Cataclysmist Prestige Class

Prestige Class: Cataclysmist

    Requirements To qualify for the Cataclysmist prestige class, a character must meet the following prerequisites:   Ability to cast at least one 3rd-level or higher spell that deals damage   Must be a Sorcerer, Wizard, Cleric, or Warlock   Level Progression & Features   5th Level – Mastery of Destruction   Upon entering this prestige class, you gain the ability to create Aetheric Charges whenever you cast a leveled spell that deals damage of your chosen elemental mastery. Each qualifying spell cast grants one charge, up to a maximum of six. When you reach six Aetheric Charges, you may expend them all to cast Paradox without using a spell slot. Paradox deals massive damage based on your chosen mastery’s element. When cast, Paradox forces all creatures of your choice within a 30‑foot radius sphere centered on a point you can see to make a saving throw appropriate to the element (Dexterity for Fire, Lightning, or Thunder; Constitution for Cold or Shadow; Intelligence for Psychic; Wisdom for Arcane). On a failed save, they take 4d10 damage of your chosen element, or half as much on a success.   This damage increases to 6d10 at 10th level, 8d10 at 13th level, 10d10 at 15th level, and 12d10 at 18th level. Additional effects may be described by the DM to reflect the element’s destructive nature (such as setting terrain aflame for Fire, suppressing magic in an area for Arcane, or chilling ground for Ice).   At 10th level, Mastery of Destruction improves:   You may now choose to gain either Shadow Mastery or Arcane Mastery.   Instead of immediately expending six Aetheric Charges to cast Paradox, you may choose to condense them into an Aetheric Token. This Token can be held and later expended to cast Despair, a devastating single‑target shadow spell. When you unleash Despair, the target must succeed on a Charisma saving throw or take 6d12 necrotic damage and be frightened of you until the end of your next turn (half damage and no fear on a success). The damage of Despair increases to 8d12 at 15th level and 10d12 at 18th level.   At 15th level, Mastery of Destruction improves further:   You may now choose to gain either Dreadfire Mastery or Radiantflame Mastery.   Whenever you cast a spell that deals damage of the element tied to your chosen mastery (Dreadfire or Radiantflame), you also gain a Flare Token. When you accumulate six Flare Tokens, you may expend them to cast Flare Star without using a spell slot. Flare Star creates a 40‑foot radius explosion of your chosen element centered on a point within 120 feet. All creatures in the area must make a saving throw (Constitution for Dreadfire, Dexterity for Radiantflame). On a failed save, they take 10d10 damage of the corresponding element, or half as much on a success. The damage of Flare Star increases to 12d10 at 18th level.   3rd Level – Elemental Focus   Choose one element to specialize in: fire, ice, lightning, thunder, psychic, shadow, arcane. This choice grants you additional features and shapes your later abilities.   Fire Mastery: Your fire spells deal additional damage equal to your spellcasting modifier + half your proficiency bonus (rounded up).   Ice Mastery: When you deal cold damage, targets hit must succeed on a Constitution saving throw or suffer Creeping Frost. A creature under Creeping Frost grants advantage to all opportunity attacks made against it until the start of your next turn.   Lightning Mastery: Your lightning spells now arc with volatile energy. When you deal lightning damage with a single-target spell, the spell arcs to one enemy of your choice within 5 feet of the original target, dealing half the original damage. In addition, your lightning spells ignore resistance to lightning damage.   Thunder Mastery: When you deal thunder damage, creatures hit must succeed on a Constitution saving throw or be deafened until the end of your next turn. Additionally, unattended objects within 10 feet of the target may be damaged or destroyed at the DM's discretion.   Psychic Mastery: When you deal psychic damage, targets must succeed on an Intelligence saving throw or have disadvantage on their next attack roll or saving throw before the end of your next turn.   Shadow Mastery (Available at 10th level only): When you deal shadow damage, targets struck also lose maximum hit points equal to the shadow damage dealt until they finish a long rest. This prevents that amount of healing until the effect ends.   Arcane Mastery (Available at 10th level only): When you deal arcane damage with a spell that natively inflicts arcane damage, targets must succeed on a Wisdom saving throw or gain Weakness to Magic until the end of your next turn. While under this effect, they suffer disadvantage on saving throws against magical effects, and spell attack rolls made against them have advantage.   