Dark Magic Subclasses

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DARK ARTS – SUBCLASSES

BARBARIAN
PATH OF THE ABYSS
Demons are creatures of chaos spawned from the plane of the Abyss. With their fiendish strengths, a small number of barbarians
who have witnessed such furious power can take inspiration from the Demons. Between the hate filled rage and the chaotic wrath
that the Abyssal creatures possess, these barbarians can show that those who take the path of the abyss, that the ancient power of
the Abyss can fuel their rage as well.

PATH OF THE ABYSS FEATURES

Barbarian Level Feature


3rd Bonus Language, Demonic Wrath
6th Bloodbath
10th Demonic Fury
14th Abyssal Rage

BONUS LANGUAGE
Starting when you choose this path at 3rd level, you learn to speak Abyssal.

DEMONIC WRATH
Starting when you choose this path at 3rd level, you begin to exhibit the characteristics of demonic fiends, the chaotic nature of the
abyss itself. While raging you take inspiration from the brutality of demons, when you make a critical hit against an enemy you can
as a bonus action make an additional attack with advantage against that same enemy or an enemy creature within 5 feet of the
original creature and you.
When you reduce a creature to 0 hit points with a melee attack you can take a bonus action to move half your speed and make a
melee attack against another creature.

BLOODBATH
At 6th level, your rages become far more vicious and blood thirsty, your unarmed strikes uses a d4 for damage. When attacking a
creature that you have grappled every hit you make counts as a critical hit as long as you are attacking unarmed.

DEMONIC FURY
At 10th level, through channeling the chaotic power of the most powerful demons. While raging you can as a bonus action you can
teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. You can do this a
number of times equal to your Charisma modifier (minimum of 1) in between a short or long rest.
Your first attack on your turn after teleporting has advantage.

ABYSSAL RAGE
Beginning at 14th level, you tap into the raw demonic rage. When entering a rage, you can choose to enter an Abyssal rage, when
you do your speed is doubled, you gain a +2 bonus to your AC, and you are immune to being frightened.
When you hit a creature with an attack that creature must make a Wisdom saving throw equal to 8 + proficiency bonus + your
Charisma modifier or become frightened of you until the end of your next turn. Your abyssal rage lasts for one minute and once it's
done you drop out of rage.
When your rage ends you can't take actions until the end of your next turn, and you gain one level of exhaustion.

BARD
COLLEGE OF THE AFTERLIFE
Death calls to all, the lure of the afterlife and the energy that surround it can attract many. Through the chords of music you
channel the magic of life, death, and undeath.

COLLEGE OF THE AFTERLIFE FEATURES

1
Bard Level Feature
3rd Bonus Proficiencies, Deathly Sting
6th Undead Puppets
14th Spectral Master

BONUS PROFICIENCIES
When you join this college at 3rd level, you gain proficiency with martial weapons.

DEATHLY STING
Also at 3rd level, you learn to use your Bardic Inspiration to sap the life from your foes. As an action you can use Bardic
Inspiration, the target must make a Constitution saving throw. On a failed save the creature takes necrotic damage equal to twice
your Bardic Inspiration die and the target's maximum hit points is reduced by half the amount of damage taken. On a success the
creature takes necrotic damage equal to your Bardic Inspiration die and their maximum hit points is unaffected. Constructs and
Undead are immune to having their maximum hit points affected this way.
A target’s maximum hit points don’t return to normal until they complete a short or long rest.

UNDEAD PUPPETS
At 6th level, you add the animate dead spell to your spell list if it is not there already. When you cast animate dead, you can target
one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using
a necromancy spell, it has additional benefits:

 The creature gains temporary hit points equal to your bard level.
 The creature adds your half your proficiency bonus (rounded down) to any ability check it makes.

SPECTRAL MASTER
At 14th level, you can as an action target a humanoid within 10 feet of you that has been dead for no longer than 1 minute who has
died from taking damage while in combat. You lure the target's spirit to rise as a Specter in the space of its corpse or in the nearest
unoccupied space. The specter is under your control for 1 hour, at the end of this hour the Specter vanishes. You can have a
number of specters under your control up to your Charisma modifier.
The DM will have the stats for the specter when you use this feature (Please inform or remind your DM that you've gained this
feature, in order to give them time to prepare the stats for a specter).

SORCERER
BLOOD
Arcane magic is infused into your blood, using your pain and life force to empower your arcane magic.

