Dark Mage (5e Class)

From D&D Wiki

Jump to: navigation, search

Dark Mage[edit]

A dwarf stands crouched in the shadows of the night, waiting for the right moment to finish the spell. He mutters in a language only he can understand underneath his breath for several minutes, not appearing to breathe. Suddenly, his eyes snap open, pitch black, and takes off into the night, flying away with a pair of black wings on his back.

A tiefling leans against the corner in the tavern, waiting for her target to arrive. When they walk in, she looks up and smiles. As they order a flagon of ale from the bar, she pulls out a dagger and throws it, wisps of black smoke emanating from it. It hits them right in their back, and they collapse on the floor. Pandemonium ensues, and in the chaos, she smiles and vanishes.

A Dragonborn stands in front of an incoming orc horde. Sworn to protect his village, he raises his sword and bangs it on his shield. It ignites with shadow, and he charges into battle, disappearing and reappearing in seemingly random places, slaughtering the orcs who have trespassed upon his home territory.

These are all dark mages- individuals who manipulate shadow magic to create mystical effects and defend the world around them.

The Darkness Inside[edit]

Dark mages are almost paradoxical. They use the primal forces of dark magic around them to do their bidding, which may include a lot of good deeds. They take these forces in stride and manipulate them to their will, holding the forces of evil at bay with their magic. However, not all dark mages use dark magic. Instead, sometimes dark magic uses the dark mage. Dark mages have to be careful not to be consumed by the raw power they tap into, as it can corrupt a human easily with its power.

Outcasts From Society[edit]

Dark mages are often thrown out of civilization for their tampering with the dark forces. Many people are afraid of this kind of magic and do not understand its potential. Because of this, dark mages are seen as heathens and are cast out of society. Some dark mages aren't thrown out of society, but instead, choose to leave it to protect others. Shadow magic is dangerous, and if dark mages are in society, people could get hurt. Dark magic changes a person, mentally and physically. Most people who tampers with this magic becomes distant, cold, and detached from others. They can't go back to their normal life after they start channeling this dark power. Most dark mages have a few quirks of some sort, both mentally and physically.

Creating a Dark Mage[edit]

zerak-portrait.jpg
Image of a dark mage (credit to creator of Zerak the Shadow Mage)

When you are making a dark mage, think about why you have started tampering with shadow magic. Were you in the Shadowfell and saw others channeling this power, so you were inspired to do so yourself? Were you visited by an immortal being, who granted you your power? Were you possessed by a demon, who innately gave you these abilities? These are just a few reasons why you could have become a dark mage. Also, think about what physical and mental quirks you could have. Do you bleed very little? Are your eyes black with swirling white? Is it always dark around you? These are just a few physical traits you could have. Do you have any concept of emotion? Are you ever surprised? Do you forget to think before you act? Is your solution to everything to blast it? these are a few mental characteristics that would enhance your roleplaying experience.

Quick Build

You can make a dark mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose the Shadow Hand and Night Blast Dark Talents.

Class Features

As a Dark Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dark Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dark Mage level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three from Arcana, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Equipment

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

  • (a) A shortbow and 20 arrows or (b) A light crossbow and 20 bolts or (c) Any simple weapon of your choice
  • (a) A shield (If proficient) or (b) Any weapon of your choice (if proficient)
  • (a) A dugeoneer's pack or (b) An explorer's pack
  • Leather armor, two daggers, and any simple weapon of your choice
  • If you are using starting wealth, you have 3d4 x 10 in funds.

Table: The Dark Mage

Level Proficiency
Bonus
Features Dark Talents Known Shadow Points Shadow Score
1st +2 Shadow Magic Altered Body 2 3 1
2nd +2 Umbral Sight 2 4 1
3rd +2 Dark Discipline 2 6 2
4th +2 Ability Score Improvement, Night Form 2 7 2
5th +3 Shadow Leap 3 9 3
6th +3 Umbral Sight Improvement 3 10 3
7th +3 Dark Discipline feature 3 12 4
8th +3 Ability Score Improvement, Night Form Improvement 3 13 4
9th +4 4 15 5
10th +4 Dark Discipline Feature 4 16 5
11th +4 Shadow Leap Improvement 4 18 6
12th +4 Ability Score Improvement, Dark Enhancement 4 19 6
13th +5 Dark Restoration 5 21 7
14th +5 Otherworldly Senses 5 22 7
15th +5 Dark Discipline Feature 5 24 8
16th +5 Ability Score Improvement 5 25 8
17th +6 Dark Restoration Improvement 6 27 9
18th +6 Dark Discipline feature 6 28 9
19th +6 Ability Score Improvement 6 30 9
20th +6 Shadow Soul 6 31 9