Dreadfire Mastery (Available at 15th level only): Your dreadfire spells ignite lingering corruption. Targets hit take necrotic damage equal to your proficiency bonus at the start of their next turn. Additionally, dreadfire ignores resistance to fire or necrotic damage.   Radiantflame Mastery (Available at 15th level only): Your radiantflame spells blaze with purifying fire. Creatures damaged must succeed on a Constitution saving throw or be blinded until the end of their next turn. Radiantflame damage also bypasses resistance to radiant or fire damage.   7th Level – Elemental Mastery   Whenever you cast a spell that deals damage matching your chosen mastery, you add an additional damage die. In addition, creatures with immunity to that damage type are instead treated as resistant, and creatures with resistance are treated as taking full damage.   10th Level – Elemental Surge   At this level your control over destructive energy deepens. When you cast a spell of your chosen mastery, you may expend any number of stored Aetheric Charges to empower it. For each charge expended, the spell deals one additional die of damage of the same type. You may declare this after casting the spell but before damage is rolled.   15th Level – Elemental Fusion   At this level, your mastery reaches a breaking point where elemental forces intertwine. Once per long rest, when you cast a damaging spell of your chosen mastery, you may fuse it with a secondary mastery you know (such as one gained at 10th or 15th level). The spell deals its normal damage, plus half as much damage of the secondary mastery’s type. In addition, the spell applies the rider effect of the secondary mastery.   Sample Fusion Effects:   Fire + Ice: The target is both burned and slowed, taking fire damage and suffering Creeping Frost.   Lightning + Psychic: The spell arcs to an additional enemy and imposes disadvantage on the target’s next saving throw.   Thunder + Shadow: The target is deafened and loses maximum hit points equal to the shadow damage dealt.   Arcane + Radiantflame: The target gains Weakness to Magic and must save or be blinded until the end of their next turn.   Dreadfire + Fire: The flames ignite corruption that continues as necrotic damage and bypasses resistance.   The DM may create additional combinations based on campaign needs, ensuring each fusion feels distinct and thematically powerful.   Mastery Class: Master of Cataclysm   15th Level – Empowered ChannelingUpon ascending to the Mastery Class, you gain the ability to channel the destructive essence of your Aetheric and Flare resources into a single overwhelming strike. When you cast a spell of your chosen mastery, you may expend all stored Aetheric Charges, Aetheric Tokens, or Flare Tokens to empower it. For each charge or token expended, roll one additional damage die of the same type. If you expend a Token (Aetheric or Flare), the spell also automatically applies the rider effects of your secondary mastery, as if using Elemental Fusion.   You may use this feature once per long rest. After regaining its use, any unused charges or tokens vanish, their energy consumed by your soul’s burning need for destruction.   17th Level – For the Love of ExplosionsYour destructive instincts reach apocalyptic levels. When you expend Flare Tokens to cast Flare Star, you may also trigger Paradox or Despair in the same action. These spells resolve immediately after Flare Star, representing a catastrophic overload of elemental magic. This feature may be used once per long rest.   20th Level – Meteoric AscendanceYour mastery culminates in the ultimate spells of devastation. Whenever you cast Paradox, Despair, or Flare Star, you also gain one Meteor Token. When you accumulate four Meteor Tokens, you may expend them all to cast Meteor without using a spell slot. Meteor calls down a single blazing celestial body upon a point you can see within 1 mile. The impact devastates a 100-foot radius area. All creatures in the area must make a Dexterity saving throw, taking 20d12 bludgeoning and 20d12 fire damage on a failed save, or half as much on a success. Massive structures, fortifications, and terrain features in the area are flattened or annihilated at the DM’s discretion.   Alternatively, you may condense four Meteor Tokens into a single Ultima Token. If you accumulate two Ultima Tokens, you may expend them to cast First Ultima without using a spell slot. First Ultima unleashes a cataclysm beyond mortal comprehension. A massive sphere of annihilation expands in a 120-foot radius centered on you or a point you can see within 500 feet. All creatures in the area must make a Constitution saving throw, taking 25d12 force damage and 25d12 radiant damage on a failed save, or half as much on a success. Structures, terrain, and magical effects in the area are obliterated at the DM’s discretion. After using First Ultima, you immediately drop to 0 hit points and automatically begin rolling death saving throws at the start of your next turn, overwhelmed by the strain of channeling the absolute pinnacle of destructive magic.