BLOOD FEATURES

Sorcerer Level Feature


1st Bloodied, Blood Rush
6th Hemorrhage
14th Crimson Surge
18th Bloodshed

BLOODIED
Starting when you choose this origin at 1st level, when you enter half or below your maximum hit points you gain a +1 to your
Spell save DC and Spell attack modifier. When you are at 10 percent (rounded down) of your maximum hit points, this bonus
becomes +3 to your Spell save DC and Spell attack modifier.

BLOOD RUSH
Starting at 1st level, when you drop to 0 hit points, you can as a reaction, expend a spell slot to keep yourself from becoming
unconscious and drop instead to 1 hit point. When you do this, unless you regain hit points, after a number of rounds equal to the
level spell slot expended, at the start of the turn you drop to 0 hit points and fall unconscious.

HEMORRHAGE

2
Starting at 6th level, you can as a bonus action create sorcery points, you cannot create more sorcery points than your maximum
sorcery points. When doing so you lose hit points equal to 2d6 x the number of sorcery points you create.

CRIMSON SURGE
At 14th level, you may use your metamagic without expending sorcery points, when doing so you have vulnerability to
bludgeoning, piercing, and slashing damage until the end of your next turn.

BLOODSHED
Beginning at 18th level, when you deal damage to a creature you can use your reaction to spend 3 sorcery points to deal an
additional 2d8 necrotic damage to each creature of your choice within 10 feet of you. You regain hit points equal to the total
necrotic damage dealt to all these creatures.
Any creature with all of its hit points can't be targeted by this ability.

WARLOCK
THE MACHINE
You form a bond with an incalculable, infinite, machine or sentient mass of information. Whether it be a incredible intellect or
godlike machine, this mind has gifted you with some of its power.

MACHINE FEATURES

Warlock Level Feature


1st Expanded Spell List, Mechanical Being
6th Calculated Observation
10th Living Construct
14th Incalcuable

EXPANDED SPELL LIST


Machine Expanded Spells

Warlock Level Spells


1st trace*, witch bolt
3rd infusion*, mind spike
5th lightning bolt, tiny servant
7th inarileon's draw*, rollen’s recall*
9th animate objects, skill empowerment

MECHANICAL BEING
Starting at 1st level, you gain a +1 to your AC. Additionally whenever you make an attack roll, ability check, or a saving throw, you
can replace the die roll with a 10. You can do this after the die roll but before the outcome is determined. You can do once per short
or long rest.
At 8th level you can do this twice per short or long rest, and at 17th level you can do this three times between a short or long
rest.

CALCULATED OBSERVATION
Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn
certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or
inferior in regard to two of the following characteristics of your choice:

 Intelligence score
 Wisdom score
 Charisma score
 Armor Class
 Current hit points
 Total class levels (if any)
 Highest available level spell slot

3
LIVING CONSTRUCT
Starting at 10th level, even though you are a living creature you have become a construct as well. You do not count as a construct
for the purpose of spells and spell like effects. You do not need to eat, drink, or breathe, but you can ingest food and drink if you
wish.
Additionally, instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully
aware of your surroundings and notice approaching enemies or other events as normal.

INCALCUABLE
Starting at 14th level, as an action you gain a protective aura around yourself for 1 minute. Any creature that makes an attack roll
against you must make an Intelligence saving throw, on a failure the attack fails. If you are forced to make a saving throw of any
kind, you can choose to make an Intelligence saving throw instead.
Additionally, you gain proficiency in Intelligence saving throws if you don't already have proficiency in Intelligence saving
throws.

NOTE FOR MACHINE WARLOCKS


Intelligence is far more important than Charisma, opting for
knowledge over most other traits. It may by a good idea to swap the
spellcasting ability for an Machine Warlock from Charisma to
Intelligence. Swapping over any other magical Warlock ability that
uses Charisma to Intelligence as well.

WARLOCK PACT BOON OPTION


This Warlock Pact boon is available for any warlock to choose from.

PACT OF THE BODY


You gain unarmored defense of 10 + your Dexterity modifier + your Charisma modifier. Your Strength and Constitution ability
scores increase by 1 to a maximum of 22. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a
level in this class.

WARLOCK INVOCATIONS
These Warlock Invocations are available for warlocks to choose from as long as they meet the requirements.

HOLLOW FORM
Prerequisite: 5th level, Pact of the Body feature
You can cast feather fall at will, only targeting yourself, without expending a spell slot.

LIFELESS BODY
Prerequisite: Pact of the Body feature
You do not need to eat or breathe, but you can ingest food and drink if you wish.

TIMELESS BEING
Prerequisite: 15th level
For every 10 years that pass, your body ages only 1 year.

