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Black Mage
\pagebreak # Black Mage ## Class Details A party of elves defeat a pack of Dire Wolves when a sudden flash of dark crimson energy erupts from the chest of the Mage in the party. The Elf drains the remaining life force of the enemy, feeling invigorated by their suffering. Black Mages, masters of the dark arts, manipulate their vitality and harness its power to their advantage, using it to empower themselves, cripple their enemies, and cast spells. Having Studied the dark arts for years, Black Mages understand that manipulating life force is a dangerous endeavor. If they ignore the limitations of their own bodies in pursuit of absolute divine power, they could easily destroy themselves. This risk that all Black Mages take in pursuing the dark arts however, dosent come without great reward. Black Mages mostly deal with the manipulation of their enemies' souls and blood, their own or others, for the purpose of Offense, Domination, and their own protection. ## Creating a Black Mage The first thing you should think about when creating a black mage is what took your character down this dark path. Do they come from a long line of dark mages, or did they witness another master of the dark arts and crave the power they held? The lust for and need for power and manipulation over others are both good driving forces in the choice to study dark magic. What does your character desire to accomplish in their use of dark magic? Do they respect the sould that you choose to command? ## Quick Build You can make a Black Mage quickly by following these suggestions. First, your highest ability score should be your Intelligence, followed by your constitution. Your background should fit your ambitions as a Black Mage. ## Class Features ### Hit Points **Hit Dice:** 1d8 per Black Mage Level **Hp at 1st Level:** 8 + your Constitution Modifier **Hp at Higher Levels:** 1d8 + your Constitution Modifier ### Proficiencies * Light Armor * Simple Weapons, Melee Martial Weapons, Light Crossbows * Tools: None * Saving Throws: Intelligence, Constitution * Skills: Choose 2 skills from Arcana, Deception, History, Investigation, Insight, Religion \columnbreak ### Equipment **You start with the following equipment:** * A Light Crossbow and 20 bolts or Any simple weapon and a whip * A Scholar's Pack or an Explorer's Pack * Hide Armor * An Arcane Focus > ##### Multiclassing > In order to multiclass into Black Mage, you must have intelligence and constitution scores of 13 or higher \pagebreak
##### Black Mage | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Blood Casting, Spellcasting | 3 | 3 | 2 | — | — | — | — | — | — | | 2nd | +2 | Bloody Invocations | 3 | 4 | 3 | — | — | — | — | — | — | |3rd | +2 | Soul Deal | 3 | 5 | 3 | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 6 | 4 | 2 | ─ | ─ | ─ | — | — | |5th|+3|─|4|6|4|3|—|—|—|—|—| |6th|+3| Soul Deal Feature|4|7|4|3|2|—|—|—|—| |7th|+3| Soul Stealing Strike|4|7|4|3|2|—|—|—|—| |8th|+3| Ability Score Improvement|4|8|4|3|3|—|—|—|—| |9th|+4| Obstruct Life|4|9|4|3|3|1|—|—|—| |10th|+4| Soul Deal Feature|5|9|4|3|3|2|—|—|—| |11th|+4| Adrenaline Rush|5|10|4|3|3|2|—|—|—| |12th|+4| Ability Score Improvement|5|10|4|3|3|3|1|—|—| |13th|+5|─|5|11|4|3|3|3|2|—|—| |14th|+5| Pain is Power|5|11|4|3|3|3|2|1|—| |15th|+5| Soul Deal Feature|5|12|4|3|3|3|2|1|—| |16th|+5| Ability Score Improvement|5|12|4|3|3|3|2|1|—| |17th|+6|─|5|13|4|3|3|3|2|1|1| |18th|+6| Blood Magic|5|13|4|3|3|3|2|1|1| |19th|+6| Ability Score Improvement|5|14|4|3|3|3|2|2|1| |20th|+6| Dark Arts Master|5|14|4|3|3|3|2|2|1|
### Blood Casting At the 1st level, you have learned how to use your own life force to cast spells. You may expend an amount of hit dice equal to the spell's level to cast a spell known. Your traditional spell slots only reach 7th level, so when you reach 15th level in this class, you learn an 8th level spell to cast only through Blood casting. You get a 2nd 8th level spell at the 17th level, and you learn one 9th level spell to cast through Blood Casting at the 17th level from the Black Mage spell list. ### Spellcasting Intelligence is your spellcasting ability for your Black Mage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Black Mage spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier **Spell Attack Modifier** = your proficiency bonus + your Intelligence modifier | Black Mage Level | Blood Casting Slot Level | |:---:|:-----------:| | 1 | 1 | | 2 | 1 | | 3 | 2 | | 4 | 2 | | 5 | 3 | | 6 | 3 | | 7 | 4 | | 8 | 4 | |9|5| |10|5| |11|6| |12|6| |13|7| |14|7| |15|8| |16|8| |17|9| |18|9| |19|9| |20|9| \pagebreak ### Bloody Invocations In your study of dark magic, you have unearthed bloody invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two blood invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain Black Mage levels, you gain additional invocations of your choice, as shown in the Invocations Known table. Additionally, you can change up to one invocation for another one whenever you gain a level in this class. | Black Mage Level | Invocations Known | |:---:|:-----------:| | 2 | 2 | | 3 | 2 | | 4 | 2 | | 5 | 3 | | 6 | 3 | | 7 | 4 | | 8 | 4 | |9|5| |10|5| |11|5| 12|6| |13|6| |14|6| |15|7| |16|7| |17|7| |18|8| |19|8| |20|8| ### Soul Deal At 3rd level, you bind your mortal soul to your magical abilities. Choose either Tenacious Mage or Mystic Enchanter. Your sacrifice grants you features at 3rd level and again at 6th, 10th, and 15th level. Features for both are detailed at the end of the class description. ### 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. \columnbreak ### Soul Stealing Strike At 7th level, you also get the ability to siphon the life force of living creatures. At the cost of one hit dice or one spell slot, you may make a melee spell attack, or drain a willing creature. On a successful hit, you deal 1d8 plus your Constitution modifier plus your Intelligence Modifier Necrotic damage and heal for the same amount of damage dealt. You may increase the cost of this ability by one hit dice or one spell slot (can not use both at the same time) to increase the damage by 1d8, a number of times equal to your proficiency bonus. If the target of the siphon was hit by a melee spell attack, they must succeed on a constitution save against your spell save DC or be knocked prone. ### Obstruct Life At 9th level, you continue down your dark path and gain new knowledge in the harnessing of life force. As an action, you can choose for every non-undead creature starting their turn within 10 feet of you to take 1d6 necrotic damage. This damage increases to 2d6 when you reach 17th level. Increase the damage dealt by this ability to a d8 when the creature is below 1/3rd health. For every time a creature is damaged by this effect, you gain Half your proficiency bonus, rounded down Hp. If you break concentration, this effect ends. ### Adrenaline Rush At 11th level, when you enter combat your body instantly responds to your combat urges, releasing a large amount of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your Black Mage level. You can use this feature once per short / long rest. ### Pain is Power At 14th level, you learn how to transfer some pain that you are feeling into the soul of another body. You can use your reaction to deal half of the damage you take onto another target within 30 feet of you. You can use this feature once per short / long rest. ### Blood Magic At 18th level, you gain the ability to sacrifice some of your health to deal massive damage to an enemy. When you cast a spell, you can choose to sacrifice 1/5th of your health, rounded down to automatically deal max damage on the spell plus your Black Mage Level in damage. You can use this feature twice per Long rest, and above half your maximum Hp. \pagebreak ### Dark Arts Master When you reach 20th level, your skill with the dark arts knows no bounds. Your intelligence increases by 4 to a maximum of 24, and your spells can heal you for small amounts of health. When you cast a spell using Blood Casting or dealing necrotic damage, you regain hit points equal to double the spell slot level the spell was cast at + your proficiency bonus. ## Tenacious Mage As a Tenacious Mage, you have excellent staying power and are very difficult to take down. You gain the following Features at 3rd, 6th, 10th, and 15th level. ### Refined Body At 3rd Level, You can use your action to end an effect on yourself that is causing you to be Poisoned, Blinded, and have advantage on effects that petrify you. ### Ultimate Tenacity At 6th