Shadow Magic[edit]

You have learned the ways of tampering with the dark forces that are all around us, giving you the ability to make mystical effects. Shadow magic is similar to arcane and divine magic, with a few key differences. Instead of spell slots, you have shadow points, which allow you to cast shadow spells. Each spell costs a certain number of shadow points. The maximum number of shadow points you can use on a shadow spell is described in the shadow score column. You can use more shadow points to cast a spell than the spell requires, which enhances the ability of the spell. You regain all of your shadow points on a long rest. You have a number of shadow spells equal to your Charisma modifier + your level. You can change these shadow spells on a long rest. You also have a select number of dark talents. The number of dark talents you have is shown in the Dark Talents Known column. You can cast these as many times as you want. Charisma is your spellcasting ability for your dark mage spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dark mage spell you cast and when making an attack roll with one.

Spell save DC= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier= your proficiency bonus + your Charisma modifier

Altered Body[edit]

Your connection to the dark forces has warped your body, making it stronger in some ways and weaker in others. You no longer need to eat, drink, sleep or breathe, and you have advantage on saving throws against magical effects. In addition, you have resistance to poison damage, and you have advantage on Constitution saving throws against poison. However, you can only regain half as many hit points from healing spells as you normally would.

Umbral Sight[edit]

At 2nd level, you gain a supernaturally powerful ability to see in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, this extends its radius by 60 feet. At 6th level, you can sense magical effects in the dark. In a radius of 120 feet, you can see through magical darkness as well as normal. You also can see invisible creatures as if they were normal creatures, and you automatically detect visual illusions and succeed on saving throws against them. This only works in dim light or darkness.

Dark Discipline[edit]

At 3rd level, you choose a Dark Discipline. Choose between Gloom Master, Night King, and Shadow Knight, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement[edit]

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.

Night Form[edit]

At 4th level, your training with the dark forces has become honed enough that you learn how to transform into the night. As an action, you can turn into a piece of the night. This form is a black, shapeless orb dotted with stars, which has the following stats:

  • It has half your maximum hitpoints.
  • It has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • It has a Strength score of 10 (+0), a Dexterity score of 19 (+4), and a Constitution score of 16 (+3). All its other scores are the same as yours.
  • It has a Stealth modifier equal to 4 + Your proficiency bonus x 2.5 (Rounded down).
  • It has a flying speed of 15 feet (hovering), and no other walking, swimming, burrowing, or climbing speed.
  • It has an attack option called Dark Tendril, which has a +8 to hit and deals 1d12 + 4 force damage on a hit. It can attack as many times as you can.

The transformation lasts for up to an hour. You can use your bonus action to transform back into your normal form. All your gear is melded into your night form, and it cannot be used while you are in your night form. You can use this ability once per long rest. At 8th level, the Dark Tendril attack gets a +10 to hit, and deals 2d12 + 4 force damage on a hit.

Shadow Leap[edit]

At 5th level, you learn how to use shadow magic to teleport. As part of your turn, you can forgo your movement speed to teleport to a place up to 30 feet away from you. The spot you choose must be in dim or dark light. When you reach 11th level, the distance you can teleport extends to 60 feet.

Dark Enhancement[edit]

At 12th level, you learn how to briefly enhance someone's abilities. As an action, you can touch a creature to enhance their ability. Choose an ability score. The creature you touch gains a 22 (+6) to that ability score, and is proficient in all skills and saving throws that use that ability score for the duration. If you choose Strength or Dexterity, they become proficient with all weapons that use that ability score. This transformation lasts for 15 minutes, or until you use a bonus action to end it. You can use this ability once per long rest.

Dark Restoration[edit]

At 13th level, you can get back a number of shadow points when you finish a short rest equal to your level divided by two. You can only use this ability once per long rest. At 17th level, you can regain all of your shadow points back on a short rest.

Otherworldly Senses[edit]

At 14th level, you can sense things that untrained people cannot. You cannot be surprised while you are conscious, and you know the location of every creature within 30 feet of you. In addition, you have advantage on Dexterity saving throws.

