Base Class: Wizard
As a master of hexes, you are a wizard that is skilled in cursing others and weakening your foes. You study magic that manipulates those around you, as well as magic that can call aid from other, more twisted realms. Perhaps you found a forbidden text regarding a mysterious entity and have learned from its dark secrets, or maybe you have spent years studying pain and the best way to inflict it. Regardless of your teaching, or intentions, your school is both respected and abhorred for its powerful and dangerous spellcraft.
Savant of Curses
Beginning when you select this school at 2nd level, you gain access to the Warlock spell list and can add Warlock spells to your spellbook. Additionally, the gold and time you must spend to copy a spell on the Warlock spell list into your spellbook is halved.
Horrific Hex
Starting at 2nd level when you select this school, you gain the ability to invoke misfortune upon your foes. As a bonus action, you may mark a creature within 90 ft of you with Horrific Hex. This ability lasts indefinitely, but you may only have 1 active at a time. While a creature is affected by Horrific Hex, your wizard spells deal an additional 1d6 points of the same damage type to the affected target.
In addition, once per round, you may use a reaction whenever the affected target makes an attack roll, ability check, or saving throw to reduce the roll by 1d4. You must be able to see the affected creature to use this benefit.
You can use this feature a number of times equal to your Intelligence modifier and regain all uses with a long rest. The additional damage of your Horrific Hex increases as you gain levels in this class. It becomes 1d8 at level 10 and 1d10 at level 14.
Stealing Fortune
Starting at 6th level, your hexes leech power from your victims. Once per round, whenever the target of your Horrific Hex misses with an attack roll or fails a saving throw, you regain hit points equal to half your wizard level (rounded down). Alternatively, whenever you cause the target of your Horiffic Hex to fail at an ability check, attack roll, or saving throw with your reaction of Horrific Hex, you instead regain hit points equal to your wizard level.
Concealed Cursing
At 10th level, you add the bestow curse spell to your spellbook, if it is not there already. You can cast bestow curse at 4th level without expending a spell slot. This casting of the spell can be used in a unique way: you may make this spell in unison with another wizard spell. If you make an attack roll with a wizard spell and hit, one of the hit targets is automatically affected by bestow curse. If you combine bestow curse with another saving throw spell, the saves combine into one saving throw and will become the saving throw the other spell has. One of the targets that fails that spell's saving throw will automatically be under the effects of bestow curse. This special casting cannot be combined with a concentration spell, as you still need to maintain concentration on bestow curse.
Once you cast bestow curse in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. If you cast bestow curse with a spell slot high enough to not require concentration, you may combine it with wizard concentration spells.
Last Rebuke
Starting at 14th level, those that gravely harm you invoke your most dangerous curse. Whenever a creature reduces you to 0 hit points, you may invoke your Last Rebuke. The creature, regardless of distance, sight, or awareness, will take 10d10 damage + your wizard level in the damage type that it fears the most. You regain hit points equal to the damage dealt.
Once you have used this feature, you cannot do it again until you finish a long rest.
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Posted Jan 1, 2024Cool idea.