level, your body empowers you with unholy resistance for a limited time. When you drop below half health, you gain advantage on constitution saving throws ### Juggernaut Starting at 10th level, when you are reduced to 0 hp you may expend a hit die, and gain half that amount in hp (rounded down), and temporary hp equal to the remaining amount. You can use this feature once per short / long rest. ### Rehabilitation Starting at 15th level, you regain hit dice equal to your Constitution Modifier + half your Proficiency Bonus (rounded down) when you finish a short rest. ## Mystic Enchanter As an arcane enchanter, you have learned how to use your own life force to further empower your magical abilities. You gain the following Features at 3rd, 6th, 10th, and 15th level. ### Arcane Scout At 3rd level, you learn how to use your magical abilities to help in your searches for something. If you do not have proficiency in Perception or Investigation skills (choose one) you gain proficiency in that skill. If you do have proficiency in the chosen skill, you double that proficiency bonus. \columnbreak ### Mental Enhancement At 6th level, your brain fills with magical energy from your studies of the dark arts. You learn two cantrips from the druid or wizard spell list. ### Dark Inspiration At 10th level, you can use your dark magic to Inspire yourself or others. To do so, you use a Bonus Action on Your Turn to choose one creature (including yourself) within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d10. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to half your intelligence modifier (rounded up), or expend one hit die. ### Spell Piercer At 15th level, you have learned how to manipulate your vitality to enhance your spellcasting abilities. You may spend a hit die as a bonus action to add 2 to your spell attack bonus and to your spell save DC. This bonus ends at the end of your next turn. \pagebreak ## Bloody Invocations If a bloody invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. **Arcane Infused** By channelling the magic within your blood you gain temporarily gain greater arcane knowledge. You have advantage on Arcana checks and any Intelligence checks related to magic. **Blood Armor** By bending your own blood, you form a suit of armor around you made entirely of blood if you are wearing no armour as a bonus action. This suit of armor is considered to be light armor and has an AC of 12 + your Constitution modifier. You take necrotic damage equal to your level to form this armor for 8 hours. **Soul Regeneration** After you finish a long rest, you regain all spend hit dice. **Bloody Rebuke** Prerequisite: 5th level When you are the target of an attack, spell, or effect, you may use your reaction to deal necrotic damage to them equal to your Constitution modifier + your Charisma modifier. **Blood Boil** Prerequisite: 5th level You infuse yourself with primal fury when hit, causing your blood to boil. When you are hit with a melee attack, you may activate this brand as a reaction. Until the start of your next turn, you gain resistance to slashing, piercing and bludgeoning damage. You regain use of this brand after you finish a short or long rest. **Steamroll** Prerequisite: 11th level Your attacks have become particularly savage. You gain a bonus equal to your Constitution modifier to your damage rolls belonging to melee weapons. **Efficient Caster** You ignore consumed material components when casting your black mage spells. **Enchanted Weapons** You may cast the magic weapon spell at will on a weapon that you are wielding, without expending a spell slot or material components. **Nimble Footed** Prerequisite: 10th level Your base movement speed increases by 5 feet and in now only takes you 5 feet of movement to stand from being prone. **Leech Life** Prerequisite: 5th level You extend your power through your Brands as a bonus action, allowing you to strengthen yourself by harming your enemies. For 1 minute, whenever you deal damage you regain hit points equal to your proficiency bonus. This brand may only be used once every turn, and you regain use of this brand after you finish a long rest. **In to the Shadows** Prerequisite: 3rd level You can cast the darkness spell using a Black Mage spell slot. **Magical