SyntheticHuman
2023-06-14, 09:44 PM
This is a subclass based on Dark Magic from The Dragon Prince. I'd love some help making the rules more coherent and concise, as well as balancing help. :smallbiggrin:
School of Dark Magic
Long ago, an enclave of Human mages grew jealous of the innate magic that other creatures possessed. These mages discovered a way to steal this magic for their own. These wizards became the first Dark Mages, a type of Wizard nearly universally reviled. The secrets of Dark Magic allow one to use the magical power of others for their own benefit.
Antimagic Arcana
Starting when you choose this school at 2nd level, you may choose a number of creature types equal to your Intelligence modifier from aberrations, celestials, constructs, dragons, fey, fiends, elementals, giants, monstrosities, oozes, and undead. You may gain advantage on a spell attack against a creature of one of these types, or force a creature of one of those types to gain disadvantage on one saving throw against a spell you cast on it. You may gain this advantage or force this disadvantage a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest. Whenever you complete a short or long rest, you may exchange one of your selected creature types for another, and when your Intelligence modifier changes, you choose what creature types you lose or gain.
Absorb Magic
Starting when you choose this school at 2nd level, you gain the ability to steal the magical energy of a fallen creature. Whenever a creature that has the ability to cast any spell dies within 120 feet of you, as a reaction, you may regain expended spell slots whose combined slot level are equal to half its challenge rating or level, whichever is applicable (rounded down, minimum of zero). For example, if a spellcasting creature of challenge rating six died within range, you may regain one 2nd level slot and one 1st level slot, or three 1st level slots. After you use this ability, you must finish a short or long rest before you can use it again.
Arcane Rebuke/B]
Starting at 6th level, as a reaction when a creature within range of one of your cantrips casts a spell, you may immediately cast that cantrip, targeting that creature. After you use this ability once, you must finish a long rest before you can use it again.
[B]Spell Absorption
Starting at 10th level, you gain the ability to absorb the power of incoming spells. As a reaction when a spell is cast that targets you or includes you in its area of effect, you may make a check using your spell attack bonus against a DC equal to 10 + the spell's level. On a success, the spell has no effect, and the originator wastes any resources they used to create this effect. If a spell is canceled by this effect, you regain an expended spell slot of a level equal to half the level of the spell that was canceled, rounded down. You can use this ability a number of times equal to your Intelligence modifier, regaining all expended uses on a long rest.
Borrowed Enchantments (Warning: This feature potentially severely unbalanced and/or overly verbose feature)
Starting at 14th level, you learn to mimic the magical abilities of fallen creatures. As a reaction when a creature dies within 120 feet of you, you may choose one of its features, actions, bonus actions, or reactions, or you may choose its movement speeds, saving throw proficiencies, skill proficiencies, condition immunities, or damage vulnerabilities, resistances, and immunities. You magically create an arcane token that contains this feature, conjuring a Tiny object that weighs one fourth of a pound and is immune to all damage. You may have only one of these tokens at a time. If you try to create a new token while you already have one, the old one is destroyed. As an action, you may magically destroy this token and gain the benefits of the feature for the next 8 hours. You cannot gain proficiency in a skill or saving throw twice from this feature. If you chose a Spellcasting feature, you gain the ability to cast any spells the creature was able to cast as Wizard spells. Any features you have that contradict the feature you chose are overwritten as long as the feature persists. You may benefit from only one use of this feature at a time, and if you activate another token while you still have the feature of another, the old feature ends and is replaced by the new one. You may also choose to end the feature early as a bonus action.
Version 1.0.3 - Replaced Shadow Touch with Arcane Rebuke so that it fits with the theme better, nerfed Borrowed Enchantments and moved it to 14th level, heavily nerfed Spell Absorption and moved it to 10th level.
School of Dark Magic
Long ago, an enclave of Human mages grew jealous of the innate magic that other creatures possessed. These mages discovered a way to steal this magic for their own. These wizards became the first Dark Mages, a type of Wizard nearly universally reviled. The secrets of Dark Magic allow one to use the magical power of others for their own benefit.
Antimagic Arcana
Starting when you choose this school at 2nd level, you may choose a number of creature types equal to your Intelligence modifier from aberrations, celestials, constructs, dragons, fey, fiends, elementals, giants, monstrosities, oozes, and undead. You may gain advantage on a spell attack against a creature of one of these types, or force a creature of one of those types to gain disadvantage on one saving throw against a spell you cast on it. You may gain this advantage or force this disadvantage a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest. Whenever you complete a short or long rest, you may exchange one of your selected creature types for another, and when your Intelligence modifier changes, you choose what creature types you lose or gain.
Absorb Magic
Starting when you choose this school at 2nd level, you gain the ability to steal the magical energy of a fallen creature. Whenever a creature that has the ability to cast any spell dies within 120 feet of you, as a reaction, you may regain expended spell slots whose combined slot level are equal to half its challenge rating or level, whichever is applicable (rounded down, minimum of zero). For example, if a spellcasting creature of challenge rating six died within range, you may regain one 2nd level slot and one 1st level slot, or three 1st level slots. After you use this ability, you must finish a short or long rest before you can use it again.
Arcane Rebuke/B]
Starting at 6th level, as a reaction when a creature within range of one of your cantrips casts a spell, you may immediately cast that cantrip, targeting that creature. After you use this ability once, you must finish a long rest before you can use it again.
[B]Spell Absorption
Starting at 10th level, you gain the ability to absorb the power of incoming spells. As a reaction when a spell is cast that targets you or includes you in its area of effect, you may make a check using your spell attack bonus against a DC equal to 10 + the spell's level. On a success, the spell has no effect, and the originator wastes any resources they used to create this effect. If a spell is canceled by this effect, you regain an expended spell slot of a level equal to half the level of the spell that was canceled, rounded down. You can use this ability a number of times equal to your Intelligence modifier, regaining all expended uses on a long rest.
Borrowed Enchantments (Warning: This feature potentially severely unbalanced and/or overly verbose feature)
Starting at 14th level, you learn to mimic the magical abilities of fallen creatures. As a reaction when a creature dies within 120 feet of you, you may choose one of its features, actions, bonus actions, or reactions, or you may choose its movement speeds, saving throw proficiencies, skill proficiencies, condition immunities, or damage vulnerabilities, resistances, and immunities. You magically create an arcane token that contains this feature, conjuring a Tiny object that weighs one fourth of a pound and is immune to all damage. You may have only one of these tokens at a time. If you try to create a new token while you already have one, the old one is destroyed. As an action, you may magically destroy this token and gain the benefits of the feature for the next 8 hours. You cannot gain proficiency in a skill or saving throw twice from this feature. If you chose a Spellcasting feature, you gain the ability to cast any spells the creature was able to cast as Wizard spells. Any features you have that contradict the feature you chose are overwritten as long as the feature persists. You may benefit from only one use of this feature at a time, and if you activate another token while you still have the feature of another, the old feature ends and is replaced by the new one. You may also choose to end the feature early as a bonus action.
Version 1.0.3 - Replaced Shadow Touch with Arcane Rebuke so that it fits with the theme better, nerfed Borrowed Enchantments and moved it to 14th level, heavily nerfed Spell Absorption and moved it to 10th level.