Base Class: Wizard
As a pupil of School of The Dark Arts, you learn from the darkest of lores: tales of devils and demons from the deepest pits of the lower planes, tomes of abberant monstrosities from the depths of the seas and artworks depicting the impossible insanity causing monsters from the depths of the far realm. Those who stufy this school tread on thin ice, edging closer and closer towards the slippery slope from curiosity to obsession, then from obsession to madness.
Occultist
When you choose this school at 2nd level, you learn one warlock canrip of your choice. The cantrip counts as a wizard cantrip for you, but doesn't against your number of cantrips known. You also learn one exotic language of your choice.
Dreadful Echoes
Starting at 2nd level, you whisper into the minds of the dying and cause them to unleash unholy words with their final breath. When an enemy you can see dies within 60 feet of you, you can use your reaction to force the creature to utter the language of dark speech. Each creature within 10 feet of the original enemy must succeed on a Wisdom saving throw against your wizard spell save DC or take 3d6 psychic damage.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Ruinous Utterance
Starting at 6th level, you wield mutterings from the darkest of tomes, piercing through the minds of your foes. Any wizard spell you cast that deals psychic damage ignore resistance.
Secrets of Insanity
By 10th level, you have studied the effects and causes that alter and destroy the mind so that the knowledge doesn't corrupt your thoughts. You have advantage on saving throws against being charmed, frightened and stunned.
Catalyst of The Void
By 14th level, your words have become permanently corrupted by the void, weakening the bodies of your foes by altering their minds belief in themselves. As an action, choose a creature within 60 feet and force that creature to make a Wisdom saving throw against your wizard spell save DC. On a failure, choose one damage type of your choice, the creature then has vulnerability to that damage type until the end of its next turn or it takes damage of that type.
Once you use this feature, you can’t use it again until you finish long rest.
Previous Versions
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9/15/2020 7:01:41 PM
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