The Character Forge: How to Play as Dark Magician and Dark Magician Girl in DnD 5e
This is a rather unusual build option, as these aren’t technically characters in the Yugioh series. However, I consider it a fun and unique challenge to try and build them. Dark Magician and Dark Magician Girl are the ace cards in the deck of Yami Yugi. Though in season 5 the anime decided they were the spirits of the Pharaoh’s high priests trapped as duel monsters that still serve their king in death. So that’s a fun thing to think about the next time you play one of these cards.
What race you choose is probably going to depend on which version you want to play. If you want to play who they were before they died, Mahad and Mana were ordinary humans with no superhuman abilities beyond the study of magic. So normal Humans works for who they once were. If you want to play as the duel spirits they became, you could choose Kalashtar because the Dark Magician is the bond of the high priest Mahad with the Illusion Magician spirit. Kalashtar is a race whose body is split between a host and a dream world spirit. Dream world, Duel Monster Spirit World. Close enough. They are also tasked with guarding and serving the Pharoah loyally, which has lowkey guardian angel traits, so Aasimar is a possibility. It’s a bit silly, but they are synthetic beings. Just holograms really. They could be Warforged since they aren’t actually real or alive. Just computer code and projected images of light as duel monsters. They could also be Variant Humans because they’re Shonen anime characters, and the spirits of former humans.
Honestly, they have no alignment and little personality. Make them however you want and go from there. I have never actually seen season 5, so I don’t know the personalities of Mahad and Mana.
For background, Mahad is a high priest and Mana is his pupil. Mahad and Mana are both Acolytes. Dark Magician is the ultimate wizard in terms of attack and defense, so Sage is appropriate, while the obscure (but I think it’s legit?) Student of Magic is great for Dark Magician Girl.
The Dark Magician’s primary spell is the Dark Magic Attack, and the Dark Magician Girl casts Dark Burning Attack.
As Mahad, he had the ability to summon duel spirits to fight on his behalf, conjuring them through large stone tablets. Mahad also possessed the Millennium Ring, which points you in the direction of whatever you’re trying to find, and lets you place and remove souls from bodies.
Dark Burning Attack: Destroy all enemy facedown monsters
Dark Burning Magic: Destroy all enemy cards.
Dark Magical Circle: Add other Dark Magician support cards to your hand.
Dark Magic Attack: Destroys all enemy Spells and Traps
Dark Magic Expanded: one monster gains +1000 ATK and ignores enemy spells
Dark Magic Inheritance: Banish 2 spells to draw 1 DM support card from deck.
Dark Magic Twin Burst: DM gains ATK of all DMG on the field and in Graveyard.
Dark Magic Veil: Pay 1000 LP to summon a dark spellcaster
Dark Renewal: Sacrifice enemy monster and your caster. summon dark caster.
Illusion Magic: Sacrifice your spellcaster. Add Dark Magician to your hand.
Magic Formula: DM’s Spellbook. Increase DM or DMG ATK by 700 points.
Magical Hats: Dark Magician becomes hidden beneath 1 of 4 magic hats.
Magical Objection: Counter enemy spell, trap, or effect and destroy that card.
Magician’s Circle: when foe summons, you and foe can summon a caster
Magician’s Defense: Take half damage while you control a spellcaster.
Magician’s Navigation: Summon DM from hand and dark caster from Deck/GY
Mystical Box: Dark Magician trades places with another monster.
Thousand Knives: Destroys 1 enemy monster
Change of Heart: Take control of enemy monster for 1 turn.
Dark Hole: Destroy every card on the field.
Dian Keto, the Cure Master: Gain 1000 Life Points.
Magic Cylinder: Bounce enemy attack at enemy’s Life Points.
Magic Jammer: Counter 1 enemy spell card.
Mirror Force: Bounce enemy attack, destroy all ATK position enemy monsters.
Monster Reborn: Summon 1 monster from either Graveyard.
Mystical Space Typhoon: Destroy 1 Spell or Trap card.
Negate Attack: Portal sucks up enemy attack, opponent battle phase ends.
Raigeki: Destroy all of your opponent’s monsters
Reverse Trap: Buffs and Debuffs switch. Buffs weaken, Debuffs strengthen.
Spellbinding Circle: Enemy monster -700 ATK. Cannot attack/change positions.
Swords of Revealing Light: 3 gleaming swords, enemy can’t attack for 3 turns.
Trap Hole: Create pit trap. Destroy monster with 1500 ATK or more.
Cleric
Arcana: As Mahad and Mana were priests, this is a way to incorporate that religious background with their current powers.
Sorcerer
Divine Soul: Similar to Arcana, Divine Soul blurs the line between magic and religion, and allows Dark Magician to pull power from the holy spirit of Mahad residing within him. Since both Dark Magician and Dark Magican Girl float, the wings this subclass gives at level 14 could be flavored as simply allowing these duel spirits to fly/float without the wings being visible.
Shadow: They are the DARK magicians. Their signature spells are DARK Magic Attack and DARK Burning Attack. Pretty self-evident.
Warlock
Celestial: Again like Divine Soul and Arcana, this option connects Warlock with religion, but the subclass has some Radiant flavor which is a little unusual for the DARK Magicians.
Wizard
Conjuration: When Mahad lived, he used his Millennium Ring and magic powers to conjure the spirits of Duel Monster tablets to play shadow games.
Lore Mastery: He’s “the ultimate wizard in terms of attack and defense”. It stands to reason that his understanding of magic would run so deep that he could alter and bend it to his will. Especially to turn any spell he casts into Necrotic damage for his dark magic attacks.
