Dark Adept (Class)

== Overview ==
=== Hit Points ===
* Hit Dice: 1d8 per Dark Adept level 
* Hit Points at 1st Level: 8 + your Forbidden Spells modifier 
* Hit Points at Higher Levels: 1d8 (or 5) + your Forbidden Spells modifier per Dark Adept level after 1st
=== Soul Reaver: Subclass ===
* Proficiencies: Soul Theft, Soul Binding
* Feature: Soul Bond - At level 1, you can bind a soul to your being, absorbing it to fuel your power. Once per long rest, when an enemy creature dies within 10 feet of you, you can absorb its soul, gaining temporary hit points equal to half your Dark Adept level (rounded up). To gain this bonus, a being must have over 6 HP.
* Starter Spell: Soul Siphon - For 4 MP, you can drain the life force of a creature within range, dealing 1d4 necrotic damage + your Forbidden Spells modifier and healing yourself for half the damage dealt.
* Starter Item: Reaver's Talisman - Holding this dark amulet, you can detect the presence of souls within 30 feet, whether they be free spirits or within living beings.
=== Curse Weaver: Subclass ===
* Proficiencies: Grimoire Creation, Curse Casting
* Feature: Malevolent Mark - At level 1, you can mark a creature within sight. Your curse spells against this marked creature have advantage for attack rolls or you may impose disadvantage on the creature's saving throws against them (depending on the spell). You can mark one creature at a time, and the mark lasts for 1d6 turns.
* Starter Spell: Hex of Weakness - For 3 MP, you place a curse on a creature within range. The cursed creature has disadvantage on Strength and Dexterity ability checks for the next 1d6 turns.
* Starter Item: Weaver's Grimoire - This dark tome contains notes and incantations for various curses. This Grimoire automatically adds 1d6 to your Magical Capacity, you also gain +1 to any Willingness to Learn roll regarding Curses. This item is considered an accessory.