Wizard
Base Class: Wizard

With a flick of the wrist, a young human girl mutters a curse and casts a brutal hex at her enemy, who stumbles back in shock. She closes in for a kill, chanting an arcane incantation, before a bolt of pure magical energy silences her foe forever.

This is the School of Malediction, a form of magic cast by those who study the arcane arts of the warlocks and hags. Typically considered a forbidden, or at least hesitantly-used, art, Malediction seeks to manipulate the fabric of reality and bend it to their will. Not truly a warlock due to their lack of patron, a Malediction Wizard learns to harness these primal powers with ease.

Studious Hex

Beginning when you select this school at 2nd level, a Malediction Wizard can add Warlock spells into their spellbooks.

Additionally, you add the eldritch blast cantrip to your spell list. This cantrip counts as a wizard cantrip for you. You may also add one of the following benefits:

Eldritch Spear. When you cast eldritch blast, its range is 300 feet.

Lance of Lethargy. Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

Repelling Blast. When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Eldritch Spear

When you cast eldritch blast, its range is 300 feet.

Lance of Lethargy

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

Repelling Blast

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Unbearable Odds

At 2nd level, when a creature within 15 feet of you makes an attack roll, skill check, or saving throw, after you know the result you can use your reaction to reduce the number that is rolled by your Intelligence modifier.

You can use this a number of times equal to your proficiency bonus and regain all uses after a long rest.

Continued Malice

At 6th level, you have uncovered ways to hinder and afflict your foes in terrible ways.

As an action, you may choose a number of creatures equal to your proficiency bonus within a 30-foot radius and force them to make an Intelligence saving throw against your spell save DC. On a failure, you may choose to either blind, deafen, frighten, or poison the creature. You must select one condition with which all who failed their save will be afflicted. You may use this feature 2 times and regain all uses after a long rest.

Dreadful Infection

Starting at 10th level, you have studied the ways of the ancient tomes. Your arcane spells may now sicken your enemies. When you cast a spell that forces a single creature to make a saving throw, you may replace the ability score used for the saving throw with another. Roll 1d6 on the chart below to determine what score will be used.

1. Strength

2. Dexterity

3. Constitution

4. Intelligence

5. Wisdom

6. Charisma

You may use this feature a number of times equal to half your proficiency bonus rounded up, and regain all uses after a long rest.

Adaptive Misfortune

Starting at 14th level, you have studied the ancient arts and have learned how to separate the mind from the body or to change the mind of a brute to that of a genius to temporarily curse your enemies.

As an action, you create an aura of debilitating magic around a point within 60 feet of you. Any creature of your choice within that area has disadvantage on their first attack roll, saving throw, or ability check per turn. This effect lasts for 1 minute or until you dispel it.

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