Black Mage (5e Subclass)
From D&D Wiki
Black Mage
Wizard Arcane Tradition
Black Mages specialize in destructive magic, and they can manipulate The Weave differently than other wizards.
Black Magic Savant:
Starting at 2nd level, when you cast a spell that has a Dexterity or Constitution save, you may switch the save from Dex to Con or vice versa. You must assign the same save for every effected creature each time you cast a spell.
Black Magic Form:
Starting at 2nd level, you can manipulate The Weave by expending spell slots to create items. As an action and using a free hand (or arcane focus), expend a spell slot of any level and choose an item to create from the list below. Items created this way disappear when you complete a long rest.
- Healing Brew
You summon a vile of a dark, gelatinous substance. As a bonus action, a creature can drink the contents or as an action, administer it to another creature. When consumed, the vial disappears and it restores 1d8 hit points per spell level expended.
- Death's Carapace
You conjure a bone-like suit of armor around your body. While wearing this armor, your AC is equal to 10 + the level of spell slot expended to create the armor. You may not remove this armor, but you can dismiss it at any time. While wearing this armour, you can cast the shield spell without consuming a spell slot, but when the shield spell expires the AC granted by the armor decreases by 1. When the the armors AC becomes 10, it dissipates, ending the spell. You can only use one method to calculate your armor class at any given time. You must use the armor granted by Death's Carapace as long as it is active.
- Ghostly Crossbow
Holding an arcane focus in your hand, you conjure a ghostly hand crossbow around it. It has 10 charges, counts as being loaded while it has any charges remaining, and can still be used as an arcane focus. This ghostly weapon ignores the ammunition and loading properties of most crossbows. As an attack, expend one charge and roll to hit using your spell attack modifier. On a hit, it deals 1d4 force damage to the target for each level of spell slot used to create it, plus your spell attack modifier. Once it has run out of charges or you finish a long rest, the ghostly hand crossbow dissipates, leaving you with the arcane focus in its place.
Black Magic Detonation:
Starting at 6th level, and as an action, you can cause one of your Black Magic Form items to detonate. Each creature within 15 feet must roll a Dex, or Con save (your choice) against your spell save DC. On a failure, each creature takes 1d10 Necrotic damage per spell slot level you used to create the item. On a save, each creature takes half damage.
Intensified Black Magic:
Starting at 10th level, when you roll a 1 on a spell damage die, it counts as a 2 instead.
Eldritch Critical:
Starting at 14th level, your spell attacks land a critical hit on a natural 19 or 20. When you land a critical hit on an enemy with a spell, you may choose to deal triple damage instead of double damage. You must finish a long rest before you can deal this increased critical damage again.
Back to Main Page → 5e Homebrew → Character Options → Subclasses