Wizard

School of Forbidden Arts

Some forms of magic are nearly universally reviled for their deplorability. The ability to use yourself as a component to a spell and to touch a creature's soul directly is often seen as a sin against nature, individuality, and society. You believe that such powers shouldn't be avoided, but rather be carefully employed as needed. A sharp knife needn't be left alone, but rather a steady hand to guide it. As such, these forbidden arts merely need a a sound mind to call upon them.

Blood Rite

At 2nd level, you have learned to use your own blood and essence to cast a spell. Pick a spell from the wizard spell list that you can cast which also has the ritual tag to be your Blood Rite and add the chosen spell to your spellbook. Additionally, you can cast the spell as a ritual without having it prepared by using your blood. Using your blood causes you to take 1d4-1 (minimum 1) damage. This damage can't be reduced or removed in any way.

You can choose to cast the ritual at a higher level by using part of your very essence as a ritual component. After you finish the ritual, you can choose to take a level of exhaustion to increase the spell's casting level by up to 2.

You may choose an additional spell as a Blood Rite at 6th, 10th, and 14th level.

Soul Siphon

Starting at level 2, use the life force of other creatures to your advantage. When cast a spell, you can roll a wizard hit dice to give the spell a soul siphoning enhancement. If you do, the creature takes necrotic damage equal to the dice roll plus your constitution modifier and you gain as much as temporary health. While you have temporary health this way, the creature you siphoned life from can't be healed. You must complete a long rest before you can use this feature again.

Blood Seal

At 6th level, you learn to imbue your life into a spell to grant a finer control of its inner working. When you cast an eligible spell that targets a single creature, you may expend a hit dice to empower the spell with a curse. The type of curse depends on the type of spell, listed below.

A creature targeted by a curse enhanced spell from you must succeed a wisdom saving throw or be subject to the effects of the curse. If a spell type is not listed below, it is not eligible to be imbued with a curse.

Paranoia. Divination. You strike your target with a bout of paranoia. The creature believes someone or something is conspiring against them, and becomes restless with trying to defend themselves from the inevitable ambush or betrayal. The cursed creature looks anxious for the entire duration of the curse, and often questions allies' sworn loyalty.

During combat, the creature will distance themself from others to better keep an eye on their potential traitors. They are so busy trying to keep an eye on everyone that they struggle to keep an eye on their target, and attack with disadvantage.

Twinge of Doubt. Enchantment. The creature becomes stricken by the doubt of their skills and abilities. They lack the confidence they've always had, and often feel as though someone else in their group would be more suited to do what they've typically been in charge of. When the creature makes a skill check that uses their highest ability score, they have disadvantage on the check.

Phantom Visions. Illusion. The creature becomes haunted by phantom visions of ghastly beings. The visions whirl around them, letting out ghastly moans as they pass by. The cursed creature has trouble seeing through the illusions, and can't keep track of what's real and what's merely phantom. The creature has disadvantage on saves against other spell effects.

Lethargy. Necromancy. Your spell weighs heavy on your target, giving them a strong sense of lethargy. The creature feels weak and tired, as though being dragged down by a heavy chain. The creature gets -10 to their movement, and difficult terraign costs an additional 5 movement for them to pass through.

Creatures cursed this way remain so for a number of minutes equal to your wizard level. These curses can be removed by any spell or effect that would remove a curse. Additionally, they can be removed or cured if the creature takes damage.

You can use this feature a number of times equal to your intelligence modifier. You regain all uses after a long rest.

Brink of Life

Starting at 10th level, you become so intimate with the workings of life force that you can manipulate it even in death. When you go to 0 hit points or be killed, but your body not destroyed, you can roll a hit dice. You are immediately healed by that amount. You cannot use this feature again until you've taken a long rest.

Soulshape

By 14th level you have mastery over life essence. Whenever you are within the ethereal plane, you may interact with small objects weighing less than 10 pounds that reside on the material plane. In addition, whenever you use your Brink of Life feature, you also enter the ethereal realm and remain there until the end of your next turn.

If a creature heals while you are in the ethereal realm, you can use your reaction to immediately exit the ethereal realm and cause a disturbance in their life force. You target the creature and force them to make a a wisdom save DC equal to your spellcasting DC. On a failure, they take damage equal to half the amount they would have healed, otherwise they take 1d6 + your intelligence modifier necrotic damage or half the amount they would have healed, whichever is less.

Other creatures within 10 feet of your target take 1d6 necrotic damage.