Jsk School of Dark Arts

The Dark Arts
Those who study the dark arts often become corrupted by the power that can be claimed. The School of Dark Arts nurtures forbidden magic and techniques, encouraging it's students and masters to continue the search for greater power by any means possible. As a result, Wizards who pursue this knowledge tend to be unique, moulded by their personal breakthroughs and goals.

At 2nd level, you learn three powers from the Dark Arts list below, which represent the power you have gained so far. Your power increases as you gain Wizard levels. You learn an additional Dark Art at 6th, 10th, 14th, and 18th level. Your dark powers are malleable: whenever you finish a long rest, you can choose one Dark Art that you know and replace it with another Dark Art that you can learn.

Arcane Spells
You can now add Artificer spells to your spellbook. These spells count as Wizard spells for you. You cannot choose any spells gained from this Dark Art for your Spell Mastery and Signature Spells features.

Bardic Spells
You can now add Bard spells to your spellbook. These count as Wizard spells for you. You cannot choose any spells gained from this Dark Art for your Spell Mastery and Signature Spells features.

Control Gravity
As an action, you can hover up to 3 feet above ground or a liquid. You use your speed as normal to move. While hovering, difficult terrain does not cost you additional movement, unless it reaches at least 3 feet high. When you make a saving throw against being knocked prone while you are hovering, you can make an Intelligence saving throw instead of the effect's normal saving throw. You can stop hovering at will (no action required), and the effect ends early if you are incapacitated or your speed is 0.

Dark Defence
You can cast Mage Armor on yourself at will, without expending a spell slot or material components. Once per long rest, you can use your reaction in response to being hit by an attack to cast the Misty Step spell without expending a spell slot, halving the damage you take from the triggering attack and immediately relocating you. At 9th level, you can cast Misty Step using this feature twice per long rest.

Divine Spells
You can now add Paladin spells to your spellbook. These spells count as Wizard spells for you. You cannot choose any spells gained from this Dark Art for your Spell Mastery and Signature Spells features.

Eldritch Spells
You can now add Warlock spells to your spell book. These spells count as Wizard spells for you.

Exploit Enemy
When you cast a cantrip that uses a ranged spell attack roll, it scores a critical hit on a roll of 19 or 20. When you score a critical hit with a cantrip that uses a ranged spell attack roll, you learn which of the target's ability scores has the lowest saving throw modifier, and one type of damage that the target is vulnerable to (if it has one). If the target is vulnerable to more than one type of damage, the DM chooses one at random to reveal.

False Reality
You can cast Silent Image at will, without expending a spell slot or material components. When you cast Silent Image using this feature, your image can be accompanied by sound, smell, or a sensory effect (choose one).

False Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components. At 9th level, you can cast False Life on yourself at will as a 2nd-level spell, without expending a spell slot or material components.

Grand Deceiver
You can cast Disguise Self at will, without expending a spell slot. When you cast Disguise Self using this feature, you can appear as any shape or size, as long as you visually remain a Small or Medium creature.

Hand of Malice
When you cast Mage Hand you can choose to expend a spell slot to empower it. If the Mage Hand is summoned within 5 feet of a Medium or smaller creature, you can magically choke that creature with the hand. The creature must succeed on a Strength saving throw. On a failed save, the creature takes 1d8 force damage, is restrained, cannot breath, and can speak only falteringly. On a successful save, the creature is unaffected by your Mage Hand, and the spell ends. While grappled by the Mage Hand, the creature can repeat the saving throw at the end of each of its turns, taking 1d8 force damage on another failed save, and freeing itself on a successful one. When you cast Mage Hand using this feature, the duration is "Concentration, up to 1 minute". If you expend a spell slot of 3rd-level or higher, you can choke a Large creature. If you expend a spell slot of 5th-level or higher, you can choke a Huge creature.

Hidden Agenda
You gain proficiency with one of the following skills of your choice: Deception, Intimidation, Sleight of Hand, Stealth. When you make an ability check using your chosen skill, you can treat a roll of 9 or lower on the d20 as a 10.

Magical Reach
When you cast a cantrip that uses a ranged spell attack roll, its range is 300 feet. At 9th level, any spell that you cast that uses a ranged spell attack roll has a range of 300 feet, unless it already has a greater range.

Nature Speech
You can cast Speak with Animals and Speak with Plants at will, without expending a spell slot.

Nature Spells
You can now add Ranger spells to your spellbook. These spells count as Wizard spells for you. You cannot choose any spells gained from this Dark Art for your Spell Mastery and Signature Spells features.

Piercing Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. The distance increases to 90 feet at 7th level, 120 feet at 13th level, and 150 feet at 17th level.

Powerful Magic
When you cast a cantrip that uses a ranged spell attack roll, you can add your Intelligence modifier to the damage it deals on a hit. At 9th level, you can add your Intelligence modifier to the damage of any spell that you cast.

Primal Spells
You can now add Druid spells to your spellbook. These spells count as Wizard spells for you. You cannot choose any spells gained from this Dark Art for your Spell Mastery and Signature Spells features.

Seeker of Secrets
You can cast Detect Magic at will, without expending a spell slot or material components. You can also 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.

Shadow Weaver
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. At 9th level, moving does not end your invisibility.

Shifting Spell
Once on each of your turns when you hit a creature with a cantrip that uses a ranged spell attack roll, you can move that creature in a straight line 10 feet toward you or 10 feet away from you. At 9th level, any spell you cast that uses a ranged spell attack roll benefits from this Dark Art.

Somniphobia
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

Sorcerous Spells
You can now add Sorcerer spells to your spellbook. These spells count as Wizard spells for you. You cannot choose any spells gained from this Dark Art for your Spell Mastery and Signature Spells features.

Superior Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Vanishing Act
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 using this feature, 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.

Verbal Villainy
When you cast a spell that has a verbal component, you can choose to use this feature to improve its success by threatening the target of your spell with as much villainy as you can muster. If you know personal or private information about the target, you can use it against them when you cast your spell to double the bonus to the attack roll or saving throw DC. 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.
 * If the spell uses an attack roll, you gain a bonus to one attack roll equal to your proficiency bonus
 * If the spell has a spell save DC, the DC is increased by a bonus amount equal to half your proficiency bonus

Villainous Vendetta
When you are the victim of a critical hit, you can swear vengeance against the creature that did it (no action required). When you cast a ranged spell attack against your vendetta and hit, it becomes an automatic critical hit. Once you score a critical hit against your vendetta, the vendetta ends.