Jsk School of Dark Arts

Dark Arts Savant
At 2nd level, your study of the dark arts has unearthed forgotten eldritch power, fragments of dark knowledge that offer you unusual methods of using your magic. You learn the Eldritch Blast cantrip and two Eldritch Invocations of your choice. You learn an additional Eldritch Invocation at 5th, 9th, 13th, and 17th level.

If an Eldritch Invocation has a prerequisite, you can choose that invocation only if you meet the prerequisite: if an invocation refers to a Warlock, it instead refers to a Wizard for you. If an invocation uses your Charisma, it instead uses your Intelligence.

Your dark powers are malleable and can be twisted to suit your needs. When you finish a long rest, you can choose one Eldritch Invocation that you know and replace it with another invocation that you could learn at that level.

Outer Influence
At 2nd level, your studies into the occult has awakened your mind to the knowledge and secrets of extremely powerful beings. You can choose a patron to be influenced by from the Warlock's Otherworldly Patron feature. When you do so, you gain the 1st level features associated with that patron, however, you do not gain any weapon or armour proficiencies from the feature. Any feature that uses Warlock levels uses Wizard levels for you, and any feature that uses your Charisma uses your Intelligence instead.

If the Otherworldly Patron you study has an expanded spell list, these spells are considered Wizard spells for you. Whenever you gain a Wizard level, you can replace one of the Wizard spells you add to your spellbook with a Warlock spell from your patron's expanded spell list. The spell must be of a level for which you have spell slots. If you add all of your patron's expanded spell list to your spellbook, you can subsequently add any spell from the Warlock spell list instead. The spell must still be of a level for which you have spell slots. Any Warlock spell you gain from this feature is considered a Wizard spell for you, but other Wizards can't copy Warlock spells from your spellbook into their own spellbooks.

Black Magic
At 6th level, you have created or learned a ritual that can conjure and temper your dark powers. To do this, you must spend 1 minute in ritual, muttering dark incantations from your spellbook. After the ritual is complete, you gain a magical effect that represents the black magic that you have conjured: a dark aura, floating magical spheres, glowing eyes, or some other minor visual effect of your choice.

When you complete the ritual, you gain three black magic tokens, which last until you finish a long rest. These tokens represent the dark power that you have brought under your control. When you are hit by an attack that you can see, you can use your Reaction and expend a token to immediately teleport to an unoccupied location that you can see within 30 feet of you. If you are reduced to 0 hit points by an Attack but not outright killed, you can still use your Reaction to teleport using this feature.

Once you have performed the black magic ritual, you cannot perform it again until you have finished a long rest.

Otherworldly Secrets
At 10th level, you have delved deeper into the mysteries surrounding the patron you study. You learn the 6th level features of your Otherworldly Patron or the 10th level features of your Otherworldly Patron (your choice). Any feature that uses Warlock levels uses Wizard levels for you, and any feature that uses your Charisma uses your Intelligence instead.

Greater Black Magic
At 14th level, the power of your dark incantations allows you to conjure greater amounts of black magic. When you perform your black magic ritual, you create five black magic tokens instead of three.