Wizard
Base Class: Wizard

Either by dumb luck, or your own stupidity lead you to investigating a page from the original book of shadows, but either way you’re stuck with an insatiable hunger for knowledge, particularly the knowledge society considers forbidden. You are not bound to a specific eldritch entity, but you are bound to the power that the knowledge of them brings you. This hunger for knowledge can be bring both your rise to power and the fall of your empire, just keep that thought close, and don’t dive deep enough to where you lose yourself in the process.

Eldritch Initiate

Starting at 2nd level, your plunge into the depths of eldritch knowledge has reaped its first benefits. You can now choose two “Eldritch Invocations” from the Warlock class, and they scale with your Wizard level. Whenever you get an Ability Score Improvement or Feat in this class, you can change your chosen invocations for others available to you.

Agonizing Blast

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Intelligence modifier to the damage on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components. 

Ascendant Step (9th level)

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals on yourself at will, without expending a spell slot or material components.

Beguiling Influence

You gain proficiency in persuasion and deception.

Bewitching Whispers (7th level)

You can cast compulsion once using a spell slot. You can’t do so again until you finish a long rest.

Cloak of Flies (5th level)

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Intelligence modifier (minimum of 0 damage).

Once you use this invocation, you can't use it again until you finish a short or long rest.

Devil Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word (7th level)

You can cast confusion once using a spell slot. You can’t do so again until you finish a long rest.

Eldritch Mind

You have advantage on Constitution Saving Throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot or material components.

Eldritch Spear

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself as a 1st level spell at will, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze (7th level)

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Gift of the Depths (5th level)

You can breathe underwater and gain a swimming speed equal to your walking speed.

You can also cast water breathing without expending a spell slot. You regain this ability to do so when you finish a long rest.

Grasp of Hadar

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can move that creature 10 feet in a straight line towards you.

Lance of Lethargy

Prerequisite: eldritch blast

Once on each turn when you hit a creature with your eldritch blast, you can reduce that creatures speed by 10 feet until the end of your next turn.

Maddening Hex (5th level)

Prerequisite: hex spell or a feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Intelligence modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot or material components.

Minions of Chaos (9th level)

You can cast [Tooltip Not Found] using a spell slot. You can’t do so again until you finish a long rest.

Mire the Mind (5th level)

You can cast slow using a spell slot. You can only do so once per long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Myriad of Master Forms (15th level)

You can cast [spell[alter self[/spell] on yourself at will, without expending a spell slot or material components.

One with Shadow (5th level)

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap (9th level)

You can cast jump at will, without expending a spell slot or material components.

Relentless Hex (7th level)

Prerequisite: hex or a similar feature

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a similar feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisite: eldritch blast

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away in a straight line.

Sculptor of Flesh (7th level)

You can cast polymorph using a spell slot. You can’t do so again until you finish a long rest.

Shroud of Shadow (15th level)

You can cast invisibility at will, without expending a spell slot or material components.

Sign of Ill Omen (5th level)

You can cast bestow curse using a spell slot. You can’t do so again until you finish a long rest.

Thief of Five Fates

You can cast bane using a spell slot. You can’t do so again until you finish a long rest.

Tomb of Levistus (5th level)

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per wizard level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Trickster’s Escape (7th level)

You can cast freedom of movement without expending a spell slot or material component. You can’t do so again until you finish a long rest.

Undying Servitude (5th level)

You can cast animate dead using a spell slot. Once you do so, you can’t do so again until you finish a long rest.

Visions of Distant Realms (15th level)

You can cast arcane eye at will without expending a spell slot or material components.

Whispers of the Grave (9th level)

You can cast speak with dead at will, without expending a spell slot.

Witch Sight (15th level)

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Forbidden Knowledge

Starting at 2nd level, your arcane knowledge is expanded by unknown powers. When you gain a level in this class, you can add an additional spell to your spell book, but it must be on the warlock spell list. The spells you choose count as wizard spells.

Also, you can learn warlock cantrips in addition to wizard cantrips.

Unnatural Insight

Starting at 6th level, you can use an action to attempt to probe a creature’s mind in search of their name as well as mental weakness. The must succeed on a Wisdom Saving Throw, or you learn their name as well and their Wisdom, Intelligence, and Charisma in comparison to yours. The DC equals your Spell Save DC. If the creature succeeds, they’re immune to the effect. You can use this ability a number of times equal to your proficiency bonus per long rest.

Occult Intervention

Starting at 10th level, you learn how to call for the aid of eldritch beings. You gain the ability to use an action to entreat the power of any eldritch entity willing to listen to your call. Your DM decides how they intervene, as well as the cost of their intervention. Once this ability is used, it can’t be used again until you pay the price of the previous intervention.

Forced Pact

Starting at 14th level, you finalized your research into eldritch knowledge, and have learned to form your own pacts with other creatures. You can use an action to attempt to force a creature that can understand you to form a pact with you. They must make a Charisma Saving Throw or be bound to a pact, with its terms being limited to 5 words. If you know the creature’s name and speak it aloud, the creature must make the saving throw with disadvantage. They feel compelled, but not forced to complete the task. If they refuse, they suffer the consequences, as they take 3d10 psychic damage, of which you regain a number of hit points equal to half of the damage dealt, and suffer disadvantage on all attacks against you until pact’s duration is up. The pact is valid for 10 minutes, after which the effects fade. This ability can not be used again until you finish a long rest.