School of the Primeval Current
Reviled by some and deified by others, the exiled mages of the Primeval Current dare to break the etiquette of sorcery in pursuit of greater knowledge. All magic must come from somewhere, and they are determined to find that origin or maybe even become it.
The most determined mages of this school stop at nothing to achieve the pinnacle of primal magic. Even if it means sacrificing themselves for the good of the discipline, they are determined to push the field forward. To break the boundary and grasp the arcane.
Apostate Learner
Through careful study, you've learned how to glimpse the ancient and primal origins of magic. At 2nd level, you add a 1st level warlock spell to your spellbook and gain an eldritch invocation of your choice from the warlock class. You must meet any prerequisites for this feature.
You may learn an additional invocation at 12th level.
Primal Glintstone
Additionally at 2nd level, you have learned that life and magic are intertwined. A magical mass of primal glintstone coalesces alongside your heart and stores your vitality. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
Graven Mass
You have learned that the unprepared souls that dabble with the current of magic are doomed to become consumed. Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature with knowledge of the void for 1 minute. While cursed in this way, its body becomes infested with glintstone. Its movement speed is reduced by 10 feet and it must subtract a d4 from all attack rolls. At the end of each of the creature's turns, it can make an Intelligence saving throw against your spell save DC, ending the curse on a success.
This feature cannot be used against creatures that are immune to being frightened. Once a creature saves against the effect, it is immune to the curse for the next 24 hours. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Glintstone Crown
At 14th level, you use more of your body to channel ultimate power. When you cast a spell that deals damage, you can expend a spell slot of the same level to double the damage of the spell for one affected creature.
Black Knife Rogue
With ties to gods and kings, the Black Knife Assassins are an order of supernaturally empowered warriors with the power of death in their blades.
Black Knives are relied upon for the most delicate of missions, and track their targets with unerring accuracy. Though their greatest success comes when they work in groups, a single Black Knife easily strikes fear in the hearts of the rich and powerful. After all, by the time you hear one coming, their blade is already in your back.
Cursemark
Starting at 3rd level, you are a deliverer of destined death. When you hit a creature with a melee attack, you can use your bonus action to carve a Cursemark into their flesh. When you hit the marked creature with an attack and would not normally be able to deal your Sneak Attack, you deal half of your Sneak Attack damage as part of the attack as long as you do not have disadvantage on the attack roll. When you do deal your Sneak Attack to a marked target, they take an additional d6 of damage as your blade strikes true.
One creature can be marked at a time. The Cursemark disappears if the target dies or you are incapacitated.
Concealing Veil
Also at 3rd level, you learn to cloak yourself in spectral threads and move lightly. Other creatures have disadvantage on checks made to hear you.
Additionally, you gain proficiency in Acrobatics. Whenever you make a Dexterity (Acrobatics) check, you can treat a roll of 7 or lower on the d20 as an 8.
Peerless Ambusher
At 9th level, you gain preternatural reflexes and agility. You have advantage on initiative rolls.
Additionally, you can cast Pass Without Trace once, without expending a spell slot or material components. You can't do so again until you finish a long rest
Scion of the Eternal City
At 13th level, you take solace under cover of night. You have advantage on Dexterity (Stealth) checks made at night, and you no longer need to sleep to gain the benefits of a long rest.
Destined Death
Your weapons are imbued with the power of death. At 17th level when you hit a creature with an attack, you may channel death and deal an additional 1d6 necrotic damage to them. At the beginning of the creature's next turn, the creature suffers 2d6 necrotic damage as their body struggles to carry on.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you kill a creature you have Cursemarked, you regain a use of this feature.