 60 feet.

Five Leaf Black Grimoire

The Five Leaf Black Grimoire is unlike any other. Originally a Four Leaf, it was corrupted by demonic powers. Only those with non-existent magic reserves can wield this without being almost instantly debilitated by its magical drain due to its use of anti-magic. If you are disarmed of any weapons summoned from your Grimoire, they are desummoned.

Demon Slayer Sword

At 1st level, you can summon your first sword from your Grimoire for 1 minute for 1 mana point. This sword acts as a slabsword. As reaction when you are targeted by a spell, you may spend 3 mana points to automatically fail against you. For 2 additional mana points, you may redirect the spell at the caster.

Demon Dweller Sword

At 3rd level, you can summon your second sword from your Grimoire for 1 minute for 3 mana points. It acts as a rapier. As part of your attack action, you may spend 2 mana points to increase its reach by 5 feet until the end of your attack action. You may do this multiple times on a single attack.

Dual wield

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

Ki Detection

At 6th level, you gain the power to sense the Ki, or energy of those around you. You may add your proficiency bonus an additional time on Perception checks to locate living creatures.

My Magic is Never Giving Up!

At 7th level, when you are reduced to 0 hit points, you may spend 5 mana points to instead drop to 1 hit point. You may spend an additional amount of mana points to regain an equal amount of hit points.

Bull Thrust

At 9th level, you gain the technique "Bull Thrust". As an action for 10 mana points, you may move in a 30 foot line in any direction, including straight up. You may make 1 attack with the weapon in each hand against every creature in this line. This movement does not incur opportunity attacks.

Black Mode

At 11th level, you can channel your Grimoire’s anti-magic energy into your body. In place of your movement, action, and bonus action, you gain transform into this form for 1 minute or you leave this form as a bonus action, during which you gain the following:

  • Your flying and movement speed increase by 15 feet.
  • Your attack’s deal 1 additional die of damage.
  • If more than one creature is within your attack range, you must succeed a DC 12 Charisma saving throw. On a failure, you attack a creature other than your intended target.

When you leave this form, you gain 1 level of exhaustion or loose 10 mana points.

Black Hurricane

At 13th level, the user learns to use Black Hurricane. After Anti Magic flows from the Demon-Slayer Sword and enters the user's body, it surrounds part of their body with some black matter, and the user spins rapidly and releases numerous flying slashes, which dispel any magic they contact. Once the user has started spinning, they can move up to 40 feet (or fly up to 80 feet if using Black mode) This spell is capable of nullifying an entire field of magic and magical traps in an instant. This attack deals 3d10 damage to net enemy that the user comes into contact with while spinning (all the user has to do is go to the enemy, then they keep moving, the don’t have to stop so long as they get within 5 feet of the target) and can only be used twice per battle (upgrading to three times at level 13).

Black Meteorite

At 14th level, you learn how to use Black Meteorite. While in black mode, you may spend 14 mana points at will to deal double damage with Melee attacks.

Demon Destroyer Sword

At 17th level, you gain your third sword. It acts as a greatsword. As a bonus action for 12 mana points, you can force any Undead hit with this weapon on the same turn to attempt a Charisma saving throw or die instantly. Additionally, you may use the Demon Slayer Sword’s ability with this weapon.



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