Black Mage Spell List (Final Fantasy Inspired)

  To reflect its Final Fantasy inspiration, the Black Mage gains access to unique elemental spells that scale in tiers. These replace or augment existing spells, becoming signature destructive options.   Fire Line   Fire (1st level): A bolt of flame strikes a single target for 2d8 fire damage (Dex save half).   Fira (2nd level): Erupts flames in a 10‑foot radius for 3d8 fire damage (Dex save half).   Firaga (4th level): A roaring explosion in a 20‑foot radius for 6d8 fire damage (Dex save half).   Firaja (6th level): A massive inferno in a 30‑foot radius for 8d10 fire damage (Dex save half).   Blizzard Line   Blizzard (1st level): A shard of ice strikes one creature for 2d8 cold damage (Con save half).   Blizzara (2nd level): A burst of ice crystals in a 10‑foot radius for 3d8 cold damage (Con save half).   Blizzaga (4th level): A frozen storm in a 20‑foot radius for 6d8 cold damage (Con save half, speed reduced by 10 ft until next turn).   Blizzaja (6th level): A catastrophic hailstorm in a 30‑foot radius for 8d10 cold damage (Con save half, speed reduced by 20 ft until next turn).   Thunder Line   Thunder (1st level): A concussive boom targets one creature within 60 feet. It takes 2d8 thunder damage on a failed Constitution save (half on success). The sound can be heard up to 300 feet away.   Thundara (2nd level): A rolling shockwave erupts in a 10‑foot radius for 3d8 thunder damage (Con save half). Creatures that fail are also deafened until the end of your next turn. The sound can be heard up to 600 feet away.   Thundaga (4th level): A devastating peal of thunder in a 20‑foot radius for 6d8 thunder damage (Con save half). On a failed save, creatures are pushed 10 feet away and deafened until the end of their next turn. The sound can be heard up to half a mile away. Fragile structures or objects may also be destroyed at the DM’s discretion.   Thundaja (6th level): A cataclysmic detonation of thunder in a 30‑foot radius for 8d10 thunder damage (Con save half). On a failed save, creatures are pushed 20 feet away, knocked prone, and deafened for 1 minute. The sound can be heard up to 2 miles away, and structures in the area may suffer damage from the concussive force.   Lightning (Bolt) Line   Bolt (1st level): A searing line of lightning lashes a single target for 2d8 lightning damage (Dex save half).   Boltara (2nd level): A surge of lightning arcs in a 10‑foot line affecting multiple creatures for 3d8 lightning damage (Dex save half).   Boltaga (4th level): A greater discharge strikes in a 20‑foot line for 6d8 lightning damage (Dex save half, creatures hit cannot take reactions until next turn).   Boltaja (6th level): A cataclysmic lightning lance in a 30‑foot line for 8d10 lightning damage (Dex save half, creatures hit cannot take reactions until the end of your next turn).   Psychic Line   Mind Shock (1st level): Psychic jolt for 2d8 psychic damage (Int save half).   Mind Sear (2nd level): Area burst of psychic static in a 10‑foot radius for 3d8 psychic damage (Int save half).   Mind Rupture (4th level): Psychic storm in a 20‑foot radius for 6d8 psychic damage (Int save half, targets also have disadvantage on next attack roll).   Mind Break (6th level): Shattering psychic wave in a 30‑foot radius for 8d10 psychic damage (Int save half, targets also have disadvantage on saving throws until your next turn).   Shadow Line   Shade (1st level): Dark bolt for 2d8 necrotic/shadow damage (Con save half).   Shadara (2nd level): 10‑foot radius burst of shadow for 3d8 shadow damage (Con save half).   Shadaga (4th level): 20‑foot radius eruption of darkness for 6d8 shadow damage (Con save half, target also loses max HP equal to half damage dealt).   Shadaja (6th level): 30‑foot radius consuming void for 8d10 shadow damage (Con save half, target loses max HP equal to full damage dealt).   Arcane Line   Arcane Bolt (1st level): Pure magic bolt for 2d8 arcane damage (Wis save half).   Arcara (2nd level): A flare of arcane power in 10‑foot radius for 3d8 arcane damage (Wis save half).   