
When you select this feat, your study of ancient, and often misunderstood, magics allows you to augment your skills with the ability to cast unique magical effects, distinct from spells, known as curses.
You know the two curses detailed below, the Pronged Curse and the Evil Eye Curse.
Witchcraft Ability
Intelligence is the ability you use when casting your curses since you learnt this practice through study and memorization. You use your Intelligence whenever a curse refers to your casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for any curses you cast.
Curse save DC = 8 + your proficiency bonus + your Intelligence modifier
CURSES
Pronged Curse. You target one creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be cursed. You chooses the curse's effect from the options that follow. All such effects deal psychic damage to you when they end. You can cast this curse a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, you take 1d6 psychic damage.
- The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, you take 1d6 psychic damage.
- A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound. When this curse ends, you take 1d6 psychic damage.
- The target gains vulnerability to a damage type of your choosing. When this curse ends, you take 3d6 psychic damage.
- The target has disadvantage on ability checks and saving throws tied to one ability score of your choosing. When this curse ends, you take 3d6 psychic damage.
- The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the chosen item until the curse ends. When this curse ends, you take 5d6 psychic damage.
- The target is blinded or deafened. When this curse ends, you take 5d6 psychic damage.
The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.
Evil Eye Curse. As an action, you can target a creature within 10 feet that you can see. This magical ability duplicates the duration and effect of the animal friendship, charm person, or hold person spell (your choice), but requires neither somatic nor material components. If the target succeeds on the save, you are blinded until the end of your next turn. You can cast this curse a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Once a target succeeds on a saving throw against the Evil Eye, it is immune to the effects of all Evil Eye curses for 24 hours.

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