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Voyager's Guide To Kyrmoria - Dark Magic

The document describes new spells that harness dark and profane magic, including Aura of Corrosion, Aura of Death, and Aura of Feebleness. It also presents the spells Crippling Smite, Hellfire Chain, and the ritual spells Consecrate/Desecrate which can bless or curse an area. The document warns that these spells should only be used for righteous purposes and may have dire consequences if used by evil forces.
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100% found this document useful (1 vote)
1K views11 pages

Voyager's Guide To Kyrmoria - Dark Magic

The document describes new spells that harness dark and profane magic, including Aura of Corrosion, Aura of Death, and Aura of Feebleness. It also presents the spells Crippling Smite, Hellfire Chain, and the ritual spells Consecrate/Desecrate which can bless or curse an area. The document warns that these spells should only be used for righteous purposes and may have dire consequences if used by evil forces.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Voyager's Guide to Kyrmoria

Dark Magic
In a land whose gods rarely take action, mortals are left to
their own devices. Though many seek to advance through
invention, technology and magical crafts, some are tempted
by sinister power, in order to take over.
Kyrmoria is such a place, a continent whose magic is
unstable and constantly drained, as the last remnants of
divine power vanished from it, when the deities vowed to
abstain from affairs of mortality, during the climax of the Age
of Sundering.
After the Dreadlord consumed the Nexus of Arcana,
Kyrmorians had to adapt to the fact that magic had become
unpredictable in some ways, unless a powerful source was
used. To cast powerful spells, mages and priests alike, have to
meticulously calculate the alignment of the Nexuses spread
within the material plane, with that of their corresponding
celestial equivalent, or draw directly on the power of a Nexus
of magic. This study is a tedious one, with only a handful
spellcasters being able to call themselves experts, and even
fewer possessing artifacts capable of channeling the
devastating energies released by a Nexus. Thusly, those who
seek for a shortcut, come to embrace otherworldly patrons,
gifting them with extraordinary abilities.
It is also noteworthy, that with the destruction of the Nexus
of Arcana and the resulting corruption of the Leyline Weave
on Kyrmoria, many vile casters have started crafting spells
capable of drawing on this effect, to capitalize on the foul
energies that plague the land.
Some of those spells are presented here, with hope that
readers might better prepare themselves to face such
horrendous magic while journeying through Kyrmoria in
service to righteous cause. Should these scripts fall in naive
yet capable hands that do the bidding of evil, there will be
Hell to pay.

New Spells - Profane Arts


Aura of Corrosion
4th-level necromancy
Classes: Blackguard, Cleric
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Corrosive energy radiates from you in an area with a 30-
foot radius. Until the spell ends, the aura moves with you,
centered on you. When you cast this spell, you can designate
any number of creatures you can see to be unaffected by it.
When a creature enters the aura for the first time on a turn or
starts its turn there, it must make a Constitution saving
throw. On a failed save, the creature is affected by the spell
until the start of its next turn. An affected creature has
vulnerability to poison damage and disadvantage on saving
throws against effects that cause any of the following
conditions: blinded, charmed, deafened, frightened, paralyzed,
poisoned, and stunned.