Arcaga (4th level): Arcane detonation in a 20‑foot radius for 6d8 arcane damage (Wis save half, targets gain Weakness to Magic until end of your next turn).   Arcaja (6th level): Devastating arcane surge in 30‑foot radius for 8d10 arcane damage (Wis save half, targets gain Weakness to Magic until end of your next turn).   Dreadfire Line   Ember of Dread (1st level): A cursed flame for 2d8 fire/necrotic damage (Dex save half).   Dreadflame (2nd level): 10‑foot radius eruption of corrupt fire for 3d8 dreadfire damage (Dex save half).   Dreadflare (4th level): 20‑foot radius burst of dreadfire for 6d8 damage (Dex save half, damage bypasses resistance to fire/necrotic).   Dreadnova (6th level): 30‑foot radius consuming explosion of dreadfire for 8d10 damage (Dex save half, damage bypasses resistance to fire/necrotic).   Radiantflame Line   Spark of Dawn (1st level): Radiant flame bolt for 2d8 radiant/fire damage (Con save half).   Radiara (2nd level): 10‑foot radius flare of purifying fire for 3d8 radiantflame damage (Con save half).   Radiaga (4th level): 20‑foot radius eruption of radiantflame for 6d8 damage (Con save half, targets blinded until end of next turn on fail).   Radiaja (6th level): 30‑foot radius blazing conflagration of radiantflame for 8d10 damage (Con save half, targets blinded until end of your next turn).   Drain (1st level): You channel necrotic energy at a single target within 60 feet. The target must make a Constitution saving throw, taking 2d8 necrotic damage on a failure or half as much on a success. You regain hit points equal to the damage dealt. Damage increases by 1d8 for each slot level above 1st.   Drainra (2nd level): A stronger siphon of necrotic energy. One creature within 60 feet must make a Constitution saving throw, taking 3d8 necrotic damage on a failure or half as much on a success. You regain hit points equal to the damage dealt. Damage increases by 1d8 for each slot level above 2nd.   Drainaga (3rd level): A devastating wave of necrotic power. One creature within 60 feet must make a Constitution saving throw, taking 5d8 necrotic damage on a failure or half as much on a success. You regain hit points equal to the damage dealt. Damage increases by 1d8 for each slot level above 3rd.   Aspir (2nd level): You siphon magical energy from a single target within 60 feet. The target must make an Intelligence saving throw, taking 3d6 necrotic damage on a failure or half as much on a success. On a failed save, roll a d6. You regain up to two expended spell slots of levels that total the number rolled (maximum slot level regained is 5th). Damage increases by 1d6 for each slot level above 2nd.   Aspir 2 (5th level): You drain deeper reserves of magic. The target must make an Intelligence saving throw, taking 4d6 necrotic damage on a failure or half as much on a success. On a failed save, roll a d6. You regain up to two expended spell slots of levels that total the number rolled (maximum slot level regained is 5th). Damage increases by 1d6 for each slot level above 5th.   Ardor (5th level): You unleash an eruption of searing heat in a 20‑foot radius sphere centered on a point within 60 feet. Creatures in the area must make a Constitution saving throw, taking 6d10 fire damage on a failure or half as much on a success. In addition, unattended metal objects glow red‑hot, and creatures wearing metal armor or wielding metal weapons take an extra 2d8 fire damage at the start of their next turn unless they succeed on a Constitution saving throw.   Scathe (4th level): You unleash a blast of unstable arcane energy at a single target within 90 feet. Make a spell attack roll against the target. On a hit, the target takes 6d8 arcane damage. The target must also make a Wisdom saving throw. On a failed save, it gains Weakness to Magic until the end of your next turn, suffering disadvantage on saving throws against magical effects and granting advantage on spell attack rolls made against it.   