Wizard
Base Class: Wizard

You control the power of sugar to trick your foes and aid allies with sweet treats, buffing them and preparing them for the fight ahead.

Baker

Your proficiency bonus is added to any roll that has to do with baking/cooking. This affect can stack with tool proficiencies.

Natural Gift

You gain the ability to cast all candy magic spells at no cost of any components. You can now learn candy magic spells from scrolls for half cost

Cavity

As an action, you may infect a target with a calorie driven feeling of cavities which inflicts the poisoned condition on the target. The effect remans until the target uses an action to shake away the pain. By succeeding a Constitution Saving Throw against your spell save DC, the target shakes away the pain. 

You have a number of uses of this feature equal to your proficiency bonus per long rest.

Level 10: Trick or Treat

Once per long rest, you may create a small bag of 3 candies that give +1 to 3 skills of the casters choice. The candies can also increase or decrease a saving throw modifier by 2. A creature who willingly eats the candy has the effect inflicted immediately. Any creature who eats one unwillingly must make a Constitution saving throw against your spell save DC. On a failed save, the effect gets put in place. On a successful save, the creature spits out the candy and it takes no effect. The effects last 24 hours. A creature can eat only 1 a day. If a second one is eaten within the same day, the first one loses affect and is replaced by the second.

Level 14: Sweeten the Deal

All baked goods or sweets you make have the option to apply 1 condition of the your choice (based on the choices below) to any creature who eats it. You can add your proficiency bonus to any persuasion checks that are trying to convince another creature to eat any sweet or baked good. If you are already proficient is persuasion, this has no effect.

 

Available Condition Options: Blinded, Charmed, Deafened, Frightened, and Invisible

 

Blinded: The target must make a Wisdom Saving Throw against the casters Spell Save DC. On a failed save, the target is blinded for 10 minutes. On a successful save, the effect doesn't take place and the target is aware of what would've happened. Does not take affect if target is immune

 

Charmed: The target must make a Wisdom Saving Throw against the casters Spell Save DC. On a failed save, the target is charmed by you for 1 hour. On a successful save, the effect doesn't take place and the target is aware of what would've happened. Does not take affect if target is immune

 Deafened: The target must make a Wisdom Saving Throw against the casters Spell Save DC. On a failed save, the target is deaf for 30 minutes. On a successful save, the effect doesn't take place and the target is aware of what would've happened. Does not take affect if target is immune

 

Frightened: The target must make a Wisdom Saving Throw against the casters Spell Save DC. On a failed save, the target is frightened by you for 10 minutes. After 5 minutes, the target will make a Wisdom saving throw against your spell save DC. On a failed save, the effect remains for the rest of the duration. On a successful save, the target is no longer frightened.

Invisible: The target turns invisible for up to 10 minutes (casters choice). If unwilling, the target can make a Wisdom saving throw against your spell save DC to break free of the condition. On a failed save, the target remains invisible until the effect wears off. On a successful save, the target loses the effect and is aware of what happened.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2026 6:10:05 AM
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