Sorcerous Origin

Black Magician

Your innate magic comes from a dark source both within an without yourself. Black magicians, or "Higher Magicians" as they like to call themselves are people whom have either stumbled upon a great power on accident or have sought their dark power intentionally. There are many benefits to becoming a Black Magician, but, to the faint of heart, the detriments might outweigh the perks.

Black Magic Adept

At 1st-Level, your dark origins allow you to learn spells from the Necromancy school of magic. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from this school of magic or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Power Beyond Compare

At 1st-Level, the dark powers you have access to bestow upon you the ability to regenerate your magical abilities more quickly. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up), and the slots must be 5th-Level or lower.

For example, if you're a 4th level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-Level spell slot or two 1st-level spell slots.

The Curse

At 1st-Level, after a character becomes a Black Magician, there is no turning back. The simple act of gaining the additional power through any means places a permanent curse on the creature that cannot be removed even by the means of the Wish spell. Upon death, a creature with possession of Black Magic cannot be ressurected, and their body is destroyed along with the surrounding area by their foul magic. See the following chart below to determine the radius of the blast when a Black Magician fails their 3rd death saving throw or dies by some other means.

Black Magician Death Blast

Character Level Radius of Blast 1st - 5th 10 feet 6th - 10th 20 feet 11th - 15th 30 feet 16th - 20th 60 feet

When a black magician's body is consumed, the player must calculate the number of remaining unused spell slots upon death in order to determine how much damage is dealt. For instance, if a 3rd level Black Magic sorcerer were to be killed without having used any spell slots, they would have four 1st-Level spells and two 2nd-Level spells for a total of 6 slots. The player then rolls 1d6 per sorcerer level to determine the damage dealt, adding the number of spell slots to the roll. When you choose this subclass, the damage type of this effect is determined by your Dungeon Master, who may choose any type of damage.

Any creatures within the radius of the blast, must make a Dexterity saving throw. On a failure, creatures suffer the full amount of damage, and half as much on a successful save.

Enemy's Bane

Starting at 6th-Level, your magic increases its ability to weaken your enemies. As a reaction to casting a Necromancy or Black Magic spell that requires a saving throw, you can spend 2 sorcery points to roll 1d4 and apply the number rolled as a penalty to the creature's saving throw. You may do so after the creature rolls but before any effects of the roll occur.

Bloodletting

At 14th-Level, your control over the dark arts allows you to add your Charisma modifier to the damage roll of any sorcerer spell you cast.

Black Magic Expert

Beginning at 18th-Level, casting Necromancy and Black Magic spells come so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a 2nd-Level or higher Necromancy or Black Magic spell, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.