DARK MAGIC - PROFANE ARTS


1
Aura of Death Consecrate / Desecrate
4th-level necromancy 2nd-level evocation (ritual)
Classes: Blackguard, Cleric Classes: Blackguard, Cleric, Paladin
Casting Time: 1 action Casting Time: 1 hour
Range: Self (30-foot radius) Range: Touch
Components: V Components: V, S, M ( a religious symbol or artifact worth at
Duration: Concentration, up to 10 minutes least 50 gp, which the spell consumes )
Duration: Until dispelled
Necromantic energy radiates from you in an area with a
30-foot radius. Until the spell ends, the aura moves with you, You perform a special ritual that infuses an object or an
centered on you. When you cast this spell, you can designate area with a 30-foot radius with holy or profane power. An
any number of creatures you can see to be unaffected by it. object or an area blessed with holy power becomes a
When a creature enters the aura for the first time on a turn or consecrated object or ground, while an object or an area
starts its turn there, it must make a Constitution saving perverted through profane power becomes a desecrated
throw. On a failed save, the creature is affected by the spell object or ground. Burying a consecrated or desecrated object
until the start of its next turn. An affected creature has consecrates or desecrates the area in a 30-foot radius around
vulnerability to necrotic damage, disadvantage on death it. Consecrating a desecrated object or area immediately
saving throws and can't regain hit points. removes the desecrated effects on the object or area, and vice
versa.
Aura of Feebleness Consecrated Object. A consecrated object is considered
3rd-level evocation magical and does not weather by natural means. Fiends and
Classes: Blackguard, Cleric, Druid undead in physical contact with a consecrated object take
Casting Time: 1 action 2d10 radiant damage at the start of each of their turns.
Range: Self (30-foot radius) Desecrated Object. A desecrated object is considered
Components: V magical and weathers at twice the normal rate. Celestials and
Duration: Concentration, up to 1 minute fey in physical contact with a desecrated object take 2d10
necrotic damage at the start of each of their turns.
Vile energy radiates from you in an area with a 30-foot Consecrated Ground. Celestial and fey standing on
radius. Until the spell ends, the aura moves with you, consecrated ground have advantage on all saving throws,
centered on you. You can use a bonus action to force a while fiends and undead standing on consecrated ground
creature in the aura to make a Wisdom saving throw. On a have disadvantage on all saving throws. Fiends can't be
failed save, the target takes 3d6 psychic damage. summoned or enter consecrated ground. Undead can't be
At Higher Levels. When you cast this spell using a spell summoned, created or enter consecrated ground. In addition,
slot of 4th level or higher, the damage increases by 1d6 for buildings standing on consecrated ground are protected from
each slot level above 3rd. weathering by natural means.
Desecrated Ground. Fiends and undead standing on
desecrated ground have advantage on all saving throws,
while celestials and fey standing on desecrated ground have
disadvantage on all saving throws. Celestials and fey can't be
summoned or enter desecrated ground. In addition, buildings
standing on desecrated ground weather at twice the normal
rate.

