Waste Mage

by joelrgraves77

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Waste Mage

Waste Mage

An elf stalks through the night, her swords shimmering blacker than shadows. When she slays her foe, the shadows eat him.

Seeing the danger of his situation, a dwarf teleports to safety. Dangerous shadowy magic tears away at his foe as a result. “Enjoy ‘em!” he says as he steps away to heal himself.

Surrounded by enemies, a half-elf utters an incantation. Tendrils of dark energy erupt from around him and grab his enemies. His shadowy shrouds join them and one of the gnolls falls dead.

All these individuals are Waste Mages, who have bound their souls to the shadowy depths of the Greying Wastes through a ritual to gain powers of that plane. The magic they gain is not necessarily diverse, but it’s utilities and uses are. Waste mages themselves are also diverse in their goals, alliances, and organization, but they are unified by their rituals and by the magic they use

Wanderers in the Dark

Waste Mages generally belong to international guilds and work for those guilds, using their powers to wander through the dark and further guild goals. The guilds helped the Waste Mage gain his or her powers through a ritual in the shadow and to return the favor, most help their guild. Some go rogue, either gaining their powers without the guild or leaving the guild afterwards. Famous Waste Mages are famous for both their guild connection and their deadliness in the dark.

Ministers of Shadow

Waste Mages are the most common users of shadow magic and have functionally become the “face” of the powers. Some embrace this idea, helping others undergo the ritual with or without the help of a guild, but most abhor the idea and reject the notion that Waste Mages have any public face at all. The most common public face of the waste mage is after all someone who steals children in the dark. Although largely untrue, it’s a useful scare tactic for those that want to remain secret.

Creating a Waste Mage

When creating a Waste Mage, think about the ritual your character underwent to gain your powers, what you had to do to get there, your connections, or lack of, to a guild, and why this way of life and power source attracted your character. Talk with your DM about the nature of the rituals, houses, and guilds. Who took you to the houses in the Greying Waste? How do you fit into guild politics? How common is shadow magic in this campaign? How familiar are you with both the Greying Waste and the area you’re in now? Perhaps you were a street urchin and a guild adopted you and took you to undergo the ritual before you learned of the guild’s secret and left. Or maybe you have well connected relatives within the guild that helped you undergo the ritual and your family continues to wield influence.

Quick Build

You can make a Waste Mage quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Dexterity. Second, choose the Criminal background.

Waste Mage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Integrated Casting, Shadow Familiarity 2 2
2nd +2 Shadow Shrouds, Watchful Night Eye 2 3
3rd +2 Waste Mage House, House Feature 2 4 2
4th +2 Ability Score Improvement, Shroud Improvement 3 4 3
5th +3 3 4 3 2
6th +3 House Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Ability Score Improvement, Shroud Improvement 3 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Weapons of the Waste, House Feature 4 4 4 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement, Poisoner 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 House Feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Siphon Waste 4 4 3 3 3 3 2 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Collector of Shadows and Darkness 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Command of Darkened Waste 4 4 3 3 3 3 2 2 1 1

Class Features

As a Waste Mage, you gain the following class features:

Hit Points


  • Hit Dice: 1d8 + your constitution modifier
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per waste mage level after 1st.

Proficiencies


  • Armor: Light Armor
  • Weapons: Dagger, Dart, Rapier, Scimitar, Shortsword, Whip, Longsword, Quarterstaff, Hand Crossbow
  • Tools: Forger's Kit, Disguise Kit

  • Saving Throws: Dexterity, Strength
  • Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, History, Investigation, Religion, Insight, Perception, Survival, Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any two finesse weapons on the proficiency list or (b) a longsword
  • (a) set of darts or (b) a hand crossbow and a set of bolts
  • (a) a forger's kit (b) a disguise kit
  • (a) a burglar's pack or (b) a dungeoneer's pack
  • leather armor, a shadow focus, a dagger, and a house membership token

Shadow Familiarity

You are familiar with being and living in the dark. Starting at 1st level, you do not have disadvantage when blinded by nonmagical darkness. You can make a wisdom saving throw against the caster's spell save DC to remove disadvantage from magical darkness.

