Wizard
Base Class: Wizard

Scholars of the forbidden arts are rare, secretive, and above all, dangerous. These wizards, often geniuses who seek to expand their powers beyond what is possible with conventional magic, search deep within the archives of history to find ancient spells and abilities that were deemed too dangerous, volatile, or unpredictable by pantheons past. These select individuals learn of such lost incantations through the finding of old family scrolls, having a relationship with another who knows of the Forbidden Magics, or simply by stumbling upon them through sheer luck. Regardless, those who delve into this school of magic often find themselves consumed by an enticing Power that feeds on the dark desires that reside within the recesses of every mortal mind: jealousy, greed, and fear. As such, despite gaining capabilities far beyond what others could even dream of, these wizards often find that they lose more than they gain. Wizards of Forbidden Magic are often cult leaders, double agents, or aristocrats, though some are able to resist the beckoning of darkness long enough to become heroes of renowned strength, though, in due time, the descent into darkness always ensues.

Forbidden Magic

Through careful prodding and experimentation, you managed to learn the secrets of the Nine Hells. Beginning when you select this school at 2nd level, you gain access to the Warlock spell list.

Live and Die

Beginning at 2nd level, you learn the magic necessary to guarantee your success. Twice per short rest, when you must make a saving throw, you can choose to automatically raise your dice score to the minimum level necessary to succeed. This ability must be activated after you roll the save but before the DM determines the outcome. After using this ability, you will automatically fail the next saving throw.

Gathering Storm

Starting at 6th level, you begin to hear strange whispers in your ear that aid you in your spellcasting. By concentrating on gathering your arcane energy, you can use two spell slots of a lower level to cast a spell of a higher level. For example, using two level 1 spellslots allows you to cast a level 2 spell, even if you don't have an unused level 2 spellslot.

Limitless Spellcasting

Beginning at 10th level, you can tap into a strange source of infinite energy, but it seems to writhe with malicious intent. You can cast spells without remaining spell slots, but when doing so you must make a Wis 12 + Spell Level saving throw or the spell is instead cast on random targets within range. 

Victory at Any Cost

 Starting at 14th level, you fully realize the source of your power and can choose to give into it. Once per long rest, you can activate this ability to unleash the true potential of your Power, gaining 100 Bonus HP and a Bonus Action for 1d4+1 rounds. At the end of the duration, you are reduced to 0 HP and must start making death saving throws.

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