Theurgy: Mahad was the high priest. So, he could have been a wizard who had studied the religious magic of his day to obtain his powers and to cast both Cleric and Wizard spells with one stat.
War Magic: The ultimate wizard in terms of attack and defense is probably going to be extremely powerful in a fight, so having a build that’s made to fight is right up his alley.
How to Play as Yugi Mutou
Before making this post, I’d tried to make Yugi as a potential build. However, an obstacle I encountered was that I had Yugi as a Conjuration Wizard, and there simply weren’t enough Wizard spells that summoned creatures to fight on your behalf. However, if you combine that summoning focus of Yugi with the magical capabilities of Dark Magician or Dark Magician Girl, and treat them as his Deck Master, they can work together to fill out Yugi’s spell list with DM and DMG spells and fight side by side as effectively one character.
In order to be the ultimate wizard in terms of attack and defense, Dark Magician needs the absolute maximum Intelligence and Constitution stats. He needs to be able to deal serious magical damage and shrug off enemy spells. During Yugi and Joey’s duel against Para and Dox, the Dark Magician did a front flip in what seems like medium armor. That shows quite a bit of Dexterity. Beyond that, fill out the other three stats or dump them as you see fit. However, I will admit, the Dark Magician Girl does seem more charming than her mentor, and could be a Sorcerer who casts with Charisma instead of Intelligence.
Arcana
Insight
Perception
Religion
Name: Mahad, the Dark Magician
Race: Variant Human
Background: Sage
Alignment: Neutral
Class: War Magic Wizard (20)
Base Stats:
Strength: 8 (-1)
Dexterity: 17 (+3)
Constitution: 20 (+5)
Intelligence: 20 (+5)
Wisdom: 8 (-1)
Charisma: 8 (-1)
Saving Throws:
Strength: -1
Dexterity: +3
Constitution: +5
Intelligence: +11
Wisdom: +5
Charisma: -1
Combat Stats:
HP: 182
AC: 13
Speed: 30
Initiative: +8
Proficiency Bonus: +6
Passive Perception: 15
Dark Vision: 0 feet
Proficiencies:
Arcana (Sage)
History (Sage)
Insight (Wizard)
Religion (Wizard)
Skills:
Acrobatics: +3 Medicine: -1
Animal Handling: -1 Nature: +5
Arcana: +11 Perception: +5
Athletics: -1 Performance: -1
Deception: -1 Persuasion: -1
History: +11 Religion: +11
Insight: +5 Sleight of Hand: +3
Intimidation: -1 Stealth: +3
Investigation: +5 Survival: -1
Equipment:
Arcane Focus: Staff
Spell Slots
1st (4)
2nd (3)
3rd (3)
4th (3)
5th (3)
6th (2)
7th (2)
8th (1)
9th (1)
Dark Magician’s Spellbook
Cantrips 3rd Level 6th Level
Create Bonfire Call Lightning Arcane Gate
Eldritch Blast Counterspell Globe of Invulnerability
Firebolt Dispel Magic 7th Level
Mage Hand Fireball Conjure Hezrou
Mind Sliver Magic Circle Mord’s Sword
Minor Illusion Summon Lesser Demons 8th Level
1st level 4th Level Antimagic Field
Detect Magic Arcane Eye Dominate Monster
Hex Banishment 9th Level
Mage Armor Conjure Minor Elementals Prismatic Wall
Magic Missile Conjure Shadow Demon
Shield Leo’s Secret Chest
Witch Bolt Locate Creature
2nd Level Phantasmal Killer
Arcane Lock Summon Greater Demon
Crown of Madness 5th Level
Flock of Familiars B’s Hand (Arcane Hand)
Knock Conjure Elemental
Locate Object Dominate Person
Magic Weapon Infernal Calling
Mirror Image Legend Lore
Misty Step Planar Binding
Shadow Blade Synaptic Static
Teleportation Circle
Wall of Force
Arcane Deflection: When attacked, as a reaction, add +2 AC or +4 saving throw, but cast only cantrips next turn.
Arcane Recovery: Once per day, after a short rest, restore 10 or fewer level 5 or lower used spell slots.
Deflecting Shroud: 3 creatures take 10 force damage after Arcane Deflection.
Durable Magic: +2 to AC and saving throws when concentrating on a spell.
Magic Initiate: Learn Eldritch Blast, Mind Sliver, and Hex. Cast with INT.
Power Surge: You have max 5, each surge adds 10 force damage to a spell.
Researcher: You always know where to find information or who to get it from.
Signature Spells: Cast Fireball and Dispel Magic without using a spell slot.
Spell Mastery: Cast Magic Weapon and Mage Armor without using a spell slot.
Tactical Wit: Add your INT mod to your Initiative.
keep in mind, the spell list is not conclusive, it’s a personal choice. I chose to have Dark Magician learn all the spells of the Arcane Cleric, and just tried to pick the standard magic spells, especially about anything with Arcane in its name. Because both Yugi and Mahad summon monsters to fight for them, I decided it was appropriate to give Dark Magician a lot of conjuration spells, but that doesn’t mean you have to use the Deck Master Yugi/Dark Magician build I suggested where Yugi does the summoning and Dark Magician handles everything else. It’s not a perfect build, but then, I never expected it to be. Still, I hope you guys found this to be a fun, quirky DnD concept. Let me know if you’d build this character differently than I did. And as always, thanks for joining me in The Character Forge, where heroes are made.