Wizard Subclass: Dark Mage

Wizard Subclass: Dark Mage V.02

Dark Mages use magic that is considered unnerving at best and forbidden at worst. Learning rituals from demons, lich and other dark beings, they incorporate the use of human blood and organs into their spells, sometimes their own. Many Wizards pursue black magic for selfish reasons, such as wealth, power, and control, but some understand the best way to fight fire is with fire, learning the art of the Dark Mage to destroy evil creatures. 

Body Drain

2nd level Dark Mage feature

Once per long rest you recite a short ritual that takes 30 seconds that drains the energy from your body, and transfers it to another part. When you activate this ability, choose one organ to drain, and one to boost. The effects of this ritual end when you choose, or when you take a short or long rest. See the Body Drain table to see the effects.

You can use this ability once per long rest

Organ

Boost

Drain

Muscle

You gain advantage on strength checks and saving throws.

 You can make attack rolls with your strength modifier + your intelligent modifier and damage rolls the same way

You gain disadvantage on strength checks and saving throws.

You make attack rolls and damage rolls with your strength modifier minus your intelligence modifier

Lungs

You gain advantage on dexterity checks and saving throws.

You gain 20 ft of extra movement, and can hold your breath for your normal time X your intelligence modifier

You gain disadvantage on dexterity checks and saving throws.

You lose 20 ft of movement, and can only hold your breath for 1 minute

Heart

You gain advantage on Constitution saving throws and checks.

When you roll concentration saving throws, you roll with your constitution + your intelligence modifier 

You gain disadvantage on Constitution saving throws and checks. 

When you roll concentration saving throws, you subtract your intelligence modifier from the roll

Eyes

You gain advantage on Wisdom saving throws and checks.

You gain Thermal Vision of 60 ft. Thermal Vision allows you to see through invisibility, see through cloth walls, and almost all forms of hiding and sneaking fail against you, unless the one attempting to sneak slathers themselves in a cool thick substance, such as mud, or is behind medium to thick insulated walls, such as brick or stone. 

You gain disadvantage on Wisdom saving throws and checks.

Your vision shrinks to 10 ft, and you automatically fail all perception checks that utilise your eyes.

Brain

You gain advantage on Intelligence saving throws and checks.

You gain boost to all damaging spells. When you cast a spell that damages enemies you can add d4’s necrotic damage on the spell based on your intelligence modifier. I.e if you have an intelligence modifier of 3 you add 3d4 necrotic damage

You gain disadvantage on Intelligence saving throws and checks.

You're spells become weakened. When you cast a spell that damages enemies you subtract d4’s necrotic damage on the spell based on your intelligence modifier. I.e if you have an intelligence modifier of 3 you subtract 3d4 damage from all spell attacks

Tongue

You gain advantage on Charisma saving throws and checks.

You can cast the Wicked Mockery* spell a number of times based on your intelligence modifier divided by 2 rounded down, minimum of once.

You gain disadvantage on Charisma saving throws and checks.

You exude a negative energy that makes you the target of your enemies. Whenever it is an enemies turn and they can see you the DM must roll a d20. Failing the DC of 10 + your intelligence modifier they target you for their next attack if they can. If they cannot, they will instead attack whoever they would have attacked anyway.

*see Wicked Mockery in the Extra Spells section

Blood Rot

2nd level Dark Mage feature

Once per long rest, as an action you can target a creature, rotting their very life essence. Targets must make a Constitution saving throw against your spell save DC. On success they ignore all effects. On failure they lose 10 ft of movement, make attack rolls with disadvantage, and can only gain half the effects of any healing substance, magic or otherwise. The effect requires concentration and lasts for 1 minute. This effect can be ended early with a Remove Curse spell, or Lesser/Greater Restoration spell.

At 6th level you can target two creatures with Blood Rot

Self Sacrifice

6th level Dark Mage feature

You can use your own life force to fuel your magic. As a bonus action you can spill your blood to regain a spell slot, at highest a level 5 spell slots. The damage you take is equal to the spell level × 3 + half your current level.

If you use Self Sacrifice and fall to 0 hitpoints, you can use the spell slot you regained before you fall unconscious, also, spells slots regained using Self Sacrifice deal extra necrotic damage. A 1st level spell deals an extra 1d8, 2nd level 2d8, 3rd level 3d8, 4th level 4d8, 5th level 5d8

You can use this feature a number of times equal to your intelligence modifier (minimum of once) times per long rest.

Control Over Death

10th level Dark Mage feature

You begin to grow your grasp on the powers of life and death, imbuing your own life with necrotic energy, 3 times per long rest you can gain temporary hit points equal to your intelligence mod + your con mod + double your proficiency bonus. When you lose the temporary hitpoints, the person who inflicted the damage takes necrotic damage equal to the number of temporary hitpoints you lost. You also gain advantage on attack rolls against the person who took your HP for one turn

You can use his 3 times per long rest

Blight of the Body

14th level Dark Mage feature

Once per long rest, you can choose a target swapping traits with them, such as strength. The target must make a wisdom saving throw against your Spell Save DC and on a success nothing happens, but on a failure, you and the target swap one trait for 1 minute. If they succeed, you cannot use this ability on them again. 

Biomaster

22nd level Dark Mage feature

When you use your Body Drain ability, you can boost to organs and drain only one. Not only that, but once per long rest you can choose to gain every buff for 1 minute. Afterwards, you gain every debuff until you take a long rest.

