Final Fantasy I: Black Mage (D&D 5E)

D&D 5E Ancient Greece is over (but so awesome to play!) and when I asked folks what I should do next, they said VIDEO GAME RPG characters!

It only feels right to start at the very beginning so Final Fantasy it is. Come back every Fridayweekend(???) for a new build and then we’re moving on to a title closer to my-a heart. Last time we had Fighter following after White Mage and Thief, and today we’ve got the best character out of 8-Bit: BLACK MAGE.

Final Fantasy D&D 5E BLACK MAGE

Black Mage

Medium humanoid (any), chaotic evil wizard (evoker) 8
Armor Class 16 (mage armor)
Hit Points 44 (8d6+16)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6, Insight +4, Investigation +6, Perception +4, Stealth +6
Senses passive Perception 14
Languages Abyssal, Common, Draconic, Infernal
Challenge 5 (1,800 XP)
Arcane Recovery (1/Day). When Black Mage finishes a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 4th-level.
Potent Cantrip. When a creature succeeds on a saving throw against Black Mage’s cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Sculpt Spells. When Black Mage casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Spellcasting. Black Mage is an 8th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). He has the following spells prepared from the wizard spell list:

  • Cantrips: dancing lights, fire bolt, ray of frost, shocking grasp
  • 1st-level (4 slots): mage armor, magic missile, thunderwave
  • 2nd-level (3 slots): acid arrow, darkness, scorching ray
  • 3rd-level (3 slots): dispel magic, fireball, lightning bolt
  • 4th-level (2 slots): ice storm, wall of fire

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

 

FF1 Black Mages

Black Mage (“Black Wizard” level)

Medium humanoid (any), chaotic evil wizard (evoker) 16
Armor Class 16 (mage armor)
Hit Points 88 (16d6+32)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Int +9, Wis +6
Skills Arcana +9, History +9, Insight +6, Investigation +9, Perception +6, Stealth +8
Senses passive Perception 14
Languages Abyssal, Common, Draconic, Infernal
Challenge 11 (7,200 XP)
Arcane Recovery (1/Day). When Black Mage finishes a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 8th-level, and no individual recovered spell slot can be higher than 6th-level.
Empowered Evocation. Black Mage adds +4 to one damage roll of any wizard evocation spell he casts.
Feat: War Magic. Black Mage has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting, and he can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him.
Overchannel. When Black Mage casts a wizard spell of 1st through 5th level that deals damage, he can deal maximum damage with that spell. The first time he does so between long rests, he suffers no adverse effects. If Black Mage uses this feature again before he finishes a long rest, he takes 2d12 necrotic damage for each level of the spell, immediately after he casts it. Each time Black Mage uses this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Potent Cantrip. When a creature succeeds on a saving throw against Black Mage’s cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Sculpt Spells. When Black Mage casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Spellcasting. Black Mage is a 16th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). He has the following spells prepared from the wizard spell list:

  • Cantrips: dancing lights, fire bolt, mage hand, ray of frost, shocking grasp
  • 1st-level (4 slots): mage armor, magic missile, thunderwave
  • 2nd-level (3 slots): acid arrow, darkness, scorching ray
  • 3rd-level (3 slots): dispel magic, fireball, lightning bolt
  • 4th-level (3 slots): fire shield, ice storm, wall of fire
  • 5th-level (2 slots): arcane hand, cone of cold
  • 6th-level (1 slot): chain lightning, freezing sphere
  • 7th-level (1 slot): delayed blast fireball, prismatic spray
  • 8th-level (1 slot): dominate monster, sunburst

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Advertisements

One comment

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s