Bio (2nd level): You afflict a creature within 60 feet with virulent poison. The target must make a Constitution saving throw, taking 3d6 poison damage on a failure or half as much on a success. On a failed save, the target is also poisoned until the end of your next turn. Damage increases by 1d6 for each slot level above 2nd.   Bio 2 (4th level): You unleash a wave of toxic miasma at a creature within 60 feet. The target must make a Constitution saving throw, taking 5d6 poison damage on a failure or half as much on a success. On a failed save, the target is poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw to end the effect. Damage increases by 1d6 for each slot level above 4th.   Gravity Line   Gravity (2nd level): You conjure a field of crushing force around one creature within 60 feet. The target must succeed on a Strength saving throw or take force damage equal to half its current hit points (maximum 20 damage). On a success, it takes half as much. This damage cannot reduce the target below 1 hit point.   Gravira (3rd level): A denser field of gravity affects a 10-foot radius area. Creatures must succeed on a Strength saving throw or take force damage equal to one-third of their current hit points (maximum 30 damage). On a success, they take half as much. This damage cannot reduce creatures below 1 hit point.   Graviga (5th level): You create a crushing sphere of gravity in a 20-foot radius. Creatures must succeed on a Strength saving throw or take force damage equal to one-quarter of their current hit points (maximum 50 damage) and are restrained until the end of their next turn. On a success, they take half as much and are not restrained. This damage cannot reduce creatures below 1 hit point.   Gravaja (7th level): An overwhelming gravitational collapse occurs in a 30-foot radius. Creatures must succeed on a Strength saving throw or take force damage equal to one-fifth of their current hit points (maximum 70 damage) and are restrained for 1 minute. Restrained creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. On a success, they take half as much damage and are not restrained. This damage cannot reduce creatures below 1 hit point.   Quake (6th level): You rupture the ground with destructive seismic force in a 30-foot radius centered on a point within 120 feet. All creatures in the area must make a Dexterity saving throw, taking 8d10 magical bludgeoning damage on a failed save, or half as much on a success. Structures and terrain in the area may collapse at the DM’s discretion.   Comet (6th level): You call down an icy celestial body that crashes into a 20-foot radius area within 150 feet. Creatures must make a Dexterity saving throw, taking 6d10 bludgeoning damage and 6d10 cold damage on a failed save, or half as much on a success. On a failed save, creatures are also knocked prone.   Scourge (7th level): You unleash a catastrophic storm of destructive energy in a 30-foot radius within 120 feet. Creatures must make a Dexterity saving throw, taking 8d8 fire damage and 8d8 lightning damage on a failed save, or half as much on a success.   Break (8th level): You conjure overwhelming earthen force against a single creature within 90 feet. The target must make a Dexterity saving throw, taking 10d10 magical bludgeoning damage on a failed save, or half as much on a success. On a failed save, the target must also roll a Constitution saving throw or be petrified until the end of its next turn.   Tornado (8th level): You summon a raging cyclone in a 40-foot radius, 100-foot high cylinder within 150 feet. All creatures in the area must make a Strength saving throw. On a failed save, creatures take 8d10 magical slashing damage and are flung 30 feet in a random direction, landing prone. On a successful save, they take half damage and are not moved. Structures may be destroyed at the DM’s discretion.   This spell requires concentration, up to 1 minute. As a bonus action on your turn, you may move the tornado up to 40 feet in a direction of your choice.

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