Black Mage - FFXIV 5E Redo

by KaiTeaLatte

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Sorceress Black Mage

Made for Aio, by Kai <3

Black Mage
Level Proficiency Bonus Class Features Manafont Points Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Leylines 3 2
2nd +2 Manafont, Sorceress Archetype 2 3 3
3rd +2 Aetherial Manipulation, Aether Dynamics 3 3 4 2
4th +2 Ability Score Increase 4 4 4 2
5th +3 5 4 4 3 2
6th +3 Transpose, Sorceress Feature 6 4 4 3 3
7th +3 7 4 4 3 3 1
8th +3 Ability Score Increase 8 4 4 3 3 2
9th +4 9 4 4 3 3 3 1
10th +4 Sorceress Feature, Aether Dynamics Improvement 10 5 4 3 3 3 2
11th +4 11 5 4 3 3 3 2 1
12th +4 Ability Score Increase 12 5 4 3 3 3 2 1
13th +5 13 5 4 3 3 3 2 1 1
14th +5 Sorceress Feature 14 5 4 3 3 3 2 1 1
15th +5 15 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 16 5 4 3 3 3 2 1 1 1
17th +6 Aether Dynamics Improvement 17 5 4 3 3 3 2 1 1 1 1
18th +6 18 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 19 5 4 3 3 3 3 2 1 1 1
20th +6 20 5 4 3 3 3 3 2 2 1 1

Class Features

As a Black Mage, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Black Mage level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Black Mage level after 1st

Proficiencies


  • Armor: none
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: none

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature and Religion

Equipment

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

  • (a) a dagger or (b) a quarterstaff
  • a spell casting focus (a cane, staff, wand, or similar object)
  • (a) an explorer's pack or (b) a scholar's pack
  • a spellbook
Page 1 | Black Mage

Spellcasting

As a student of Black Magic, you have a spellbook containing spells that show your learning and experience in aetherology as well as your ties to the Void. Both your knowledge of magicks and your innate ability to channel Void aether through your body as a conduit enable you to cast Black Magic.

Cantrips

At 1st level, you know three cantrips of your choice from the Black Mage spell list. You learn additional Black Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Black Mage table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level Black Mage spells of your choice. Your spellbook is the repository of the Black Mage spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Black Mage table shows how many spell slots you have to cast your Black Mage 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 Black Mage spells that are available for you to cast. To do so, choose a number of Black Mage spells from your spellbook equal to your Intelligence modifier + your Black Mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Black Mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Black Mage spells, since you learn your Black Mage 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

Ritual Casting

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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Black Mage spells.

Learning Spells of 1st Level and Higher

Each time you gain a Black Mage level, you can add two Black Mage spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Black Mage table. On your adventures, you might find other spells that you can add to your spellbook (see "Your Spellbook").

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of Hydaelyn. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil mage's chest, for example, or in a dusty tome in an ancient library.

A spellbook doesn't contain cantrips.

Copying a Spell into the Book. When you find a Black Mage spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 1,000 gil. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 500 gil for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Page 2 | Black Mage

Leylines

Black Mages are widely known for their leylines, arcane and ancient sigils that act as a tether between the material world and the other planes where they pull their destructive magicks from. At 1st level, you learn how to create your own.

As a bonus action you can conjure a circle on the surface you are standing on that is centered on you, has a 10-foot radius, and is filled with dim light. You always know where it is in your mind. The Leylines last for one minute before disappearing.

While you are within the radius of your Leylines, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. This bonus is equal to your proficiency bonus.

You can use this feature twice. When you finish a long rest, you regain your expended uses.

Manafont

Starting at 2nd Level, you are able to pull from a wellspring of aether, deriving from a distant plane. This addition of supplemental aether to your own is called Manafont.

This aether is represented by Manafont Points. You have 2 Manafont Points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more points than shown on the table for your level. You regain all spent Mana Points when you finish a long rest.

Flexible Casting

You can use your Manafont Points to gain additional spell slots, or sacrifice spell slots to gain additional Manafont Points. You learn other ways to use your Manafont Points as you reach higher levels.

Creating Spell Slots. You can transform unexpended Mana points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Mana Points. As a bonus action on your turn, you can expend one spell slot and gain a number of points equal to the slot’s level.

Magical Discipline

Your background and origins as a Black Mage are rooted deeply within how exactly you learned to weave and manipulate destructive magicks and aether borrowed from the Void. Was it through a chance finding of your Soul Crystal? Were you taught by a single person, or did you attend a school or academy that teaches aetherology and/or spellcasting?

Also beginning at 2nd level, you choose the discipline you belong to as a Black Mage. (In this case, it is just The Sorceress for Kei.) Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level.

