Wizard
Base Class: Wizard

While most practitioners of magic stick with more or less the standard rules and regulations there are some that wish to tap into the darker arts. This subclass allows for corrupt magic to be used  to create mental and physical damage, but this does come at a cost to the caster.

Dark Knowledge

Starting at 2nd level choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. Regardless of what class these will be treated as if they were from your wizard spell list. The first level spell is always prepared.

Corrupted Magic

When a player cast a spell of 1st level or higher the player may choose to lose 1d4 times the spell's level (e.g. casting fireball would result in 3d4 hp lost due to fireball being a 3rd level spell) to gain an effect as listed in the table below.

Spell Level

Damage Received 

Effect 

1

1d4

If the spell has a casting time of 1 action it will become a bonus action. If it is cast as a ritual it will have a cast time of 1 action.

2

2d4

Deal double damage.

3

3d4

Gain advantage on the attack roll.

4

 4d4

Half the damage the dealt is given back as temp hp.

5

5d4

If the spell targets  one target choose a second target within range.

 6

6d4

If the spell has an aoe radius effect increase the radius by 5ft.

 7

7d4

Target has disadvantage of spell saves against this spell.  

 8

 8d4

You may choose to use a 1st level spell for free immediately after this spell.

 9

9d4

You may regain either two 1st level spell slots or one 2nd level spell slot.


 

Terror of the Mind

Starting at 6th level, you can choose one target within 30ft and force a wisdom saving throw. On a fail the target see you transform into a horror that terrifies them, dealing 4d6 psychic damage and gains the frightened status lasting for one minute. On a fail the target is only frightened. At the end of each of their turns they may attempt the save again on a success they lose the frightened status and becomes immune to this ability for 24 hours. 

You can only use this feature equal to your wisdom modifier.

Greater Dark Knowledge

Starting at 10th level what ever class you chose from Dark Knowledge grab two 2nd level spells and one 3rd level spell. These spells are always prepared.

Mental Corruption

You can tap into your dark magic to dominate the mind of a creature. Choose a target within 10ft to which they must make an intelligence saving throw against your spell save dc or become charmed for one day. The creature will follow simple commands, treating you as its master. It cannot participate in combat but will join to protect itself. Should the caster wish it when they take damage under corrupt magic they can choose to instead use the charmed creature harming it instead. should the damage exceed its health it will die. You can only charm one creature at a time under this effect.

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