Base Class: Wizard
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Evil Savant
Beginning when you select this wizard thing at 2nd level, the gold and time you must spend to copy an evocation and necromancy spell into your spellbook is halved if you use it for EVIl...
Twist Heart
When you cast an evocation or necromancy spell that affects other creatures that you can see in an evil way, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures must do a DC 16 WIS check. If they fail, they become neutral evil for 1d4+1 turns and under your control.
Potent Odor
When a creature smells you, they must make a DC 16 WIS check. On a success, they will tell that you are evil. On a fail, they will take your choice of 1d4+INT MOD necrotic damage or 1d4+INT MOD fire damage.
Enhanced Evil
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Ultimate Evil
When you cast a wizard spell of 1st through 9th level that deals damage in an evil way, you can deal double damage with that spell. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage (+1d12 per use of this feature) for each level of the spell after you cast it. This damage ignores resistance and immunity.
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Posted Nov 22, 2021You can't really be good-aligned to use this class correctly. Just a warning.