Spellcasting

You have bound yourself through a ritual to the Greying Wastes (Shadowfell) allowing yourself to cast magic. See chapter 10 in the Player's Handbook for the general rules of spellcasting and below for the Waste Mage spell list.

Cantrips

At first level, you know two cantrips of your choice from the Waste Mage spell list. You learn additional Waste Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Waste Mage table.

Preparing and Casting Spells

The Waste Mage table shows how many spell slots you have to cast your waste mage spells of 1st level and higher. To cast one of these waste mage spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of waste mage spells that are available for you to cast, choosing from the waste mage spell list. When you do so, choose a number of waste mage spells equal to your Wisdom modifier + your waste mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level waste mage, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Longstrider, you can cast if using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you change a long rest. Preparing a new list of waste mage spells requires time spent in meditation and study on your connection to the Greying Wastes: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Waste Mage spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Waste Mage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Rirtual Casting

You can cast a Waste Mage spell as a ritual if that spell has the ritual tag and you have at least one unused spell slot of that spell's level.

Spellcasting Focus

You can use weapons in your main hand or a shadow focus as a spellcasting focus. A shadow focus is an object taken through the ritual with the Waste Mage that holds personal significance to the Waste Mage. Using a spellcasting focus takes the place of any material components that do not cost gold and that are not consumed

Integrated Casting

Starting at 1st level, you have learned how to cast the somatic components of a spell while wielding a dagger, short sword, or other small weapon or object in your off hand. This means you can cast spells with a somatic component while holding an object in both hands as long as one of the objects is 25 lbs or lighter.

Shadow Shrouds

Starting at 2nd level, you can use your action to cast a set of shadow shrouds onto your enemies. You can cast up a number shrouds in one action equal to proficiency modifier. You can have a number of shrouds equal to your dexterity modifier + your proficiency modifier active at any moment. A shroud can be placed on an enemy within 60 feet of you. Once a shroud is on the battlefield it takes a bonus action to move it to another target. To move more than one shroud in the same turn, you must use an action. Shrouds count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. A shroud cannot attempt to harm more than one enemy in a round. Shroud saves and damage are calculated on the Waste Mage’s turn. Up to all shrouds can be dismissed as a bonus action.

A shroud cast on an enemy target surrounds them in shadow. It remains on the target until moved, dismissed, the target dies, the target falls unconscious, or until the shroud is more than 120 ft from the Waste Mage who casted it. They make a constitution saving throw against your spell save DC. On a failure, the target takes 1d4 necrotic damage. At 4th level, the damage a shroud does increases to 1d6 and at 8th level it increases to 1d8.

Watchful Night Eye

Starting at 2nd level, you become proficient in initiative, meaning your initiative bonus is dexterity modifier + proficiency bonus.

Houses of the Waste Mage

At 3rd level, your House powers fully manifest and you choose a House of the Waste Mages. The House of Quicks, the House Blades, and the House Nights are detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Weapons of the Waste

Over long term use, your weapons have become imbued with parts of the Greying Waste's shadow. Starting at 10th level, your weapons count as magical for the purposes of overcoming resistances and immunity to nonmgaical attacks and damages. The damage type of your weapons can be switched between necrotic and the weapon's original damage type with an hour of studying the magic you have imbued into the weapon. The strength in the weapons allows them to hold poisons without shrouds destroying the poison.

Poisoner

Starting at 12th level, you gain proficiency with the Poisoner's Kit. You can make a Poisoner's Kit check to make and apply poison to any of your weapons. It takes an hour to mix and apply poison to two weapons or objects up to your DM's discretion. A poison will wear off your weapon after you take a long rest. Various poisons from monsters, plants, and other elements can be found throughout the world. Most poisons have different effects. An example poison can be seen below:

Blackelder Holly

A black berry found across many woods, the blackelder holly is poisonous. When dried, powdered, and applied to a weapon with oils, that weapon deals an additional d6 poison damage on a hit.

Siphon Wastes

Starting at 17th level, once after a short or long rest, you can siphon the damage that your shrouds deal and gain that damage as temporary hit points. The temporary hit points you gain in a round can be from all active shrouds. Also at 17th level, you can cast 2d4 shrouds in a round.

