Wizard
Base Class: Wizard

Thought to be a lost practice of magic, Witchcraft both hinders your foes and helps your allies. Bring any ally back from the brink of death with the various potions at your disposal. While you poison your foes with your more deadly brews. The choice is yours to help those around you or to curse them for their wrong doings.

Witch’s Brew

You gain proficiency in herbalism kit and poisoner’s kit at level 2.

Improved Poisons

When you choose this practice at level 2, any poison you create uses your spell save DC instead of the save listed in the description. This ability does not effect poisons harvested from creature such as Wyvern Poison.

Curses

At level 6 you add bestow curse, if you don’t already have it, to your Spellbook. Bestow Curse is always considered a curse. You may choose two curses at level 6 and an additional curse at levels 10 and 14. When you cast a curse you can give your target disadvantage on the save, you can do this up to your Intelligence Modifier a day and regain all uses after a long rest.  

Curse of Banishment

Banishment is added to your spellbook if you don’t already have it. It is always treated as a curse.

Curse of Charming

Charm person is added to your spellbook if you don’t already have it. It is always treated as a curse.

Curse of Fear

Fear is added to your spellbook if you don’t already have it. It is always treated as a curse.

Curse of Imprisonment

Resilient Sphere is added to your spellbook if you don’t already have it. It is always treated as a curse.

Curse of Laughter

Hideous Laughter is added to your spellbook if you don’t already have it. It is always treated as a curse.

Curse of Memory

Modify Memory is added to your spellbook if you don’t already have it. It is always treated as a curse.

Curse of Paralysis

Hold Monster is added to your spellbook if you don’t already have it. It is always treated as a curse.

Wards

Upon reaching level 10, you add glyph of warding and magic circle to your spellbook if you don’t already have them.

Upon casting a glyph into your spellbook it ignores the loosing the spell if it’s moved more than 10 ft from the original position. Any curse stored in a glyph imposes disadvantage on the save to the one who triggered the spell. 

Grimoire

Your studies have allowed you enchant powerful magic into a spellbook. At level 14, you can spend 1 hour to enchant a spellbook to transform it into a magical Grimoire. Being a magical tome your Grimoire cannot be damaged or destroyed in normal ways. You gain a powerful curse that can be triggered once a day through your Grimoire. You can choose from Flesh to Stone, Eyebite, or Plane Shift as your curse bound to your Grimoire. You choose the trigger for the curse and can choose a new curse whenever you make a new Grimoire. You add the spell to prepared spells but it does not count as a curse when you cast it with a spell slot. 

Further more your Grimoire acts as a bag of holding. The Grimoire can hold spell components, magic items, potions, poisons and coins only. When you cast a spell that requires a component your Grimoire acts as the component, as long as the component is within the Grimoire. Spells that consume the component still consume it and when it does so the item vanishes from your Grimoire.

Ink

Eyebite is permanently bound to your Grimoire. 

Medusa

Flesh to Stone is permanently bound to your Grimoire. 

Shift

Plane Shift is permanently bound to your Grimoire. 

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