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Dark Mage

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.
hit dice: 1d8 per dark mage level
hit points at 1st level: 8+ Constitution Mod
hit points at higher levels: 1d8 (or 5) + Constitution modifier per Dark Mage level after 1st
armor proficiencies: Light armor
weapon proficiencies: Tome, All simple weapons
tools: None
saving throws: Constitution, Charisma
skills: Choose three from Arcana, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.
starting 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
Any weapon of your choice that you are proficient in
(a) A dungeoneer'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
spellcasting:
class features:
Shadow Magic 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 Your connection to the dark forces has warped your body, making it resistant to many effects that effect most mortal bodies. You no longer need to eat, drink, sleep or breathe. In addition, you have resistance to poison damage, and you have advantage on Constitution saving throws against being poisoned.   Night Form At 2nd 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). 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 bonus to hit equal to your spell attack modifier and deals 1d12 + your Charisma modifier 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. Once you use this ability, you can't use it again until you finish a long rest.   Dark Discipline 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 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.   Shadow Leap At 5th level, you learn how to use shadow magic to teleport. As part of your turn, you can use a bonus action to teleport to a place up to 30 feet away from you. The spot you choose must be in dim or dark light. You do not provoke opportunity attacks with this movement. You may use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses on a long rest. When you reach 11th level, the distance you can teleport extends to 60 feet.   Umbral Sight At 6nd 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. In addition, your darkvision is magical. You can see through magical darkness as if it was normal darkness.   Dark Restoration At 14th level, you can get back a number of shadow points when you finish a short rest equal to your level.   Shadow Soul At 20th level, you no longer manipulate shadow magic, you are shadow magic. As an action, you can expend 7 shadow points to suffuse an area in shadow magic. Choose a point within 60 feet of you. Everywhere within 30 feet of this point becomes coated in magical darkness. This magical darkness cannot be seen through by any means, including truesight and similar abilities. 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, however. While in this darkness, you have advantage on attack rolls, and other creatures have disadvantage on attack rolls against you. This darkness disappears after 5 minutes, or if you dismiss it as a bonus action.   Disciplines Gloom Master 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 your shadow magic. As an action, you can spend 3 shadow points to duplicate yourself using shadow magic. This duplicate of yourself is identical to you in every way. While this duplicate is manifested, attack rolls against you have disadvantage. The duplicate lasts one full hour.   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 gain resistance to necrotic and force damage while you have this cloak. When you manifest this cloak, 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. Once you use this feature, you can't use it again until you finish a 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 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 down, 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. While you are in dim light or darkness, you reroll 1's on attack rolls, ability checks, or saving throws, and you can hide as a bonus action. These benefits last 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 2nd 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 4th 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 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.   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 Bond At 10th level, you learn how to imbue your weapons and armor with dark magic to make them more powerful for you. When you finish a long rest, choose one martial weapon or one set of armor you are proficient in. If you choose a weapon, you may add half your Charisma modifier to the attack and damage rolls for that weapon. If you choose a set of armor, you may add half your Charisma modifier to your Armor Class while wearing that armor. Whatever you choose, that weapon is considered magical for the duration. These benefits last until you choose another weapon or set of armor as part of a long rest.   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 three of the following insights upon your opponent, chosen by your DM:   Their Strength score Their Dexterity score Their Constitution score Their remaining hitpoints Their Armor Class Their class levels (If any) 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 1. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You gain a +2 bonus to all attack and damage rolls. This transformation lasts for 1 minute, or until you decide to end it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.   Shadow Spells Dark Talents Black Candle, Dark Display, Dark Hand, Gloom Strike, Illusory Item, Shadow Bolt, Umber Wave   1 Point absorb elements, armor of agathys, bane, cause fear, charm person, command, dissonant whispers, expeditious retreat, false life, feather fall, fog cloud, heroism, hex, inflict wounds, mage armor, ray of sickness, shield, sleep, unseen servant, witch bolt   2 Points alter self, blindness/deafness, blur, calm emotions, cloud of daggers, crown of madness, darkness, darkvision, enthrall, hold person, invisibility, levitate, mirror image, misty step, moonbeam, phantasmal force, ray of enfeeblement, shadow blade, shatter, silence, spider climb, suggestion   3 Points animate dead, bestow curse, blink, clairvoyance, counterspell, dispel magic, fear, feign death, fly, gaseous form, haste, hunger of hadar, life transference, magic circle, major image, melf's minute meteors, nondetection, phantom steed, sending, slow, speak with dead, vampiric touch   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 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 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.
subclass options:

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