TREMORSENCE
Prerequisite: 15th level, Pact of the Body feature
You gain tremorsense out to 10 feet. You can as an action place your hand against the ground, close your eyes, and focus, the range
of your tremorsense increases to 60 feet and you become blinded until you the start of your next or until you take damage.

WIZARD
SCHOOL OF DIABOLISM
Wizards of the school of diabolism learn their arcane arts from infernal devils. Most of those who belong to this school make pacts
with devils and other infernal powers.

SCHOOL OF DIABOLISM FEATURES

4
Wizard Level Feature
2nd Bonus Language, Diabolical Mind, Damnation
6th Infernal Magic
10th Pull from Hell
14th Unholy Casting

BONUS LANGUAGE
Beginning when you select this school at 2nd level, you learn to speak, read, and write Infernal if you don't already have it, if you
already have this language you can learn another language of your choice.

DIABOLICAL MIND
Beginning at 2nd level, any time you are forced to make a Charisma saving throw, become charmed, or have your mind read that
creature must make a Charisma saving throw, on a failure they take psychic damage equal to your wizard level and the spell or
spell ability fails to take effect.
Additionally, you have advantage on all Intelligence checks involving devils and the plane of the Nine Hells.

DAMNATION
Beginning at 2nd level, you can as an action target a creature within 30 feet of you, that creature must make a Charisma saving
throw against your wizard spell save DC or they cannot regain hit points until the start of your next turn.

INFERNAL MAGIC
Starting at 6th level, after casting a spell you emit an aura of fear around yourself out to 15 feet until the start of your next turn,
any creature hostile to you that starts its turn in this aura must make a Wisdom saving throw against your wizard spell save DC,
unless you are incapacitated. On a failed save, the creature is frightened of you until the start of its next turn. If a creature’s saving
throw is successful, the creature is immune to being frightened this way for 1 hour.

PULL FROM HELL


Starting at 10th level, you add the infernal calling spell to your spellbook if it is not there already. When you cast infernal calling,
the spell has the following changes.

 The challenge rating of the devil you summon can be half your wizard level (rounded up) + 1.
 You have advantage on Charisma (Deception, Intimidation, or Persuasion) checks against the devil.
 You add your Intelligence modifier to your Charisma (Deception, Intimidation, and Persuasion) checks against the devil if you
know the devil's true name.
 The devil has disadvantage on Wisdom (Insight) checks against you.
 If you lose concentration, you can make an attempt to regain concentration and control on the devil, the devil must make a
Charisma saving throw or return to being under your control, and you regain concentration on the spell without having to
expend a spell slot.

Additionally, you automatically gain an individual devil's talisman of a devil with a challenge rating of 6 or lower.

UNHOLY CASTING
At 14th level, any creature that does not have all of its hit points has disadvantage on saving throws against spells you cast.

SPELLS
INARILEON’S DRAW
4th-level transmutation
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (A small bar magnet)
Duration: Concentration, up to 1 minute

At the start of each of your turns until the spell ends, you draw all metallic objects 5 feet closer, objects worn or carried resist this
pull, metallic objects that weighs more than 50 lbs don't move. If a metallic objects ends its movement within 5 feet of you it stops.
Metallic constructs and creature's wearing armor must make a Strength saving throw at the start of its turn while in range of
this spell or be pulled 5 feet closer to you.

(Artificer, Bard, Occultist, Wizard)

5
INFUSION
2nd-level transmutation (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: Instantaneous

You imbue a nor-magical item with magical energy, making the item indestructible unless the item's magic is dispelled or in the
area of effect of an antimagic circle. Any ability that would destroy a magical item can destroy this item. The item can't be more
than 5-square-feet.

(Artificer, Occultist, Wizard)

ROLLEN’S RECALL
4th-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous

You accurately recall any memory within the past 10 years. This memory can’t be longer than 10 minutes long. This memory stays
present in your mind for 1 month until it returns to the depths of your mind.

(Bard, Occultist, Wizard)

TRACE
1st-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 hour

You touch a creature, you can force that creature to make a Charisma saving throw or you create a trail that follows the creature.
The trail creates a glowing line in the air following from where the creature was upon casting to where they currently are. Where
ever the creature goes a magical line only visible to you follows behind them.
If the creature teleports the line is broken and picks up from where the creature teleported to.
If the creature has a spell or ability that prevents tracking from magical means currently active on them they automatically
succeed the saving throw, or if they have spell or ability that prevents tracking from magical means activated on them afterwards
the magical line ends there and does not continue to follow them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 8 hours. When you
use a spell slot of 5th level or higher, the duration increases to 24 hours. When you use a spell slot of 7th level or higher, the
duration increases to 1 week.

(Bard, Ranger, Wizard)

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