Aetherial Manipulation

You begin to unlock the hidden and secret powers of Black Magic, gaining the ability to charge yourself and your own aether in elementally aspected phases which Black Mages call Aetherial Manipulations. Each Aetherial Manipulation allows for different features while you are in them, which you gain at [insert levels here].

To gain the features of an Aetherial Manipulation, you must be in that specific phase. They also allow for different ways for your spells to be changed and cast, which are listed below under Aether Dynamics.

When you reach 3rd level, whenever you finish a long rest, you can choose what phase manifests its power through your magic. You choose from Astral Fire, Umbral Ice, and Twilight Thunder. You are synchronized with this element, the phase lasting until you select a different phase during another long rest.

Aetherial Manipulation Description
Astral Fire Fire-aspected aether burns and rises within you. Emphasis on a strong offense where your spells deal more damage and have greater effect.
Umbral Ice Ice-aspected aether spreads throughout your body. Emphasis on providing utility in spells and more defensive options.
Twilight Thunder Lightning/Thunder-aspected aether jolts and surges from your core. Emphasis on speed and movement while balancing diminished offense and defense.

Aether Dynamics

Also starting at level 3, you learn how to change and morph your spells in ways that other magic casters cannot. These special techniques are called Aether Dynamics, ancient practices done by Black Mages of old to bring more diversity to their list of destructive spells.

Each Aetherial Manipulation has a specific list of Aether Dynamics that are tied to it, which are listed below in the Aether Dynamics Table. At 3rd level, you are able to select one Aether Dynamic for each Aetherial Manipulation. At 10th level, you are able to select a second Dynamic from each list. At 17th level, you have access to all three Aether Dynamics in each Aetherial Manipulation.

You can only use an Aether Dynamic for a specific phase while you are in that phase. For example, if you select Empowered Spell, is only available as a Aether Dynamic when you are in Astral Fire. If you change your Aetherial Manipulation to Umbral Ice, you no longer have access to Empowered spell until you switch back to Astral Fire.

Page 3 | Black Mage

Aether Dynamics Tables:

 

Astral Fire

Aether Dynamic Description
Empowered Spell When you roll damage for a spell, you can spend 1 Mana Point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Aether Dynamic option during the casting of the spell.
Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Mana Points to give one target of the spell disadvantage on its first saving throw made against the spell.
Seeking Spell If you make an attack roll for a spell and miss, you can spend 2 Mana Points to reroll the d20, and you must use the new roll.

 

Umbral Ice

Aether Dynamic Description
Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 Mana Point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 Mana Point to make the range of the spell 30 feet.
Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Mana Point to double its duration, to a maximum duration of 24 hours.
Transmuted Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 Mana Point to change that damage type to one of the other listed types: acid, ice, fire, lightning, poison, thunder, earth and water.
Twilight Thunder

Aether Dynamic Description
Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 Mana Points to change the casting time to 1 bonus action for this casting.
Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Mana Points equal to the spell's level to target a second creature in range with the same spell (1 Mana Point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
Subtle Spell When you cast a spell, you can spend 1 Mana Point to cast it without any somatic or verbal components.

 

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Transpose

You gain greater control over the energies you pull from the Void and channel through yourself, able to more quickly and efficiently switch your elemental phases.

Starting at 6th level, as a bonus action, you can spend 1 Mana Point to change your current Aetherial Manipulation phase to a different one. When you switch Aetherial Manipulations using Transpose, you lose access to the features and Aether Dynamics of your previous phase and gain the ones of your newly chosen one, as if you changed Aetherial Manipulations during a long rest.

Ability Score Improvement

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Page 4 | Black Mage

Bringers of the End

Unabated use of Black Magic lead to the downfall of the society in which Black Mages find their roots alongside the White Mage's overuse of White Magic. Black Mages wield incredibly destructive powers which set their world on a path to destruction once before, and careless use of this power could do so again. The Sorceress specializes in powerful, destructive magic, using the three integral elements of Black Magic: Fire, Ice and Thunder.

The Sorceress - Black Mage Archetype

Somthing about Kei being a very serious student, top of her class as a specialist in Black Magic.

Sorcerous Manifestations

At 2nd level, your introductory knowledge of arcana allows you to focus on a single element. Select one from Fire, Ice or Thunder. Each element has a manifesation that grants you beneifts listed under its title under the "Manifestations" page.

Polygot

Beginning at the 6th level, your magical studies have warped your mind and understanding of the world. You can read all writing.

Manifestations Improvement

The three integral elements are a part of you now, fused into your own aether. Your manifestations upgrade as described in the "Manifestations" page.

14th Level Ability Placeholder

Lorem epsum...