Shadow Soul[edit]

At 20th level, you no longer manipulate shadow magic, you are shadow magic. You can cast any shadow spell that costs one or two shadow points at will. In addition, you can create darkness. As an action, you can cause magical darkness to emanate from you. All nonmagical light within a 30-foot radius of you is extinguished. You give off darkness in a 30-foot radius, and dim light in a 60-foot radius. You and a number of creatures of your choice equal to your Charisma modifier to be able to see through this darkness as if it were not there. While in this darkness, you have advantage on attack rolls, and other creatures have disadvantage on attack rolls against you.

Gloom Master[edit]

Gloom Masters are dark mages who specialize in the craft of illusions and the minds of others. They use shadow magic to manipulate the perceptions and minds of those around them, creating fear in their enemies. They can also weave strands of their life into their illusion, giving them a much more realistic appearance.

Dark Duplicate

At 3rd level, you gain the ability to weave illusory duplicates using you shadow magic. As an action, you can spend up to five shadow points to duplicate something. This can be anything you touch, including yourself. The number of shadow points you spend is how many times it's copied. A person can do an Investigation check against your spell save DC to tell if it is a fake or not. If you copy an object, it has no actual monetary value. If you copy a person, its attacks do not do damage, and it cannot use magic items. Whether you copy an item or a person, its AC remains the same, and if it gets hit, it disappears in a flash of darkness. These duplicates last for an hour, until they take damage, or until you end their lifespan as a bonus action. Once you use this feature, you cannot use it again until you finish a long rest.

Realistic Illusions

At 3rd level, you learn how to make your illusions much more realistic than the typical one. If you cast a spell that creates an illusion, you can spend one shadow point to give any person that tries to do an Investigation check on it to tell if it's an illusion disadvantage.

Cloak of Shadows

At 7th level, you learn how to make an illusory cloak made of shadows around you. As an action, you can create a shadowy cloak around yourself. While using this feature, you give off dim light in a 10-foot radius, and you can use your Shadow Leap even if you are in bright light. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, as well as necrotic and force damage. In addition, all creatures within 30 feet of you must make a DC 15 Charisma saving throw or be frightened. They can repeat their saving throw at the end of each of their turns, ending the effect on a success. This transformation lasts for 1 minute, or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Dread Omen

At 10th level, you can use the fear in the heart of your enemies to your advantage. As an action, you can force a creature to make a Charisma saving throw against your spell save DC. If they fail, they see an illusion of the thing they are most afraid of all around them. They become frightened, and they cannot attack or cast spells on any creature around them until they become no longer frightened. They can repeat the saving throw at the end of each of their turns, ending on a success. You can only use this ability once per short or long rest.

Strength in Numbers

At 15th level, you can make your illusory duplicates much stronger and make them much more real. When you use your Dark Duplicate feature to create duplicates of a creature, you can make that creature real, if only temporarily. When you make your illusory duplicates, you can expend up to your level in hitpoints. However many hitpoints you spend times three is however many hitpoints your duplicate gets. If you make multiple duplicates, divide them up amongst the duplicates. For example, if you spend 5 hitpoints and make two copies, one duplicate could get 10 hitpoints while the other gets five. The duplicates no longer disappear when they get hit. Instead, they disappear when they run out of hitpoints. They still cannot deal damage, but while at least one of them is within five feet of a creature, you get advantage on all attack rolls against that creature. You can not get these hitpoints back in any way until your duplicate disappears and you take a long rest.

Mind Warp

At 18th level, your understanding of the brains of your enemies is so honed, you can infiltrate and control the minds of someone to a limited degree. On your turn, you can blast the mind of someone. They must make a Charisma saving throw against your spell save DC. On a failure, they take 10d6 psychic damage, or half as much on a success. If they fail, they get a random condition. Roll on the table below to see what condition they get.

d4 Condition
1 The creature becomes charmed by you.
2 The creature becomes frightened of you.
3 The creature becomes paralyzed.
4 The creature becomes stunned.

Once you use this feature, you can't use it again until you finish a long rest.

Night King[edit]

Night Kings are the bane of the light. They manipulate and create darkness all around them, benefitting in the dark. They extinguish the light in the world around them and replace it with shadow. By becoming a dark mage, they forfeited the light inside of them, and now they are getting rid of it everywhere else in the world.

Night King proficiency

When you become a night king, you gain proficiency in the Stealth skill. You add 1.5 times your proficiency bonus, rounded down, to you Stealth skill instead of just your normal proficiency bonus. When you are in dim light, you add 2.5 times your proficiency bonus, rounded up, to your Stealth skill.