Finder** Prerequisite: 3rd level You can cast the locate object spell at will, without expending a spell slot or material components. **Swift Movement** You may take the Dash or Disengage action as a bonus action for 1 hit die. **Brisk Recovery** As an action, you may spend a hit dice to heal yourself as if you had taken a short rest. **Degeneration** As a bonus action, you may deal 8 necrotic damage to yourself that may not be reduced in any way to regain one spent Black Mage hit dice. You may use this feature a number of times equal to your Constitution modifier (minimum of one) and you regain all uses of this feature after you finish a long rest. **Teleporter** Prerequisite: 7th level You can cast the misty step spell using a Black Mage spell slot. **Slow Faller** You can cast the feather fall spell at will, without expending a spell slot or material components. **Smooth Talker** You gain proficiency in the Deception and Persuasion skills. **Quick Strike** Prerequisite: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn with a melee weapon. **Sharp Mind** When you hit a creature with the *Shadow Bolt* cantrip, you add your intelligence modifier to the damage roll. \pagebreak ## Spell List
##### Cantrips (0 Level) - Call Meteorite - Magic Muscle - Shadow Bolt - Toll the Dead - Sword Burst - Prestidigitation - Minor Illusion - Mind Sliver - Mage Hand - Green Flame Blade - Frostbite - Fire Bolt - Create Bonfire - Vicious Mockery ##### 1st Level - Acid Wind - Black Lotus Assault - Dark Void - Magic Missile - Unseen Servant - Thunderwave - Witch Bolt - Enchanting Gaze - Hellfire Lash - Ironbinds - Magic Bomb - Sleep - Silent Image - Shield - Mage Armor - False Life - Feather Fall - Masterful Focus - Comprehend Languages - Charm Person - Cause Fear - Absorb Elements - Necrotic Feast - Pool of Fate - Soul Switch - Soul Punch - Spider's Kiss \columnbreak ##### 2nd Level - Web - Void Strike - Suggestion - Shatter - Shadow Blade - See Invisibility - Misty Step - Invisibility - Phantasmal Force - Mirror Image - Mind Spike - Magic Weapon - Levitate - Knock - Invisibility - Hold Person - Enlarge/Reduce - Enhance Ability - Darkvision - Accursed Wish - Black Ice - Black Pillar - Chains of Ice - Charged Missile - Dark Lightning - Dark Sphere - Death Grip - Devilish Hunt - Forecast - Shadow Armor - Sinister Threat - Soulwell ##### 3rd Level - Blackened Heart - Blood Money - Bloody Storm - Bone Trap - Cold Iron Strike - Creeping Dark - Counterspell - Dispel Magic - Cruorstorm - Thunderbolts - Fallen Soul - Fracture Spirit - Funeral Pyre - Hypnotic Pattern - Grim Scythe - Implant Phobia - Gaseous Form - Protection From Energy - Phantom Steed - Necrobolt - Vampiric Touch - Shadow Crash \columnbreak ##### 4th Level - Arcane Barrage - Arcane Eye - Banishment - Bloodthorn - Charm Monster - Crimson Cloak - Dark Empowerment - Demonfire - Divination - Freezing Touch - Greater Invisibility - Haunt - Magic Balista - Power Word Crush - Shadow Refuge - Unseen Claw - Unspoken Agreement - Void Shift - Phantasmal Killer - Sickening Radiance - Summon Aberration - Summon Greater Demon - Solar Spear ##### 5th Level - Black Fireball - Black Hole - Cloak of Serpents - Dark Curtain - Death Chains - Devouring Darkness - Ethereal Blast - Fell Onslaught - Forgotten Pain - Implement of Cruelty - Meteor Strike - Moonlit Death - Phoenix Rising - Shadow World - Spirit Doll - True Shield - Wings of Night - Hold Monster - Skill Empowerment ##### 6th Level - Blood Cartography - Crew of the Dead - Death Gaze - Dust of Death - Extract Life - Lightning Storm - Serpent Hands - Shadow Fury - Spiritbreaker \columnbreak - Reap - Soul Cage - Mental Prison - Move Earth - Disintegrate - Contingency ##### 7th Level - Bound Hearts - Cruel Wind - Electrical Storm - Greater Consumption - Otherworldly Layer - Requiem of a Soul - Spreading Nightmare - Forcecage - Crown of Stars - Delayed Blast Fireball - Teleport - Mirage Arcane ##### 8th Level - Blast Wave - Maze - Power Word Stun - Sunburst - Cataclysm - Dark Geyser - Death Bringer - Soul in the Mirror - Spirit Disk - Ice Nova ##### 9th Level - Blade of Disaster - Foresight - Invulnerability - Meteor Swarm - Prismatic Wall - Annihilate Soul - Armageddon - End of Days - Phoenix Cloak - Wither Limb - Scintillating Doom - Storm of Vitriol