Black Mage (5e Class)

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Black Mage

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“In days long past, there existed an evil clan and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin. Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.” —FFXIV Job Description

Creating a Black Mage


Here are some questions to keep in mind when creating a Black Mage. Why did you learn black magic? How did you learn black magic? Are you self-taught, or did a master teach you? Where or how did you hear about black magic? What are your goals as a Black Mage?

Quick Build

You can make a black mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution and Dexterity. Second, choose the Sage background and choose Arcana and any two languages.


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

Proficiencies

Armor: None
Weapons: Simple melee
Tools: Alchemist's Supplies, Herbalist Kit
Saving Throws: Wisdom, Intelligence
Skills: Choose 2 from Arcana, History, Insight, Investigation, Nature, Perception, and Sleight of Hand.

Equipment

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

Table: The Black Mage

LevelProficiency
Bonus
FeaturesCantrips KnownElemental Caster—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spell Casting, Elemental Caster3+12
2nd+2Elemental Specialization3+13
3rd+23+242
4th+2Ability Score Improvement4+243
5th+34+2432
6th+3Elemental Perception4+3433
7th+3Elemental Specialization4+34331
8th+3Ability Score Improvement4+34332
9th+44+443331
10th+4Elemental Absorption5+443332
11th+45+4433321
12th+4Ability Score Improvement5+5433321
13th+55+54333211
14th+5Elemental Specialization5+54333211
15th+55+543332111
16th+5Ability Score Improvement5+643332111
17th+65+6433321111
18th+6Extreme Concentration5+6433331111
19th+6Ability Score Improvement5+6433332111
20th+6Elemental Specialization5+7433332211

Spellcasting

As a student of elemental based Arcane Magic, you have a spellbook contains spells which are mostly elemental in nature.

Preparing and Casting Spells

At 1st level, you have a spellbook containing six 1st level spells from the Wizard spell list of your choice. Each time you gain a black mage level, you can add two black mage spells of your choice to your spell book of a level for which you have a spellslot. On your adventures, you might find other spells that you can add to your spell book as well.

The Black Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell 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 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.

Cantrips

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

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.

Spellcasting Ability

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

Elemental Caster

As a black mage, you are a master of offensive magic, particularly spells dealing with the elements fire, ice, and lightning. Whenever you cast a spell that deals any of the previously mentioned elements' damage type, you can add +1 at the end of your damage roll. This bonus increases at certain levels as shown on the Elemental Caster column.

Elemental Specialization

At 2nd level you pick an element to specialize in. Fire, Ice, or Lightning. you gain abilities based on your choice at 2nd level as well as levels 7, 14, and 20.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Elemental Perception

When you reach 6th level, you gain proficiency in the Perception skill, if you already have proficiency in it, you can double your proficiency bonus. Also, you may use a bonus action to look at a creature within 60ft of you. You must make a DC 16 Perception check if you have any previous pertinent knowledge on the creature, otherwise you must make a DC 20 Perception check to learn the creature's vulnerabilities, resistances, and immunities. If you fail the check, you may not use it again on that type of creature until you finish a long rest.

Elemental Absorption

At 10th level, as a reaction, you may negate the damage from an attack that deals fire, cold, or lightning damage to you and regain expended spell slots that have a combined level that is equal to or less than half your black mage level (rounded up), and none of the slots can be 6th level or higher. You regain use of this feature after you finish a long rest.

Extreme Concentration

At 18th level, when you cast up to a 7th level spell that requires your concentration, you can keep concentration on that spell for up to 1 day.

Fire Specialist

Serious Fire Power

Starting at 2nd level, whenever you roll a 1 on a damage die for fire damage, count it as if it was the highest possible roll. A 1 on a d6 would be 6 and a 1 on a d10 would be 10.

Penetrating Blaze

Starting at 7th level, you ignore enemies' resistance to fire damage. At 14th level, you can reduce a creature's immunity to fire damage to resistance for you.

Inner Fire

Starting at 14th level, you gain resistance to fire damage and are immune to the effect of hot weather.

Master of the Flames

At 20th level you can cast fireball at it's lowest level without expending a spell slot. If you want to cast this spell at a higher level, you must expend a spell slot as normal. In addition the fireball spell is always prepared and does not count against the number of spells that are available for you to cast.

Lightning Specialist

Current

Starting at 2nd level, whenever you use a spell that deals lightning damage on an enemy, they must succeed a Strength saving throw equal to your spell save DC. If they fail they drop their weapon and lose their reaction.

Lightning Jump

Starting at 7th level, whenever you cast a spell that deals lightning damage to a creature, you may have lightning jump from the target creature who took lightning damage from your spell to another creature within 5 feet of that creature, dealing 1d8 lightning damage to them.

At 14th level, lightning jump's jump distance increases to 15 feet.

Inner Spark

Starting at 14th level, you gain resistance to lightning damage and are immune to the deafened and paralyzed conditions.

Master of the Storms

At 20th level, you can cast lightning bolt at it's lowest level without expending a spell slot. If you want to cast this spell at a higher level, you must expend a spell slot as normal. In addition the lightning bolt spell is always prepared and does not count against the number of spells that are available for you to cast.

Ice Specialist

Frigid Temperatures

Starting at 2nd level, when you use a spell that deals cold damage to a creature, they must make a Constitution saving throw equal to your spell save DC. If they fail, their movement speed is reduced by half, rounded up, until the start of your next turn. Frigid Temperatures move speed reduction does not stack more than once.

Chilled Aura

Starting at 7th level, as an action, you can activate or deactivate your chilled aura. Any creature that start their turn within 10 feet of you takes 2d6 cold damage. At 14th level, the range increases to 20 feet.

Frostbitten

Starting at 14th level, you gain resistance to cold damage and are immune to the effects of cold weather.

Master of the Frost

At 20th level, you can cast ice storm at it's lowest level without expending a spell slot. If you want to cast this spell at a higher level, you must expend a spell slot as normal. In addition the ice storm is always prepared and does not count against the number of spells that are available for you to cast.

Multiclassing


Prerequisites. To qualify for multiclassing into the black mage class, you must meet these prerequisites: Intelligence 13.

Proficiencies. When you multiclass into the black mage class, you gain the following proficiencies: simple weapons and 1 skill from the black mage's list of skill proficiencies.


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