Collector of Shadows

Starting at 18th level, after taking a long rest, roll 3d4. You can have that many extra shrouds active at any given time during the following day. Once per day, you can cast a shroud on yourself and gain +10 to Stealth and Intimidation checks for ten minutes. After ten minutes, the shroud dissipates. Additionally, you permanently gain resistance to necrotic damage.

Command Over Blackened Shadows

Starting at 20th level, you can cast and move twice the number of shrouds in an action or bonus action than previously. You can now have a number of shrouds active at any time equal to your dexterity modifier + wisdom modifier + 4. All saving throws against shrouds have disadvantage. On a failed saving throw against a shroud, shrouds deal 4d6 necrotic damage. If two or more shrouds damage the same individual in the same round, all shrouds on that individual deal an additional 1d6 necrotic damage. The damage dealt to enemies counts for the temporary hit points of the Siphon Waste feature.

Waste Mage Houses

Each guild of Waste Mages, Assassins, or Thieves generally has Waste Mages that are members of most, if not all, Houses. The Houses describe a more advanced Waste Mage’s abilities and skills, not his or her actual allegiance. The Houses in the Greying Waste where the rituals take place are guild-neutral and willing to perform the ritual on anyone who can prove themselves worthy or who is brought by someone to previously undergo a ritual.

House of Quicks

The House of Quicks are Waste Mages who specialize in speed, both inside and outside of combat. They’re famed for moving around the battlefield with grace and speed.

Speed of Shadows

Starting at 3rd level, you always have the Longstrider spell prepared. It does not take up a normal preparation. You also have advantage on initiative rolls.

You can also summon a number of shrouds equal to half your proficiency modifier, rounded down, as a bonus action.

Dash Under Penumbra

Starting at 6th level, you can disengage, dodge, or hide once and dash once or dash twice as an action. You can do any single action from the above list as a bonus action as well.

Wind from the Waste

Starting at 10th level, you learn the Gust of the Wind spell and always have it prepared. It does not take up a normal preparation.

Quick Casting

Starting at 14th level, your understanding of your abilities and your speed allows you to cast two spells in one turn, provided at least one spell is 4th-level or lower.

You also always have the spell Misty Step prepared and can cast it once per day without using a spell slot.

House of Blades

The House of the Blades are Waste Mages who have attached their magic to their blades. They’re famed for their skilled use of blades and using waste magic to supplement their weapons.

Blade of Shadows

Starting at 3rd level, you can cast shrouds on your weapons. When you do so, they attack the individual who the weapons attacks following the same rules as normal for a check. However, if a creature was hit by the weapon attack, the saving throw against the shrouds is at disadvantage.

Swords of the Waste

Starting at 6th level, you can attack with your main and offhand weapons as a single action. You cannot attack again on your bonus action. You can also dodge as a bonus action.

Genius Use

Starting at 10th level, you have advantage and proficiency on checks made with your weapons outside of combat. You gain proficiency in Athletics. If you are already proficient in Athletics, choose another skill from the Waste Mage list.

Blade Key

Starting at 14th level, weapons with shrouds cast on them have advantage to attack. You learn the spell Heat Metal and it is added to your spell list. After taking a long rest, you can cast Heat Metal once without using up a spell slot. You also do not need to concentrate on Heat Metal. To do this, you still need to prepare the spell.

When you cast Heat Metal on a weapon that also has shrouds, Heat Metal does not hurt the person holding the weapon. Instead, it harms any creature attacked with the weapon provided you take a bonus action to deal Heat Metal's damage before the end of the weapon wielder's next turn.

House of Nights

The House of the Nights are Waste Mages who hide in the shadows and carry out dark and dangerous deeds. They are known among Waste Mages for their secrecy and hiddenness.

Night of Shadows

Starting at 3rd level, you always have the Fog Cloud spell prepared. It does not take up a normal preparation. You also cause individuals with shrouds cast on them to have disadvantage against sight and hearing based checks (Perception, Investigation).

Sink in Shadow

Starting at 6th level, you can hide as a bonus action. You can also use a bonus action, action, or both to add one of the following conditions to a shrouds effects until the end of your next turn. For the effects to apply, the shrouded creature must still fail it's saving throw. The effects are: blinded, deafened, frightened, or stunned.

