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blood thirsty they dash towards him. With a
few skillful waves of his staff, a large fire
ball erupts from the gem inlaid at the end of
the staff, causing a massive fiery explosion,
leaving nothing but ash.
A woman wearing dark robes grins as she
waves her wand before a guard refusing her entry. With
a few choice words and a spell, the guard happily steps
aside, unlocking the passage bowing to her as she
passes.
An Elezen laughs at the umbral hue of his magics as
he unleashes a fireball empowered by dark magics upon
his foes, his demonic servant chuckling at his side
watching the dust settle.
A black mage is a powerful ally who wields forbidden
magic. This raw energy manifests itself into devastating
spells and effects. Their power is only rivaled by their
thirst to increase that power.
A Dark Past
In days long past, there existed an powerful clan of
mages and their 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.
Ties to the Void
In order for a mage to don the black, they must
extensively research what they call the void. This is
another plane of existence from which Black Mages
draw knowledge from in order to unlock power within
themselves. Most black mages are able to explore the
knowledge gained from the void through tomes and
texts now, but some who thirst for new power may
attempt to tap into the void directly. Black Mages
continue to grow within their craft through continuing
their study of the dark arts.
The Astrologian
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Mana Points Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Manafont 1 3 2 — — — — — — — —
2nd +2 Magical Discipline 2 3 3 — — — — — — — —
3rd +2 – 3 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 4 3 — — — — — — —
5th +3 – 5 4 4 3 2 — — — — — —
6th +3 Magical Discipline Feature 5 4 4 3 3 — — — — — —
Tools: None
If you cast a spell last turn and have not moved or 2nd Aganazzar’s Scorcher, Snilloc’s Snowball Swarm
taken any other actions during your turn, you may spend 3rd Call Lightning, Sleet Storm
world on a path to destruction once before, and careless 1st Bless, Cause Fear
use of this power could do so again. The Mhachi 2nd Enlarge/Reduce, Magic Weapon
uses charms and poison to cripple their foes, and a Void Point of Influence
Mage has focused their studies on manipulating the Beginning at the 2nd level, you are able to use your
void to gain greater magical strength. Leylines feature for both enchantment and evocation
spells.
Void Casting
Beginning at 2nd level, when you cast a spell, you may
spend one mana point to change the damage type of the
spell to necrotic. When you change the damage type of
your spell in this way it does additional damage equal to
your Intelligence ability modifier. This bonus applies to
your spell once.
Void Sense
Beginning at 6th level, you have learned to borrow
power from the void to improve your senses and
causing your eyes to glow with dim red light. You may
spend 1 mana point to gain darkvision out to 60ft. for
one hour. If you already have darkvision, the range is
increased by 60ft. Additionally, you gain advantage on
perception checks that use your eyes while under this
effect.
Bladeward
3rd Level
Chill Touch
Animate Dead
Fire Bolt
Bestow Curse
Frostbite
Blink
Infestation
Counterspell
Lightning Lure
Dispel Magic
Mage Hand
Elemental Weapon
Magic Stone
Feign Death
Produce Flame
Fireball
Ray of Frost
Fly
Sapping Sting
Intellect Fortress
Shocking Grasp
Leomud’s Tiny Hut
Thaumaturgy
Lightningbolt
Stinking Cloud
Absorb Elements
Summon Undead
Burning Hands
Tongues
Chaos Bolt
Thunderstep
Detect Magic
Vampiric Touch
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Frost Fingers
Hex
Ice Knife
Illusory Script
Inflict Wounds
Jump
Longstrider
Mage Armor
Magic Missile
Shield
Sleep
2nd Level
Alter Self
Arcane Lock
Blur
Blindness/Deafness
Cloud of Daggers
Darkness
Darkvision
Dragon’s Breath
Flaming Sphere
Heat Metal
Hold Person
Knock
Levitate
Misty Step
Pyrotechnics
Scorching Ray
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6 of the Coast. ©Wizards of the Coast LLC.