Base Class: Wizard
You might find this kind of person at a carnival, offering their services to those with enough money. Some read the palms of your hands, some tell the future using crystal balls or cards, and some place curses on people for money. Often they are charlatans only out to get a few coins, but few are true to their profession, having obtained mastery of more "curious" methods of magic.
Palm Reading
At 2nd level, you get the ability to read out of a person's hand. If you spend 1 hour palm reading you roll 1d6 to determine what you find out about them.
This can only be done once per person.
- You know roughly how long they live +/- 5 years. (This only considers death by old age)
- You know their Alignment and rough morals. (For Example: Chaotic Neutral / places freedom above everything else, even their friends)
- You know their class and roughly what their profession is. (For Example: Fighter / worked on a farm before becoming an adventurer)
- You know their Parents' race and profession.
- You know one of their fears and one of their dreams/goals.
- You know where they come from and where they want to go.
The Five Elements of Witchcraft
At 6th level, you may choose from the following five options at 6th, 12th, and 18th level:
Air
You can cast Feather Fall up to [Proficiency bonus] times per long rest for free.
Earth
You are unaffected by difficult terrain caused by plants of uncommon flooring.
Additionally, you gain 15 ft. of climbing speed, if you already have a climbing speed you gain 10 ft. instead.
Ether (Spirit)
You gain resistance to psychic damage and advantage on saving throws made against things attempting to influence your mind (Charmed or Frightened Condition, Telepathy attempts, Mind control attempts, etc.)
Fire
You gain resistance to fire damage and you can choose to toggle emitting 15 ft. of bright and an additional 15 ft. of dim light as a bonus action.
Water
You gain a 30 ft. swim speed and are unaffected by wet surfaces (Difficult terrain) and strong currents while swimming.
If you already have a swim speed you gain 15 ft. in addition to that.
Curse Expert
At 10th level, you learn the spells Remove Curse and Bestow Curse, which do not count toward the limit of your prepared spells.
Additionally, your Spell Save DC increases by 3 for spells that apply negative Conditions or Effects. (Does not include damage as a negative effect.)
Voodoo Puppet
Starting at 14th level, you may use your action to magically create a doll version of any creature that you can see and have the DNA of. (Blood, Hair, etc.)
This can be done twice per Long Rest.
After creating a Doll you can perform the following actions after which the doll disappears (Remember the Curse Expert Feature):
- Pierce Limb: The Target must make a Con Save or be paralysed until the end of their next turn.
- Pierce Heart: The Target must make a Con Save or take [Wizard Level]d8 piercing damage that cant be reduced by any means.
- Throw Doll: The Target must make a Dex Save or be violently flung up to 80 ft. into any direction. They will take fall damage for every 10 ft. of distance travelled.
- Cancel Magic: The Doll dissipates without anything happening.
Comments