Black Magic

Black magic is associated with hexes that cause pain and suffering, and spells which give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.

Black Magic Bonus Spells

Spell Level Spells
1st false life, inflict wounds
2nd gentle repose, magic weapon
3rd animate dead, vampiric touch
4th blight, death ward
5th cloudkill, contagion

Hex: Agony

Starting at 3rd level, you have mastered a hex that wracks a creature with waves of pain. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature is in agony. The creature has disadvantage on concentration checks. At the beginning of its turn, roll any die. On an odd roll, the creature has disadvantage on attack rolls until the end of its turn. This effect lasts until the beginning of your next turn.

Voodoo Doll

By 6th level, you have fashioned a voodoo doll to enhance your black magic. As an action, you can modify this voodoo doll to resemble a humanoid creature you can see within 60 feet. For 1 minute, while the doll resembles this creature, you can target the creature with spells, melee weapon attacks, and hexes by targeting the doll instead. The creature takes half damage from effects targeting it in this way.

If you modify your doll with a possession of the target, such as fabric from its garment or a lock of its hair, the creature has disadvantage on saving throws against the next hex or spell you target it with.

Share Pain

At 10th level, as a reaction when you take damage, you can transfer some of that damage to another target. Choose a creature you can see within 30 feet to make a Charisma saving throw. On a failed save, the creature takes the damage that would have been dealt to you, and you take no damage. After using this ability, you must take a short or long rest before you can use it again.

Disrupt Life

At 14th level, you can wither away living things with a wave of necrotic energy. As an action, you can expend 1 spell slot. Each living creature you choose within 20 feet of you must make a Constitution saving throw. On a failed save a creature takes 1d10 necrotic damage for each level of the spell slot expended + your Charisma modifier, or half as much on a successful save.

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