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.


 * Altered Prerequisites: 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. If an invocation allows you to cast a spell using a Warlock spell slot, you cannot learn it.
 * Versatile Invocations: 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.

Hidden Agenda
At 2nd level, your pursuits of forbidden knowledge require you to have finesse in all things deceptive and untrue: you gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Additionally, when you cast an illusion spell of 1st-level or higher, and the spell specifies dimensions or sizes, then those dimensions are tripled and the sizes are increased by one size for you. For example, if a spell allows you to create an illusory object no longer than 2 feet, then you can create an illusory object up to 6 feet long. If a spell allows you to create an illusory creature no larger than Medium size, then you can create an illusory creature no larger than Large size.

Verbal Villainy
At 6th level, your magic-laced words can inspire unreasonable fear in your enemies. As a bonus action, you can choose one creature that you can see within 60 feet of you and threaten it with as much villainy as you can muster. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of you for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending this effect on itself on a success. Once a creature succeeds on its saving throw against this feature, it cannot be targeted by this feature again for 24 hours.

If you know private information about the target and can use it against them when you threaten them, the target makes its saving throw with disadvantage: for example, if the target has a loved one and you threaten their safety. This only effects the first saving throw the target makes as part of this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.

Malleable Form
At 10th level, your very body is a tool that you can use to deceive those around you. The Polymorph spell is added to your spellbook if it is not already, and it is always prepared. This spell does not count toward the number of spells you can prepare each day. If you cast Polymorph on yourself and choose a CR¼ beast or lower, then this spell does not expend a spell slot and the following things are different for you: You can revert back to your true form at will (no action required). If you are reduced to 0 hit points or killed while transformed, you do not revert back to your true form, possibly dooming you to die in obscurity.
 * The spell does not require concentration, and the duration is until dispelled.
 * You retain your mental ability scores.
 * You do not assume the beast's hit points, and continue to use your own.
 * You can speak and cast spells. If you cast a spell of 1st-level or higher, you must first succeed on a DC10 Constitution saving throw. On a failed save, you revert back to your true form, the spell fails, and the action used to cast it is wasted.

Vanishing Act
At 14th level, you have learned that your activities warrant a back up plan or two. When you are hit by an attack that you can see, you can use your reaction to halve the damage taken and immediately teleport up to 30 feet to an unoccupied location that you can see. You can use this reaction a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.

Furthermore, when you are reduced to 0 hit points, but not outright killed, you can instantaneously teleport to an unoccupied location within 300 feet of you that you have seen before (no action required). When you teleport like this, you are reduced to 1 hit point instead of 0 hit points, you gain two levels of exhaustion, and any spell slots of 2nd-level or higher that you have are expended. You cannot benefit from this ability again until you have finished a long rest, and you cannot benefit from this ability if you are exhausted.