DARK MAGIC - PROFANE ARTS


2
Crippling Smite Hellfire Chain
5th-level necromancy 2nd-level evocation
Classes: Blackguard, Paladin Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack You summon a chain made of hellfire to bind a humanoid
before this spell ends, your weapon crackles with of your choice that you can see within range. The target must
necromantic energy, and the attack deals an extra 5d6 succeed on a Constitution saving throw or be restrained and
necrotic damage to the target. Additionally, if the target is not take 1d6 fire damage at the start of each of its turns for the
a construct or undead, it must succeed on a Constitution duration. As a bonus action, you can pull a creature
saving throw or gain vulnerability to necrotic damage and restrained by a hellfire chain up to 10 feet in a straight line
become unable to regain hit points until the spell ends. towards you. At the end of each of its turns, the target can
make another Constitution saving throw. On a success, the
Divine Visage spell ends on the target.
5th-level transmutation Fire damage from this spell ignores resistance to fire
Classes: Blackguard, Cleric, Paladin damage. Humanoids killed by fire damage from this spell
Casting Time: 1 action have their souls funneled to the Nine Hells, instantly reborn
Range: Self as lemure devils.
Components: V, S, M ( a sacred text and a drop of the At Higher Levels. When you cast this spell using a spell
caster's blood ) slot of 3rd level or higher, you can target one additional
Duration: Concentration, up to 10 minutes humanoid for each slot level above 2nd. The humanoids must
be within 30 feet of each other when you target them.
You gather divine energies into your body, vastly improving
your capabilities. Until the spell ends, you gain the following Hellfire Halo
benefits: 5th-level evocation
You have resistance to radiant and necrotic damage. Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
At the start of each of your turns, you regain hit points Casting Time: 1 action
equal to your spellcasting ability modifier. Range: Self
You can attack twice, instead of once, when you take the Components: V, S, M ( a black opal worth 100 gp and a
Attack action on your turn. You ignore this benefit if you pinch of sulfur)
already have a feature, like Extra Attack, that gives you Duration: Concentration, up to 1 minute
extra attacks. You summon a halo of hellfire that ignites the air around
When you hit a target with a weapon attack, that target you and imbues you with vigor. When a creature enters a
takes an extra 2d8 radiant or necrotic damage (your space within 10 feet of you for the first time on a turn or
choice) . starts its turn there, it must make a Constitution saving
You have a +2 bonus to AC.
When you fail a saving throw, you can choose to succeed throw. On a failed save, it takes 4d6 fire damage, and you
instead. If you do so, the spell ends. regain hit points equal to half the amount of fire damage
dealt. On a successful save, it takes half as much fire damage
Immediately after the spell ends, you must succeed on a and you do not regain any hit points.
DC 15 Constitution saving throw or suffer one level of Fire damage from this spell ignores resistance to fire
exhaustion. damage. Humanoids killed by fire damage from this spell
have their souls funneled to the Nine Hells, instantly reborn
Hellfire Bolt as lemure devils.
1st-level evocation At Higher Levels. When you cast this spell using a spell
Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard slot of 6th level or higher, the damage increases by 1d6 for
Casting Time: 1 action each slot level above 5th.
Range: 120 feet
Components: V, S
Duration: Instantaneous
A ray of hellfire streaks toward a creature of your choice
within range. Make a ranged spell attack against the target.
On a hit, the target takes 3d6 fire damage.
Fire damage from this spell ignores resistance to fire
damage. Humanoids killed by fire damage from this spell
have their souls funneled to the Nine Hells, instantly reborn
as lemure devils.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.
DARK MAGIC - PROFANE ARTS
3
Hellfire Storm Incinerate
4th-level evocation 6th-level evocation
Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard Classes: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You summon mighty hellfire to engulf everything in a A target that you can see within range is engulfed by
location you specify. Each creature in a 10-foot radius, 30-foot hellfire. The target can be a creature, an object, or a creation
high cylinder centered on a point within range must make a of magical force, such as the wall created by wall of force. A
Dexterity saving throw. A creature takes 5d6 fire damage on a creature targeted by this spell must make a Dexterity saving
failed save, or half as much damage on a successful one. throw. On a failed save, the target takes 8d6 + 40 fire
Fire damage from this spell ignores resistance to fire damage. If this damage reduces the target to 0 hit points, it is
damage. Humanoids killed by fire damage from this spell incinerated. An incinerated creature and everything it is
have their souls funneled to the Nine Hells, instantly reborn wearing and carrying, except magic items, are reduced to
as lemure devils. ashes. This spell automatically incinerates a Large or smaller
At Higher Levels. When you cast this spell using a spell nonmagical object or a creation of magical force. If the target
slot of 5th level or higher, the damage increases by 1d6 for is a Huge or larger object or creation of force, this spell
each slot level above 4th. incinerates a 10-foot-cube portion of it. A magic item is
unaffected by this spell.
Fire damage from this spell ignores resistance to fire
damage. Humanoids killed by fire damage from this spell
have their souls funneled to the Nine Hells, instantly reborn
as lemure devils.
At Higher Levels. When you cast this spell using a spell
slot of 8th level or higher, the damage increases by 3d6 for
each slot level above 7th.

Obtaining the knowledge of hellfire should not be


a trivial matter, and is rarely a choice the character
makes consciously unless they are aware of this
power.
The manipulation of such magics comes either
as a gift from a devil whose contractee has
performed an excellent task or by usurping a devil's
own power, through which the caster gains the
ability to invoke hellfire.
As a result, evil creatures are the ones most
often found wielding hellfire. However, a noble
heart might seek this powerful magic as a means to
an end, risking everything for a cause. As a GM,
should you wish to allow hellfire to be used by your
players, make the benefits and consequences of
linking one's magical essence to the Hells very
clear. Hellfire can be an excellent story point and
tool, either from the characters' side, or the side of
the adversaries.

