Base Class: Wizard
Life with this cure is hard often giving the user of this curse great depression in one form or another. Obviously. With this curse the user will never know peace... Some of the more clever of the curst ones will spend there lives looking for a way to make their lives peaceful, but not by conventional means. Some have tried to make a sort of suspended animation. Some have succeeded. Some have failed. Also the wizards who walk down this wrong path will cast using their own life force. The stronger their life force is the stronger the wizard. Power can only be achieved after death is truly experienced.
life means knowledge/Forever life
Beginning at 2nd level, you have a bonus on wisdom ability checks, because of how long you've been around for awhile.
Also Beginning when you select this curse at 2nd level, you will stop aging. You will be reincarnated after you die regaining your memories at the age of 10-20. If there is no one left in your realm you will be transported to another one in the form of a new life.
Madness
Gives the user in all sense of the word madness. You will receive a 1d12 madness die that determines what happens to you ever 12 hours. (This will not happen if you are sleeping.) 1-2 You take 1d8 damage. 3-4 You will be extremely paranoid and have disadvantage on intelligence ability checks for an hour. 5-6 You will have lucid night terrors and daydream for 3 hours making it almost impossible to speak with anyone during this time. 7-8 You will suffer mild distrust in everyone around you. 9-10 Nothing significant will happen to you. 11-12 You gain advantage on one melee attack.
Extra spells
Starting at 6th level, you will gain 1 more cantrip and 1 more 1st level spell to be prepared.
I've seen this before...
Beginning at 8th level, you can predict what is going to happen when your enemy attacks and can predict your enemy's actions. If this leads to an attack on you, you have a chance to dodge any attacking spell or melee attack. This basically just leads to you taking half damage on any attacking spell for one spell. And for melee attacks you will have to roll a d20 plus dexterity mod to decide your temporary armor class. This new AC will last for 12 seconds after you get hit by a melee attack. This future can be used 3 times per long rest meaning you can take half damage from an attacking spell 3 times or change your AC 3 times.
The Goal of all Life is Death
Starting at 14th level, you gain the ability to add necrotic damage on any attacking spell of your choosing. You can do this 3 times per long rest. You add 2d10 necrotic damage on one of your spells, but you have to add it before you make the attack making it useless if you miss. You can stack the effect on one spell, but doing so isn't wise.