Gift of Nights

Starting at 10th level, you have advantage on stealth checks made after nightfall when outdoors and in dim light or darkness. You are also proficient in Stealth. If you are already proficient in Stealth, choose another skill from the list of Waste Mage skills.

Harbinger of Darkness

Starting at 14th level, after taking a long rest, you can cast the Darkness spell without preparing the spell and without using a spell slot up to five times. When you enter the area created by the spell, you do not suffer any penalties.

House of Walls

Waste Mages of the House of Walls specialize in defense, both of their allies and themselves. They believe, quite strongly, that you can't win a fight if you aren't safe.

Shadow Shield

Starting at 3rd level when you take this House, you gain proficiency with Shields. You also gain the ability to apply your shrouds to your shield. You can choose one enemy who made a melee or touch attack against you in the past round per shroud on your shield. The shroud is treated as if was on that enemy in the past round. If you have multiple shrouds on your shield, you can choose to have them all attack the same creature.

If the creatures attack hit you, it has disadvantage on the saving throw against the shroud.

Shroud Distraction

Starting at 6th level, creatures affected by shrouds have disadvantage to their first attack in the round following a failed saving throw against a shroud. The spells Mage Armor and Shield are also added to your spell list. They must be prepared as normal and they consume spell slots as normal.

Strong Mage

Starting at 10th level, you gain proficiency with 1 strength based skill of your choice and with 1 set of Artisan's Tools, also of your choice. You also have advantage making strength based skill checks and saving throws while wielding your shield.

Shadowed Strike

Starting at 14th level, you have advantage on attacks against creatures who have taken damage from a shroud on your last turn. Your Armor Class base also increases by 1 whenever you have a shroud on your shield. This does not stack if you have more than 1 shroud on your shield.

Additionally, you always have the spell Summon Shadow Spirit prepared. You can cast it once after taking a long rest without using a normal spell slot.

Waste Mage Spell List

Cantrips (0 level)
  • Acid Splash
  • Chill Touch
  • Control Flames
  • Dark Ray
  • Gust
  • Mage Hand
  • Minor Illusion
  • Poison Spray
  • Toll the Dead
1st Level
  • Alarm
  • Arms of Hadar
  • Bane
  • Blade of Barbs
  • Cause Fear
  • Detect Poison and Fear
  • Disguise Self
  • Dissonant Whispers
  • Expeditious Retreat
  • False Life
  • Fog Cloud
  • Guide of Shadows
  • Inflict Wounds
  • Longstrider
  • Silent Image
  • Sleep
  • Unseen Servant
2nd Level
  • Alter Self
  • Black Escape
  • Blindness/Deafness
  • Blur
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enlarge/Reduce
  • Hold Person
  • Invisibility
  • Levitate
  • Mind Spike
  • Pass without Trace
  • See Invisibility
  • Silence
  • Spider Climb
  • Suggestion
3rd Level
  • Blink
  • Fear
  • Fly
  • Glyph of Warding
  • Haste
  • Hunger of Hadar
  • Hypnotic Pattern
  • Major Image
  • Meld Into Stone
  • Sending
  • Shadow Blast
  • Slow
  • Summon Shadow Spirit
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Death Ward
  • Dimension Door
  • Dominate Beast
  • Edvard's Black Tentacles
  • Freedom of Movement
  • Greater Invisibility
  • Morilec's Shadow Step
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
5th Level
  • Animate Object
  • Antilife Shell
  • Bigby's Hand
  • Cloudkill
  • Dominate Person
  • Enervation
  • Far Step
  • Hold Monster
  • Mislead
  • Modify Memory
  • Passwall
  • Scrying
  • Seeming
  • Spoliate Energy
  • Wall of Force
6th Level
  • Arcane Gate
  • Contingency
  • Drawmij's Instant Summons
  • Flesh to Stone
  • Investiture of Stone
  • Mental Prison
  • Programmed Illusion
  • Tenser's Transformation
  • Truesight
7th Level
  • Etherealness
  • Forecage
  • Mordenkainen's Sword
  • Project Image
  • Sequester
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemmind
  • Glibness
  • Maddening Darkness
  • Mind Blank
  • Power Word Stun
9th Level
  • Invulnerability
  • Psychic Scream
  • Time Stop
  • Weird

Waste Mage Signature Spells

Black Escape

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a copper coin covered in grease)
  • Duration: 1 action

You disengage from an enemy and teleport ten feet away inflicting 1d4+2 necrotic damage. You can teleport into concealed areas. If you do this and you succeed on a stealth check you can become hidden.