Manifestations

Equipping and Changing Manifestations

At 2nd level, you must select one from Fire, Ice or Thunder Manifestations. You cannot change your Manifestation once it has been selected. At 3rd level however, you instead use the Manifestation that matches the element of your current Aetherial Manipulation.

For example, if your current Aetherial Manipulation is Astral Fire, you automatically are granted the benefits of the Inferno Manifestation, but do not receive the benefits of the Blizzard or Tempest Manifestations.

At 10th level, your Manifestations upgrade, receiving further benefits.

List of Manifestations

Inferno (Fire)

When you cast a spell that deals fire damage, you can spend 1 Mana Point and choose one creature you can see.

If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put the fire out.

Blizzard (Ice)

When you cast a spell that deals ice damage, you can spend 1 Mana Point and choose one creature you can see.

If that creature takes ice damage from the spell, it is also chilled, reducing its movement speed by 10 feet for a number of rounds equal to the spell’s level (minimum 1 round).

Tempest (Thunder)

You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 Mana Point to produce a thunderous blast around you.

Large or smaller creatures within 5 feet of you must make a Strength saving throw against your spell save DC. On a failed save, the creature is pushed back 10 feet and knocked prone.

Manifestation Upgrades

Greater Inferno (Fire)

When you cast a spell of 1st-level or higher that deals fire damage, you can spend 1 Mana Point to store some of the spell’s energy as a flame you hold in one hand.

You can use an action to throw this flame, making a ranged spell attack against a target you can see within 30 feet. On a hit, the creature takes 1d8 fire damage per level of the spell you cast to trigger this effect. The flame lasts for up to 1 minute or until it is thrown.

Greater Blizzard (Ice)

When you cast a spell of 1st-level or higher that deals cold damage, you can spend 1 Mana Point to gain 1d6 temporary hit points per level of the spell.

While you have these temporary hit points, whenever a creature hits you with a melee weapon attack, that creature takes 1d10 cold damage. The temporary hit points last 1 hour.

Greater Tempest (Thunder)

When you cast a spell of 1st-level or higher that deals lightning or thunder damage, you can spend 1 sorcery point to create a 15-foot-radius storm centered on you. The storm moves with you when you move. The area of the storm is heavily obscured and counts as difficult terrain, but you can see and move through it normally. At the end of each of your subsequent turns, you can spend an additional sorcery point to maintain the storm. Otherwise, it dissipates.

Black Mage Spell List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Frostbite
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Shocking Grasp
  • Thaumaturgy
  • Thunderclap
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Burning Hands
  • Chaos Bolt
  • Chromatic Orb
  • Color Spray
  • Command
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Distort Value
  • Expeditious Retreat
  • Feather Fall
  • Frost Fingers
  • Grease
  • Hellish Rebuke
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Tasha's Hideous Laughter
  • Thunderwave
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Pyrotechnics
  • Rime's Binding Ice
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Silence
  • Sniloc's Snowball Swarm
  • Suggestion
  • Tasha's Mind Whip
3rd Level
  • Ashardalon's Stride
  • Blink
  • Call Lightning
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fireball
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Life Transference
  • Lightning Bolt
  • Major Image
  • Protection From Energy
  • Sending
  • Sleet Storm
  • Slow
  • Summon Shadowspawn
  • Thunder Step
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Confusion
  • Dimension Door
  • Elemental Bane
  • Evard's Black Tentacles
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Polymorph
  • Shadow of Moil
  • Storm Sphere
  • Summon Aberration
  • Summon Elemental
  • Wall of Fire
5th Level
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Destructive Wave
  • Dispel Evil and Good
  • Dominate Person
  • Far Step
  • Flame Strike
  • Hold Monster
  • Immolation
  • Mislead
  • Planar Binding
  • Rary's Telepathic Bond
  • Scrying
6th Level
  • Arcane Gate
  • Chain Lightning
  • Contingency
  • Disintegrate
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Mass Suggestion
  • Otiluke's Freezing Sphere
  • Planar Ally
  • Primordial Ward
  • True Seeing
  • Wall of Ice
  • Word of Recall
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Simulacrum
  • Symbol
8th Level
  • Antimagic Field
  • Demiplane
  • Feeblemind
  • Incendiary Cloud
  • Mind Blank
  • Telepathy
9th Level
  • Blade of Disaster
  • Gate
  • Invulnerability
  • Meteor Swarm
  • Prismatic Wall
  • Storm of Vengeance
  • Wish

Custom Made Spells

Spell Name

Spell Type


  • Casting Time: Casting Time
  • Range: Range
  • Components: V, S
  • Duration: Duration

A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.

 

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