DARK MAGIC - PROFANE ARTS


4
Investiture of Hellfire Power Word: Annihilate
9th-level transmutation 9th-level transmutation
Classes: Cleric, Sorcerer, Warlock, Wizard Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 1 mile
Components: V, S, M ( the blood of a creature that has Components: V
formed a contract with a devil ) Duration: Instantaneous
Duration: Concentration, up to 10 minutes You speak a word of terrible power and summon the true
You spiritually connect with the essence of Hell, infusing essence of annihilation. Choose a point you can see within
your very being with hellfire and manifesting the strength of range. A 150-foot radius sphere centered on that point erupts
the most powerful devils. Until the spell ends, you gain the with unspeakable force. Each creature in the affected area
following benefits: must make a Constitution saving throw. A creature takes
20d6 + 40 force damage on a failed save, or half as much
damage on a successful one.
Your creature type changes to fiend and you gain truesight If this damage reduces a creature to 0 hit points, it is
out to a range of 120 feet. disintegrated. A disintegrated creature and everything it is
You gain 100 temporary hit points. If any of these remain wearing and carrying, except magic items, are reduced to a
when the spell ends, they are lost. pile of fine gray dust. The creature can be restored to life only
Fiery wings manifest on your back. You gain a flying speed by means of a true resurrection or a wish spell. This spell
of 60 feet. If you are still flying when the spell ends, you automatically disintegrates all nonmagical objects or a
fall, unless you can somehow prevent it. creations of magical force in the affected area, such as the
You have immunity to fire and poison damage and wall created by wall of force. A magic item is unaffected by
resistance to cold damage as well as bludgeoning, piercing this spell.
and slashing damage from nonmagical attacks that aren't
silvered. Profane Weapon
All creatures that start their turn within 10 feet of you, 5th-level evocation
touch you or hit you with a melee attack take 2d6 fire
damage. Classes: Blackguard, Cleric, Warlock
You have a bonus to AC equal to your spellcasting ability Casting Time: 1 bonus action
modifier. Range: Touch
The area within 60 feet of you counts as desecrated Components: V, S
ground, as with the consecrate/desecrate spell, but the Duration: Concentration, up to 1 hour
effect cannot be removed by any means. You imbue a weapon you touch with profane power. Until the
In addition, at the start of each of your turns you choose to spell ends, the weapon turns dim light into darkness in a 30-
manifest a different aspect, gaining different benefits until the foot radius and bright light to dim light for an additional 30
start of your next turn depending on your choice: feet. In addition, weapon attacks made with it deal an extra
Aspect of Pestilence. Creatures that start their turns 2d8 necrotic damage on a hit. If the weapon isn’t already a
within 30 feet of you must succeed on a Constitution saving magic weapon, it becomes one for the duration. As a bonus
throw or take 10d6 poison damage and become poisoned action on your turn, you can dismiss this spell and cause the
until the spell ends. At the end of each of its turns, a poisoned weapon to emit a burst of vile energy. Each creature of your
creature can make a Constitution saving throw, ending the choice that you can see within 30 feet of you must make a
effect on itself on a success. Wisdom saving throw. On a failed save, a creature takes 4d8
Aspect of Terror. Creatures that start their turns within 30 necrotic damage, and it is frightened for 1 minute. On a
feet of you must succeed on a Wisdom saving throw or successful save, a creature takes half as much damage and
become frightened of you until the spell ends. At the end of isn’t frightened. At the end of each of its turns, a frightened
each of its turns, a frightened creature can make a Wisdom creature can make a Wisdom saving throw, ending the effect
saving throw, ending the effect on itself on a success. on itself on a success.
Aspect of Tyranny. When you take the Attack action on
your turn, you can make one additional attack as part of the
same action. In addition, your attacks score a critical hit on a
roll of 19 or 20 on the d20 and deal an extra 4d6 fire damage.
Fire damage from this spell ignores resistance to fire
damage. Humanoids killed by you while this spell is active
have their souls funneled to the Nine Hells, instantly reborn
as lemure devils. If you are killed while the spell is active,
your soul is funneled to the Nine Hells, and you are instantly
reborn as a lemure devil.
Immediately after the spell ends, you suffer two levels of
exhaustion.