At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d4 per slot level above 2nd. If you cast this above 4th level, it can be cast as a bonus action or regular action.

Blade of Barbs

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch, one weapon
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch your weapon and utter a word under your breath. Your weapon sprouts shadowy thorns.

Make a weapon attack. The weapon is considered magical for the purposes of overcoming resistances and immunity to nonmgaical attacks and damages. The target makes a Constitution saving throw against the caster’s spell save DC. If the weapon attack hits, the target has disadvantage on the Constitution saving throw. The target takes 4d4 necrotic damage on a failed save and 2d4 on a success

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 2d4 per slot level above 2nd on a failed save and 1d4 per slot level above 2nd on a successful save.

Dark Ray

cantrip evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a dark ray of psychic energy towards your foe. Make a ranged spell attack against the target or a melee spell attack if you are adjacent to the target. On a hit, the target takes 1d10 psychic damage and cannot use their action to dodge. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Guide of Shadows

1st-level enchantment, ritual


  • Casting Time: 1 minute
  • Range: Self
  • Components: S, M (a handful of black arcane dye and oil mixed in the palm)
  • Duration: 1 hour

You imbue yourself with guidance from your connection with the Greying Wastes. You gain advantage on Sleight of Hand, Stealth, Investigation, Arcana, and Survival checks.

Morilec's Shadow Step

4th-level transmutation, ritual


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a ball of dirt and feathers mixed with red and black arcane dye, crushed in the hand)
  • Duration: Concentration, up to 10 minutes

You become an incorporeal shadow. Everything on your person is a part of this shadow state. While in this state, you have resistance to bludgeoning, piercing, and slashing and immunity to nonmagical damage. You can pass through walls, doors, objects, and individuals. If the duration ends or you dismiss the spell while in an object, wall, door, or other filled space, you make a Wisdom saving throw with DC 14 and teleport to the nearest space large enough for you to fit. On a failed save, you take 3d6 force damage. Any object dropped, put down, or otherwise let go while in this form immediately loses the effects of the spell. Objects placed inside a creature that are 6 inches cubed or larger cause the creature to make a Constitution saving throw against your spell save DC. On a fail, the creature takes 3d6 force damage and the object remains inside causing 1d6 damage each round until the creature dies or the object is removed by a successful save or other means. On a successful save, the creature takes 1d6 force damage and the object falls out of the creature. The creature can remake the save each round.

Shadow Blast

3rd-level evocation


  • Casting Time: 1 action
  • Range: 100 ft
  • Components: V, S, M (a crushed pinecone, a few drops of rats blood, and a small ball of feathers)
  • Duration: Instantaneous

You hurl three black, shadowy, bolts at a single target within range.

Your target makes a Constitution saving throw. On a fail, the target takes 4d6 psychic and 4d6 necrotic damage. On a success, the target takes 4d6 bludgeoning damage.

At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d6 psychic and 1d6 necrotic on a failed save per level and 1d6 bludgeoning damage per level on a successful save.

Spoliate Energy

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (two copper pieces and some spit)
  • Duration: concentration, 1 minute

Your body is enveloped in a dark form that absorbs light. Attacks against you are disadvantage. Creatures that successfully attack you with a melee or touch attack must make a Wisdom saving throw against your spell save DC. On a failed save, they take 2d12 psychic damage and are stunned for 1 round. On a successful save, the creature takes 1d12 psychic damage.

Credits and Disclaimers

Waste Mage is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cover Art "Davriel, Rogue Shadowmage" by Daarken copyright Wizards of the Coast Magic the Gathering. Pg 2 Art "Species Specialist" by Paul Scott Canavan copyright Wizards of the Coast Magic the Gathering. Pg 4 Art "Time Wipe" by Sveltin Velinov copyright Wizards of the Coast, Magic the Gathering.

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