Dark Stealth

At 3rd level, you learn how to cloak yourself to hide in darkness. If you are in dim light or darkness, you can use your bonus action to cloak yourself in shadows. if you are in dim light, you gain a +7 to all stealth checks, you reroll 1's, and you can hide as a bonus action. If you are in darkness, you become invisible. You turn visible whenever you attack or cast a spell, but you can turn invisible again as a bonus action. Either way, this lasts for 1 minute, or until you end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Extinguish the Light

At 7rd level, you learn how to eliminate all sources of light around you. As a bonus action, you can create a field of antilight around you. All nonmagical sources of light within a 15-foot radius of you are extinguished, along with all sources of magical light that is less than 3rd level. This does not apply to sunlight, however. Once you use this feature, you can't use it again until you finish a short or long rest. At 15th level, the radius extends to 30 feet, and it extinguishes all magical light less than 6th level.

Spread the Darkness

At 10th level, you learn how to channel your shadow magic to let your inner darkness emanate from you. As an action, you can create an aura of magical darkness around you. All light within a 60-foot radius of you becomes one step darker (bright light to dim light, dim light to darkness), and all light within a 30-foot radius of you becomes darkness. This magical darkness lasts for 1 minute, or until you choose to dispel it as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.

Become the Darkness

At 18th level, your soul becomes so dark you can briefly become a shadow. As an action, you can become a shadow. While in this shadow form, you are invisible when you are in dim light or darkness, and have advantage on Stealth checks while in bright light. You gain resistance to all damage except for radiant damage, and you have immunity to necrotic damage. Your weapon attacks do an extra 1d6 necrotic damage, and creatures-even if they can see you- have disadvantage on attack rolls against you. This transformation lasts for 1 minute, or until you end it as a bonus action. once you use this feature, you can't use it again until you finish a long rest.

Shadow Knight[edit]

Shadow Knights delve into the technique of using their shadow magic to enhance their weapon attacks and defense. They boost their attacks with dark forces, dealing extra damage and slaying all foes who come in their path.

Shadow Knight Proficiencies

When you become a Shadow Knight, you gain proficiency in medium armor, shields, and martial weapons.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if something in the game lets you choose again. Archery You gain a +2 to attack rolls you make with ranged weapons. Critical Strike Your weapon attacks gain a critical hit on a 19 or 20. Defense While you are wearing armor, you gain a +1 to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon. Great weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Shadow Strike

At 3rd level, you learn how to imbue your weapon with dark energy, dealing extra damage on a strike. When you hit a creature with a weapon attack, you can spend one shadow point to deal an extra 1d8 necrotic damage to it. At 15th level, this damage becomes 2d8.

Weapon Bond

At 3rd level, you gain the ability to imbue your weapon with dark energy, connecting it to your soul. During a long rest, you can choose one of your weapons to bond with. Until the next time you take a long rest, the weapon counts as magical and deals +1 to damage, but only while you wield it.

Extra Attack

Starting at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dark Accuracy

At 7th level, you learn how to strike true when you are in your element. Whenever you make a weapon attack in dim light or darkness, you have advantage on the attack roll.

Spectral Defense

At 10th level, you learn how to imbue your armor with dark magic to make it stronger and more to your style. When you finish a long rest, choose a piece of armor. You become proficient in this armor. While you are wearing this armor, you gain a bonus to AC equal to half your proficiency bonus (rounded up). In addition, when a creature hits you with a melee attack, you can use your reaction to force it to make a Charisma saving throw against your spell save DC. If it fails, it takes 1d6 + your spell attack modifier damage, and your next weapon attack against it has advantage.

Dark Insight

At 15th level, you learn how to find the weaknesses in your opponent's fighting style. As an action, you can study your opponent. You gain the following insights upon your opponent:

  • Their Strength score
  • Their Dexterity score
  • Their Constitution score
  • Their remaining hitpoints
  • Their armor Class
  • Their class levels (If any)

In addition, you can gain one of the following benefits.

  • When they hit you with an attack, you can use your reaction to gain a bonus to your Armor Class equal to your proficiency bonus.
  • You gain a +2 to attack rolls against them.
  • When they cast a spell, you can use your reaction to make a melee attack against them.
  • When they make a melee attack against someone other than you and you are within 5 feet of them, you can use your reaction to give them disadvantage on that roll, or make a melee attack against them.

