TEXT:  
  Arcane Tradition 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Black Arcana 
  Black Mages are known for pointed yellow hats, blue 
  robes, and hidden faces, but they are most prominently 
  known for their vicious spells that can bring a down a lone 
  target in a matter of seconds. They have a reputation for 
  tapping into their allies like batteries and for quite literally 
  sharing the injuries they receive. Because of this, their 
  reputation is rather poor―but you can't argue with the 
  impressive results of their magic. 
   
   
   
   
   
  Rod Lore 
  At 2nd level, clubs, maces, and morningstars count as 
  arcane focuses for you. Additionally, you gain proficiency 
  with these weapons. 
  Damage Dispersion 
  At 2nd level, you can disperse damage you take amongst 
  your allies. As a reaction, you may select up to three 
  willing creatures and divide the damage you would take 
  from a source by the total (including yourself), rounded up. 
  You and all allies chosen take the reduced damage. This 
  damage can't be reduced or avoided by damage resistance 
  or immunity. 
  Black Resonance 
  Beginning at 6th level, whenever you cast a spell that deals 
  damage to only one target, you can use your bonus action 
  to deal an additional 1d4 damage to the target for each 
  friendly creature within 5 feet of you, up to a maximum of 
  3d4. 
  Pierce Magical Defense 
  Starting at 10th level, creatures with the Magic Resistance 
  trait don't have advantage on saving throws against spells 
  that you cast. 
       Additionally, you can impose disadvantage on one 
  saving throw against a spell that you cast. Once you use 
  this ability, you can't use it again until you finish a long 
  rest. 
  Group-Cast All 
  At 14th level, when you cast a cantrip that requires a 
  ranged spell attack or saving throw and only targets one 
  creature, you can cast the spell on up to two other targets 
  within range of the spell. 
       You can use this feature a number of times equal to your 
  Intelligence modifier. You regain all expended uses when 
  you finish a long rest. 
       Cantrips used with this feature still qualify for use 
  with your Black Resonance feature, which applies 
  to each target. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Black Arcana.pdf