Senguin Spoil

22nd level Dark Mage feature

Those affected by your Blood Rot ability reduce their movement to 5ft, must subtract your intelligence score from their attack rolls(min 1)  (along with disadvantage), and cannot heal. The effect can be removed early with a 6th level Greater Restoration spell.

Greater Self Sacrifice

26th level Dark Mage feature

When you use your Self Sacrifice feature, you can gain mini spell slots as well, depending on the level of spell slot you regain. A 1st level spell slot grants you 1 mini slot, and a 5th grants you 5. Mini Slots gained this way can only be put towards one spell.

Finally, you can use Self Sacrifice as a free action once per turn.

Soul Steal

30th level Dark Mage feature

When you damage a creature with a spell you regain hit points equal to the level of the spell + the amount of damage they took. Not only that, if it drops them to 0 hp, you gain 20 hp and 2 mini spell slots at 1st level.

Extra Spells

Bone Break

1st level transmutation spell

Casting Time: 1 action

Range: 30 ft

Components: (V,S,M) Powdered Bone

Duration: Concentration, up to 1 minute

 

You grow and sharpen the bones of a willing creature, thrusting them out of their body, creating natural weapons, which you can use on an action. The bones deal 1d10 slashing damage, and increase the targets AC by 1 as their skeleton becomes magically enforced with strength. Using this spell ruins the clothes of those wearing them. The spell does not work if the target is wearing armour

 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each odd slot level above 1st.

Spell Lists. Wizard, Druid, Warlock

 

 

 

 

 

Steal Identity                                                                                                                                       6th level transmutation spell (ritual)

Casting Time: 10 minutes

Range: self

Components: (V,S,M) The scalp of a humanoid

Duration: Concentration, up to 1 hour

 

Using the scalp of a humanoid, you assume the humanoids form. For 1 hour you know all the languages they spoke, and enough about their life to speak with people they knew, having advantage on history checks to know about the humanoid's past and persuasion checks to talk to people the humanoid knew. Recasting the spell with the same scalp more than once makes the spell less effective. The third time you recast the spell with the same scalp you lose advantage on history and persuasion checks. On the sixth recast with the same scalp you have disadvantage on persuasion and history checks, and start to smell of rot.

 

Spell Lists: Bard, Wizard, Warlock

 

Zombify                                                                                                                                    1st 1st level necromancy spell 

Casting Time: One Action

Range: touch

Components: (V,S,M) Corpse 

Duration: Instantaneous 

 

You raise a zombie, which you have no control over. The zombie is aggressive and attacks anything on site. The Zombie has HP equal to the level you cast the spell x 5 + your intelligence modifier + your proficiency bonus

 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of corpses you can raise increases by 1

Spell Lists. Wizard, Warlock

 

 

 

 

Bloody Leech                                                                                                                                 4th level conjuration spell

Casting Time: 1 action

Range: 30 ft

Components: a vial of blood

Duration: 1 minute

 

You summon and fling 3 leeches at a creature. Make a ranged spell attack. On hit they take no damage, but every turn they start without taking an action to attempt to get the leeches off, they lose 2 HP for every leech that remains on them. They can spend an action taking one leech off, or they can attempt to take all off at once, making a dex or strength check against your spell save DC. When the Leeches are removed from the target, or when the target dies, the leeches crawl back to you, if they are within the spell range. The leeches can be consumed to heal you for all the damage they leeched. 

 

At Higher Levels. When you cast this spell at level 4 or higher you add one more Leech per level. 

Spell List. Wizard, Warlock, Druid

 

Wicked Mockery

1st level enchantment spell

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

 

Pulling from their deepest insecurities you hurl insult after insult, whipping away their ego. They must make a Wisdom saving throw, on a failure taking 1d10 psychic damage and losing their reaction and movement until the spell ends. They make wisdom saving throws at the start of every turn and on a success the spell ends.

 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Wizard, Warlock, Bard

 

Goety

6th Level Necromancy Spell

Casting Time: 1 action

Range: 30 feet

Components: V, S, a strip of cloth from someone you killed

Duration:  concentration, up to 1 minute

Using the essence of a humanoid you killed, you summon a ghostly figure to torment a chosen target. Choose a target for the ghost to target, they must make a Wisdom saving throw as the spirit attacks. On a fail they take 10d6 necrotic damage as the ghost attacks. The ghost attempts to thwart the targets actions, imposing disadvantage on all skill checks and saving throws.

 At the start of each turn the target must make a Wisdom saving throw to try to resist the effects of the ghost. On a success they suffer half the necrotic damage, and can ignore the other adverse effects of the spell for that turn. As a bonus action, you can choose another target within range for the ghost to torment.

Spell Lists. Wizard, Warlock, Cleric, Bard

Wicked Whip

5th level necromancy spell

Casting Time: 1 action

Range: 60 ft

Components: V, S, 60 ft of rope

Duration: concentration, up to 1 minute 

You attempt to snag a target with a whip of necrotic energy, forcing them to make a  dexterity saving throw against your spell save DC. On a failure, they are snagged, and take 2d8 necrotic damage. At the start of their turn they take another 2d8 necrotic damage and are pulled 10 ft towards you. At the end of their turn they can make a dexterity or strength saving throw to break free. If they are pulled within 10 ft of you,  you let out a burst if necrotic energy, dealing 5d8 necrotic damage in a 30 ft cone in front of you. Each creature in the range must make a constitution saving throw, on a success taking half damage from the blast, as well as a strength saving throw, on failure being pushed to the edge of the blast, and one a success not being moved at all.

Spell Lists: Wizard, Warlock

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