This insight lasts for 1 hour or until they die. Once you use this feature, you can't use it again until you finish a long rest.

Avatar of Darkness

At 18th level, your connection to your combat dark magic deepens to the point where you can become an avatar of dark combat. As a bonus action, you can go into your Shadow Avatar form. While in this form, you gain the following benefits:

  • Your Armor Class increases by 3.
  • You gain resistance to all damage.
  • You gain a +3 bonus to all attack and damage rolls.
  • Your weapon attacks do an extra 2d8 necrotic damage.
  • Your weapon attacks become a critical hit on an 18-20.

This transformation lasts for 1 minute, or until you decide to end it. Once you use this feature, you can't use it again until you finish a long rest.

Shadow Spells[edit]

This is a list of all the shadow spells. You can find the descriptions of these spells below the list.

Dark Talents

Black Candle, Dark Display, Dark Hand, Gloom Strike, Illusory Item, Shadow Bolt, Umber Wave

1 Point

Disappear, False Face, Fiery Sphere, Gloomy Grasp, Helm of Darkness, Light's Bane, Mirage, Persecution, Terror, Zap

2 Points

Antipathy, Blade Guard, Control Light, Create Darkness, Cursed Fire, Empower, Mind Blast, Shadow Sword

3 Points

Animation, Blast, Elinn's Enervation, Frenzy, Gloom, Jarring Strike, Life Steal, Night Walk

4 Points

Anilla's Wondrous Sphere, Booster, Creation, Destruction, Explosion of Shadows, Manipulate Perception, Nullify, Xenophobia

5 Points

Entomb, Guardian, Invisible Spirit, Metamorphosis, Negative Energy Sphere, Open Wounds, Spy, Wave of Chaos

6 Points

Anilla's Awesome Axe, Brutoro's Bloody Box, Chain Enervation, Killing Gaze, Linni's Longsword

7 Points

Drain Power, Hardness, Queer Blast, Mind Control, Shadow Body

8 points

Dagger of Hopelessness, Dark Mind, Evil Eye, Shadow Manor, Tower of Darkness

9 points

Bone Melt, Capture Soul, Mind Shatter, Time Freeze, Reality Warp

Spell Descriptions[edit]

Shadow spells are organized differently than normal spells. They are organized in order of spell level, starting with Dark Talents and going up to 9-point spells. They do not require material components, so you do not need a component pouch or a focus to cast the spells. They are not organized based on their school of magic.

Dark Talent Descriptions[edit]

Black Candle

Casting Time: 1 action

Range: Self

Components: V

Duration: 1 hour

You conjure a small, black flame. It gives off bright light in a 10-foot radius and dim light in a 30-foot radius. It does not burn like a normal flame, and it is cool to the touch. You can place it on an item, and it absorbs into the item. Until the spell ends, that item gives off bright light in a 10-foot radius and dim light in a 30-foot radius.


Dark Display

Casting Time: 1 action

Range: 180 feet

Components: S

Duration: Instantaneous

You conjure a minor sign of shadow magic. Below are a few examples:

  • You make a small, shadowy item you can hold in your hand. If you try to use it on something, it vanishes.
  • You create a faint sound, such as footsteps.
  • You make an object a darker color.
  • You change the color of your eyes.

At your DM's discretion, you can do other things with this spell as well. Anything you can think of and your DM approves, you can do with this spell.


Dark Hand

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 hour

You create a spectral, shadowy hand. This hand can help you do certain things. It can lift up to 10 pounds, can deal up to 15 pounds of force, and it can throw something up to 30 feet. It cannot, however, wield a weapon or deal damage to a creature directly. You can use your bonus action to move the hand up to 30 feet. If it ever gets more than 300 feet away from you, it disappears in a flash of smoke. You can only have one of these hands at a time.


Gloom Strike

Casting Time: 1 action

Range: 5 feet

Components: V

Duration: Instantaneous

You briefly strike someone with a blade of darkness you conjure. Make a melee spell attack roll. On a hit, you deal 1d8 necrotic damage to your target, and they must succeed on a Constitution saving throw or be blinded for 1 round. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Illusory Item

Casting time: 1 minute

Range: 150 feet

Components: V, S

Duration: 1 hour

You use your shadow magic to build a small, illusory item. This item has to be able to fit in a 5-foot cube. A person can do a Intelligence (Investigation) check to tell if the item is real or fake. The item cannot deal damage, and if it ever strikes a surface hard, it vanishes. It cannot appear organic in any way, and if a creature touches the item to see if it's real, then it vanishes. This item lasts for 1 hour or until you decide to dispel it as a bonus action.