DARK MAGIC- PROFANE ARTS


5
Ravage Sacrilege
7th-level necromancy 9th-level transmutation (ritual)
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard Classes: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 24 hours
Range: 90 feet Range: Touch
Components: V,S Components: V, S, M ( a celestial creature to be the spell's
Duration: Instantaneous target, and desecrated objects worth at least 500 gp per Hit
Die of the target, which the spell consumes)
A massive pillar of necrotic energy rises from the ground in Duration: Until dispelled
a location you specify. Each non-construct, non-undead
creature in a 20-foot radius, 60-foot high cylinder centered on Performing a terrible profane ritual, you pervert the nature
that point must make a Constitution saving throw. A creature of a celestial creature. Over the course of this ritual, you place
takes 10d6 necrotic damage on a failed save, or half as much the desecrated objects used as material components in a 20-
damage on a successful one. A creature that fails its saving foot circle, at the center of which the target must lie for the
throw also has its hit point maximum reduced by an amount whole duration of the spell's casting time. When you finish
equal to the necrotic damage taken until it finishes a long casting the spell, the target in the ritual circle must make a
rest. Charisma saving throw. The target has disadvantage on the
roll if you know its True Name. On a failed save, you speak
Rend Soul one single blasphemous word, which becomes the target's
8th-level necromancy new True Name, altering its essence and binding it to your
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard service. On a successful save, the spell has no effect. A target
Casting Time: 1 action that fails its saving throw also suffers the following changes:
Range: 120 feet The target's alignment becomes evil if it isn't already, and
Components: V,S becomes a hollow puppet to be filled with purpose by you.
Duration: Instantaneous It obeys each and every one of your commands to the best
You attempt to weaken the connection of a humanoid with of its ability, even if a command forces it to risk its
its soul. A target if your choice within range must make a existence. Its original personality might somewhat
Wisdom saving throw. It takes 10d6 + 40 necrotic damage on remain, but it changes to suit its new nature.
a failed save, or half as much damage on a successful one. If The target's physical form changes to reflect the perverted
this damage reduces the target to 0 hit points, you can nature of its existence. For example, its wings might
choose to consume its soul, regaining a number of hit points become fleshy, its skin might take on a charred hue and its
equal to half the target's maximum hit points. If you consume eyes might turn to empty sockets of darkness.
a target's soul, the target dies and can't be brought back to life The target no longer holds any value for life and will
by any means as its soul is permanently destroyed. attempt to snuff it out unless you command it otherwise. It
A target that fails its saving throw against this spell while now holds cruelty, pain and the will of its master above
under the effects of an astral projection spell has its silvery anything else.
cord immediately cut. The only way to dispel the effects of this spell is through a
wish spell, which upon being cast allows the target to
immediately make a Charisma saving throw with advantage.
On a successful save, the target regains its original nature
and the spell ends. However, it remembers its actions under
your command, which might possibly horrify it, and it will
actively seek atonement for its actions, or possibly go
completely insane (GM's discretion) .

DARK MAGIC - PROFANE ARTS


6
Channel Profanity
Paladin Variant: As a blackguard you channel profane energy to fuel magical
Blackguard effects. Each Channel Profanity option explains how to use it.
When you use your Channel Profanity, you choose which
Blackguards are the antithesis to paladins. Either former holy option to use. You must then finish a short or long rest to use
knights or devoted pupils of darkness, these fierce warriors your Channel Divinity again.
commit vile acts to further their personal agendas but have Some Channel Profanity effects require saving throws.
strong beliefs and principles, however demented they may be. When you use such an effect from this class, the DC equals
To face a blackguard, is to face a true champion of evil. your blackguard spell save DC.
A blackguard is always of evil alignment, with no
exceptions. Blackguards rarely act in a good nature, and Improved Profane Smite
when they do, it is out of necessity to achieve their goals. 11-th level blackguard feature, which replaces the Improved
Divine Smite feature
Class Features By 11th level, you are so suffused with unholy might that all
The Blackguard is a variant class of the paladin, and gains your melee weapon strikes carry a sinister power with them.
the same class features as the paladin, with the following Whenever you hit a creature with a melee weapon, the
changes: creature takes an extra 1d8 necrotic damage.
Profane Smite Blackguard Spellcasting
2nd-level blackguard feature, which replaces the Divine The spellcasting feature of the Blackguard is the same as the
Smite feature paladin's. A blackguard prepares and casts spells the same way

Starting at 2nd level, when you hit a creature with a melee a paladin does but from the blackguard spell list. A
weapon attack, you can expend one spell slot to deal necrotic blackguard's spellcasting ability is the same as the paladin's. A
damage to the target, in addition to the weapon’s damage. blackguard can use a spellcasting focus the same way a paladin
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for does.
each spell level higher than 1st, to a maximum of 5d8. The
damage increases by 1d8 if the target is a celestial or fey, to a
maximum of 6d8.
True Blackguard
3rd-level blackguard feature, which replaces the Sacred Oath
feature
When you reach 3rd level, you embrace the essence of being
a true blackguard. This devotion to evil grants you features at
3rd level and again at 7th, 15th, and 20th level. Those
features include blackguard spells and the Channel Divinity
feature.
Blackguard Spells
A Blackguard gains the following spells at the blackguard
levels listed. Once you gain access to a blackguard spell, you
always have it prepared. Blackguard spells don’t count
against the number of spells you can prepare each day.
If you gain a blackguard spell that doesn’t appear on the
blackguard spell list, the spell is nonetheless a blackguard
spell for you.
Blackguard Spells
Blackguard Level Spells
3rd bane, inflict wounds
5th blindness/deafness, hold person
9th animate dead, vampiric touch
13th blight, compulsion
17th antilife shell, dominate person

