Wizard
Base Class: Wizard

This subclass allows for terryfing 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, sorcerer or warlock. 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.

Bard

Two Cantrips & One 1st Level Spell

Sorcerer

Two Cantrips & One 1st Level Spell

Warlock

Two Cantrips & One 1st Level Spell

Ghastly 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 in the Shadow

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 (1) plus your wisdom modifier. You regain all uses after completing a long rest.

Expanded Dark Knowledge

Starting at 10th level, whichever class you chose from Dark Knowledge gain two 2nd-level spells and one 3rd-level spell from that classes spell list. These spells count as wizard spells and are always prepared. 

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

Bard

Two 2nd-Level Spells & 3rd-Level Spell

Sorcerer

Two 2nd-Level Spells & 3rd-Level Spell

Warlock

Two 2nd-Level Spells & 3rd-Level Spell

Cloak of Nightmares

At 14th level, you learn how to manifest your shadow in a defensive way which lasts for 1 minute. As an action, you can surround only yourself with a tattered cloak of purple-black shadow. It ends early if you are incapacitated, are wearing medium armor, heavy armor or a shield. You can see and reach normally through the cloak, but other creatures see a terrifying shadow that surrounds you granting the following benefits:

  • A +5 Bonus to your AC and Dexterity Saving Throws.
  • Resistance to Necrotic and Cold damage.
  • Advantage against Fear and Charm effects.
  • Enemies that can see you have disadvantage against Terror in the Shadows and other Fear based spells cast by you.

You can use this feature once and regain it when you finish a Long Rest.