Shadow Bolt

Casting time: 1 action

Range: 300 feet

Components: V, S

Duration: Instantaneous

You build a small bolt out of shadow magic and fling it at your target. Make a ranged spell attack roll. On a hit, they take 1d12 force damage. The damage increases by 1d12 at 5th level (2d12), 11th level (3d12), and 17th level (4d12).


Umbral Wave

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

You clap your hands together, and a wave of negative energy spreads out from you. All creatures within 30 feet of you must make a Constitution saving throw. On a failed save, they take 1d10 necrotic damage, or half as much on a successful one.

1-point spells[edit]

Disappear

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 hour

You touch a creature or item, and they turn invisible. If you touch an item, if someone uses the item, it becomes visible. If you touch a person, they become visible if they attack or cast a spell. Either way, this lasts for an hour, until the spell is broken, or until you dispel it as a bonus action.


False Face

Casting Time: 1 minute

Range: Touch

Components: V, S

Duration: 1 hour

You alter the appearance of a creature you touch, including yourself. They can look like whatever you want, within the following restrictions: You can't make them a different size category than they already are, you can't change their gear, and you can't change their general body function (for example, if they are a biped, they cannot become a quadruped). If you change them to a different race that has a natural weapon attack, they can use that attack (for example, if you change them to a Lizardfolk, they can use the bite attack). However, they cannot use any of the other features of that race. Their ability scores stay the same, and if they die, they revert to their normal form.


Fiery Sphere

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 minute

You conjure a large sphere made of fire. Select a location within 60 feet of you. A flaming sphere appears there. The sphere is 5 feet in diameter. Any creature that comes within 5 feet of the sphere takes 2d6 fire damage, and any creature that touches the sphere takes 4d6 fire damage. You can move the sphere up to 20 feet as a bonus action, but it can never get more than 150 feet from you. If it does, it disappears. You can also center it around a creature, making them immune to the spell's effects. If you do this, the sphere expands and encases them in fire. Any creature that comes within 5 feet of that creature takes 1d6 fire damage, and if they hit the creature with a melee attack, they take 2d6 fire damage.

Gloomy Grasp

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

You create a spectral, invisible hand out of shadows to strangle your enemy. Make a ranged spell attack roll. On a hit, the target takes 2d8 necrotic damage, and must succeed on a Constitution saving throw or fall prone and be blinded. If you cast this spell and it hits, you can use your bonus action each round to deal 1d8 necrotic damage to the target. If they die due to the damage, you gain temporary hit points equal to half your level (rounded up).

Extra Points For every point you spend beyond 1 point, the damage increases by 1d8 for the initial attack and 1d8 for every attack as a bonus action.

Helm of Darkness

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

A black helmet made entirely of shadow encases your head. You decide what this helmet looks like, but its stats are always the same. You gain a +3 bonus to Armor Class, and you have immunity to psychic damage. In addition, you can emanate an aura of fear. As an action, you can force a number of creatures up to your spellcasting ability modifier to make a Wisdom saving throw. On a failure, they take 2d10 psychic damage and become frightened of you. On a success, they take half as much damage and are not frightened. Either way, the spell ends when you use this action.

Extra Points For every point you spend beyond 1 point, the psychic damage by 2d10. If you spend four points or more, the bonus to Armor Class becomes a +4. If you spend 7 points or more, the bonus to Armor Class becomes a +5. If you spend 9 points, the bonus to Armor Class becomes a +6.

Light's Bane

Casting Time: 1 minute

Range: Self

Components: V, S

Duration: Concentration, 1 hour

You emanate an aura of shadow, extinguishing all light around you. All nonmagical light within a 60-foot radius of you is extinguished, as well as all light made by 1st-level spells or cantrips. If you move, the radius moves with you. When the spell ends, the lights do not come back unless someone starts them back up again.

Extra Points For every point you spend beyond 1 point, the magical light you can extinguish goes up 1 step (i.e. if you spend 2 points, all spells that create light 2nd-level or lower are extinguished.)

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dark Mage class, you must meet these prerequisites: A Charisma score of 13 or higher.

Proficiencies. When you multiclass into the Dark Mage class, you gain the following proficiencies: Light armor, simple weapons

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: