Jsk School of Dark Arts

Dark Arts Savant
At 2nd level, your study of the dark arts has allowed you to perverse the use of magic and twist it to your desires. You learn one of the Dark Arts listed below. You learn an additional Dark Art at 5th, 9th, 13th, and 17th level. 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.

Aegis of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.

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

Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.

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

Grand Deceiver
You can cast Disguise Self at will, without expending a spell slot.

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

Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.

One with Shadows
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.

Piercing Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Powerful Magic
When you cast a cantrip that uses a ranged spell attack roll, add your Intelligence modifier to the damage it deals on a hit.

Puppet Vision
You can 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.

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

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.

Spell Spear
When you cast a cantrip that uses a ranged spell attack roll, its range is 300 feet.

Staggering Spell
Once on each of your turns when you hit a creature with a cantrip that uses a ranged spell attack roll, you can reduce that creature's speed by 10 feet until the end of your next turn.

Hidden Agenda
At 2nd level, your goals and methods require finesse in certain skills. 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.

Verbal Villainy
At 6th level, your words can inspire terror in your enemies, effecting their reactions and mental fortitude. 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.
 * 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

Personal or private information about the target could include a family member or loved one, a dark or embarrassing secret, or a negative history the target wants to forget. Whether the information negatively effects the target is up to the DM, determined by the experiences and personality of the target. For example, threatening the target's brother might not hinder the target if the target genuinely does not care about its brother.

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.

Vendetta
At 10th level, those that cross you become a target for you to exploit. As a bonus action, you can choose one creature that you can see within 60 feet of you. You learn which of the creature's ability scores has the lowest modifier for a saving throw, and one damage type that the creature is vulnerable to (if it has one). If the creature is vulnerable to more than one type of damage, the DM chooses one at random to reveal. You can use this feature once, and you regain the use of it when you finish a long rest.

Vanishing Act
At 14th level, you have learned that your activities warrant a back up plan. 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.