DARK MAGIC - PROFANE ARTS


7
Master of Treachery
True Blackguard 15th-level True Blackguard feature
Channel Profanity You learn how to plant the seeds of treachery even between
3rd-level True Blackguard feature allies. When a creature makes a melee attack against you and
You gain the following two Channel Profanity options. See an ally of that creature is within 5 feet of it, you can use your
the True Blackguard class feature for how Channel Profanity reaction to redirect the attack. The creature that targeted you
works. with the melee attack must succeed on a Wisdom saving
Crippling Strike. You can use your Channel Profanity to throw against your blackguard spell save DC or the attack
cripple an enemy. As a bonus action, you imbue a weapon you targets one of its allies within 5 feet of it (your choice) instead
are holding with unholy magic until the end of your turn. The of you.
next creature you hit with an attack using the imbued weapon You can use this feature a number of times equal to your
takes the attack's damage and must succeed on a Wisdom Charisma modifier (minimum of once) . You regain all
saving throw or become paralyzed until the end of its next expended uses of this feature when you finish a long rest.
turn. Profane Champion
Dark Calling. As an action, you can use your Channel 20th-level True Blackguard feature
Profanity feature to summon undead or fiends with a
combined challenge rating up to one fourth your blackguard You can assume the form of a true exemplar of evil. As an
level. The minimum challenge rating of a summoned creature action, you undergo a vile transformation, gaining the
can be 1/4 . The maximum number of summoned creatures following benefits for 1 minute:
is equal to your proficiency bonus. Summoned creatures
appear in unoccupied spaces within 30 feet of you, act on A creature that you reduce to 0 hit points dies instantly
your initiative and obey your commands for 1 minute, after and cannot be restored to life except by means of a true
which they return to their home planes. resurrection or wish spell.
When you reduce a creature to 0 hit points, you regain hit
Aura of Despair points equal to half the creature's Hit Dice.
7th-level True Blackguard feature Any creature you hit with an attack must succeed on a
Constitution saving throw against your blackguard spell
You emanate a dreadful aura that crushes the spirit of your save DC or have its hit point maximum reduced by an
enemies. The aura extends 10 feet from you in every amount equal to the attack's damage until it finishes a
direction, but not through total cover. long rest.
Whenever a creature within the aura targets you with an Once you use this feature, you can't use it again until you
attack, it must succeed on a Wisdom saving throw against finish a long rest, unless you expend a 5th-level spell slot to
your blackguard spell save DC or subtract your Charisma use it again.
modifier from the attack roll.
At 18th level, the range of this aura increases to 30 feet.
Blackguard Atonement
If you allow a player to choose the Blackguard
option, you can later allow the blackguard to atone
and become a true paladin.
The blackguard who wishes to atone must first
shed their evil alignment and demonstrate this
alignment change through words and deeds.
Having done so, the blackguard loses all
Blackguard features and must choose a sacred
oath. (With your permission, the player can choose
a sacred oath that the character had previously.)
However, the atoned blackguard turned paladin
doesn't gain the class features specific to that
sacred oath until they complete some kind of
dangerous quest or trial, as determined by the GM.
Evil paladins that break their oath and do not
wish to atone may immediately replace their
paladin and Sacred Oath features with Blackguard
features.

DARK MAGIC - PROFANE ARTS


8
Channel Divinity: Unleash Energy
Cleric Variant: Ur-Priest 2nd-level Ur-Priest feature
Ur-Priests are the antithesis to clerics. Instead of drawing As an action, you siphon divine energy and unleash positive
upon deific power through prayer, they forcefully siphon and or negative energy (your choice) in a 30-foot radius sphere
shape it. Ur-priests do not necessarily despise the gods, but around you.
most of them completely disregard the teachings and tenets Positive Energy. Non-construct, non-undead creatures of
of divine servitude. your choice within range regain hit points equal to twice your
The most dangerous of these priests are former clerics that ur-priest level. Undead creatures within range must make a
abandoned everything they knew and now only seek power, Constitution saving throw. Undead creatures take radiant
opposing religion and pursuing the final defeat of the gods. damage equal to twice your ur-priest level on a failed save, or
Some can be found leading cults alongside blackguards, half as much damage on a successful one.
while others simply live in solitude exercising their talents Negative Energy. Undead creatures of your choice within
only to aid those they deem worthy, based on their own range regain hit points equal to twice your ur-priest level.
judgement. Non-construct, non-undead creatures within range must
make a Constitution saving throw. Non-construct, non-
Class Features undead creatures take necrotic damage equal to twice your
ur-priest level on a failed save, or half as much damage on a
The Ur Priest is a variant class of the cleric, and gains the successful one.
same class features as the cleric, with the following changes:
Siphon Power
Ur Priest 6th-level Ur-Priest feature
1st-level Ur-Priest feature, which replaces the Divine Domain As an action, you can expend two spell slots of the same level
feature to cast one spell that you have prepared at one level higher
As an Ur-Priest, you shun away the shackles of serving than the slots expended, up to the highest level slot that you
divinity and manipulate the deific energies with your own have. For example, you can expend two 1st-level spell slots to
willpower. This choice grants you features when you choose cast inflict wounds as if you had expended a 2nd-level slot.
it at 1st level. It also grants you additional ways to use Potent Spellcasting
Channel Divinity when you gain that feature at 2nd level, and 8th-level Ur-Priest feature
additional benefits at 6th, 8th, and 17th levels.
You add your Wisdom modifier to the damage you deal with
Domain Spells any cleric cantrip.
1st-level Ur-Priest feature
When you finish a long rest, you can select a Divine Domain. Steal Magic
You gain that Divine Domain's domain spells as if you were a 17th-level Ur-Priest feature
cleric with a level equal to your ur-priest level until you finish You learn how to usurp the magic of spellcasters the same
a long rest. way as you do from the gods. As a reaction, when you see a
Domain spells you gain this way are considered as creature within 60 feet of you casting a spell, you can make
prepared spells for you, and they doesn’t count against the an ability check using your Wisdom modifier. The DC equals
number of spells you can prepare each day. 10 + the spell's level. On a successful check, the spell fails
If you have a domain spell that doesn’t appear on the cleric and has no effect. In addition, you immediately learn and
spell list, the spell is nonetheless a cleric spell for you. prepare the spell as a cleric spell that does not count against
the number of spell you can prepare each day, until you finish
Bonus Proficiencies a long rest.
1st-level Ur-Priest feature You can use this feature a number of times equal to your
You have aquired a vast understanding of both arcane and Wisdom modifier (minimum of once) . You regain all
divine magic. You gain proficiency in Arcana and Religion, expneded uses of this feature when you finish a long rest.
and can use your Wisdom modifier instead of your
Intelligence modifier for any ability check that uses either of Ur-Priest Spellcasting
these skills. In addition, your proficiency bonus is doubled for The spellcasting feature of the ur-priest is the same as the
any ability check that uses either of these skills. cleric's. An ur-priest prepares and casts spells the same way a
cleric does from the cleric spell list, but undergoes meditation
instead of conducting prayer to a deity. An ur-priest's
spellcasting ability is the same as the cleric's. An ur-priest can
use a holy symbol the same way a cleric does, but is not
restrained to the holy symbol of a particular deity.
In addition, ur-priests do not call deities to intervene in their
favor when using Divine Intervention, but channel shards of
divine power to enforce their will on reality instead.

DARK MAGIC - PROFANE ARTS


9
Blackguard Spells
1st Level
Charm Person
Command
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Expeditious Retreat
Hellfire Bolt
Hellish Rebuke
Protection from Evil and Good
2nd Level
Branding Smite
Consecrate/Desecrate
Darkness
Enthrall
Find Steed
Hellfire Chains
Invisibility
Locate Object
Magic Weapon
Protection from Poison
Ray of Enfeeblement
Suggestion
3rd Level
Aura of Feebleness
Bestow Curse
Dispel Magic
Fear
Greater Invisibility
Magic Circle
Nondetection
Remove Curse
Revivify
Speak with Dead
4th Level
Aura of Corrosion
Aura of Death
Banishment
Death Ward
Hellfire Storm
Locate Creature
Phantasmal Killer
5th Level
Cloudkill
Contagion
Crippling Smite
Dispel Evil and Good
Divine Visage
Geas
Hallow
Hellfire Halo
Hold Monster
Modify Memory
Profane Weapon
Raise Dead
Scrying

DARK MAGIC - PROFANE ARTS


10
Gauntlets of Domination Executioner. When you score a critical hit against a
Wondrous item , relic (requires attunement) creature affected by Judge while wearing the gauntlets, you
can expend 1 charge to force the target to make a DC 18
These jet black gauntlets are expertly crafted from obsidian Wisdom saving throw. On a failed save, the target is reduced
with a clean cut red ruby embedded in each of them. to 0 hit points.
Thaxaldir, the Dominator, blessed an ancestor of the Spells. While wearing the gauntlets, you can use an action
Merinthor line with the knowledge to forge this relic in the to expend 1 or more charges to cast the following spells (save
Nexus of War. DC 18) from them: disintegrate (5 charges) , dominate
While wearing both of these gauntlets, any non-magical monster (7 charges) , dominate person (4 charges) , haste (2
weapon you grasp with either gauntlet is treated as a magic charges) , hold monster (4 charges) , hold person (1 charge) ,
weapon, and any weapon you grasp deals an extra 2d8 imprisonment (8 charges) or slow (2 charges) .
psychic damage on a hit.
In addition, you can use the gauntlets as martial weapons Profane Reaver
that you are proficient with. The gauntlets use your Strength Weapon (any sword) , legendary (requires attunement by a
modifier for attack and damage rolls. Each gauntlet deals 1d6 blackguard)
bludgeoning damage + 2d8 psychic damage on a hit. You gain a +3 bonus to attack and damage rolls made with
Blessings of Thaxaldir. While attuned to the gauntlets, this magic weapon. When you hit a celestial or fey with it,
you gain the following benefits: that creature takes an extra 2d10 necrotic damage.
While you wear both of these gauntlets, your Strength While you hold the drawn sword, it creates an aura in a 10-
score becomes 27, unless it is already 27 or higher foot radius around you. All creatures hostile to you in the
without the gauntlets. aura must subtract your Charisma modifier from all saving
You are under the effects of a mind blank spell. throws they make. If you have 17 or more levels in the
You have a bonus to AC equal to your Charisma modifier blackguard class, the radius of the aura increases to 30 feet.
(minimum of +1) . In addition, while attuned to the Profane Reaver, when you
You can't be frightened or knocked prone. use your Dark Calling, the combined challenge rating of
undead or fiends you summon can be up to half your
Chains of Domination. When you take the attack action blackguard level.
on your turn, you can forgo one of your attacks to create a
chain made of black steel and hurl it to a creature within 60
feet of you. The target of the chain must succeed on a DC 18 Art Credit In Order Of Appearance:
Wisdom saving throw or become restrained by the chain. Necromancer - Luciano Fleitas
While restrained this way, a creature takes 4d8 psychic Sanctuary Desecration - Roberto Gatto
damage at the start of each of its turns and can't speak. A Inflame - Lucas Torquato
restrained creature can repeat this saving throw at the end of Summoning Ritual - AlexKhun
each of its turns, ending the effect on itself on a success. Dark Halo - Conor Burke
The Dark Knight - Jason Kang
Chains conjured with this effect are objects with AC 20, 30
hit points, resistance to all damage and immunity to thunder
and psychic damage. The maximum number of chains you
can conjure at a time is equal to your Charisma modifier. You
can dismiss any number of chains conjured with this effect as
a bonus action.
Enforce Hierarchy. As an action, you can slam the
gauntlets to the ground. All creatures within 60 feet of you
must succeed on a DC 18 Strength saving throw or fall prone
and have their speed reduced to 0 until the end of their next
turn.
In addition, the gauntelts have 10 charges for the following
properties. They regain 1d8 + 2 charges daily at dawn. If you
reduce a creature with a challenge rating equal to or higher
than your level to 0 hit points, the gauntlets regain charges
equal to the difference between the creature's challenge
rating and your level.
Dominator's Touch. When you hit a creature with an
attack while wearing the gauntlets, you can expend 1 charge
to knock the target prone if it is Huge or smaller.
Judge. While wearing the gauntlets, you can use an action
to expend 1 charge to place a creature within 60 feet of you
under your authority. The target must succed on a DC 18
Wisdom saving throw or become unable to lie and frightened
of you for 1 minute.
Jury. While wearing the gauntlets, you can use an action
expend 1 charge to cast geas (save DC 18) on a creature
affected by Judge.

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