Dark Wizard
Wizard/Warlock
Its just more worlock and more wizard. If you are willing to pay the insane costs, you will reap insane reward. A pure spellcaster that can dish out incredible damage.
| Level | Features | Metamagic Gained | Curses Known | Spell Slots Gained Tier 1 | Tier 2 |
|---|---|---|---|---|---|
| 6th | Metamagical Eldritch Cantrips | Eldritch Empowerment | +1 2nd and 3rd | +1 5th | |
| 7th | Improved Curseweaving, Curse of the Dark Wizard | +1 | +1 cantrip and 4th | +1 6th | |
| 8th | Dark Geomancy | +1 1st | None | ||
| 9th | Rest for the Wicked, EE: Vitality Sap | none | +1 4th | ||
| 10th | Price of Power | Demonism | +1 | +1 5th | +1 7th |
1st Level
Meta-Magical Eldritch Cantrips… You may add both a metamagic and an eldritch enhancement to your cantrips, for the cost of either.
Metamagic Gained: Eldritch Empowerment… You may apply an eldritch enhancement to this spell.
2nd Level
New Curse: Mark of the Dark Wizard… Whenever the afflicted creature becomes that target of, or is within the range of a spell of your choice, you may apply an additional metamagic to that spell at no cost.
Improved Basic Curses… The Lower Resist curse now reduces the target’s resistance by 2 stages, but not below neutral. (Ex. Immune → Neutral, Absorb → Resist)
3rd Level
Dark Geomancy… As a free action on your turn, you may infuse yourself with sadistic magic. Non-physical spells you cast until the start of your next turn treat the targets’ resistance as lowered by one stage. If the spell would be neutral, the target is now considered vulnerable, if the target is already vulnerable, the spell deals maximum damage. The same effect is applied to all non-physical damage you would take until the start of your next turn.
4th Level
Rest for the Wicked… Whenever you take a short rest, you may forgo the effects of either your Magical Recovery or Hellcaster features in order to gain triple the bonus of the other.
Eldritch Enhancement Gained: Vitality Sap… This cantrip steals 1d4 of the target’s Hit die on a successful hit.
5th Level
The Price of Power… Whenever you apply metamagic to a spell, you may pay the cost of an eldritch enhancement to add another different metamagic to that spell. You may do this any number of times, doubling the cost for each.
In addition, you may do the same with eldritch enhancements, but by using your hit die instead.
Metamagic Gained: Demonism… This may only be applied to damaging spells of the 5th level or lower. When it is applied, instead of casting the spell, you summon an imp (See warlock page for stats). This imp knows the spell and will cast the spell repeatedly at the start of each of its turns at the chosen creature or area. The imp does not use spell slots, and will continue casting this spell regardless of level. The imp is completely obsessed with the chosen target and will not switch for any reason. The spell cast by the imp has all metamagic and eldritch enhancements that you used when casting the spell. If the target dies, or if there are no creatures remaining within the targeted area, the imp will despawn.

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