Recently been working on a wizard subclass called "School of Entropy". This subclass is supposed to focus on curses, hex's and dark magic. The kind of spells that I imagine this subclass using are ones like hex, bestow curse, and maddening darkness. So I worked on it having a "hex" like feature similar to hexblade's curse, where it's can be used fairly often and still potent at higher levels. Though I'm having issues with round out other parts of the class, mainly the 10th and 14 level features. Well, Let here's what I have so far, let me know what you think is fine, needs to be changed or removed.
I have the 1.0 version of this subclass complete here: School of Entropy
(initial version below)
Macabre Teachings (level 2)
You pick can warlocks spells to add to your spell book.
Proficiency in arcana. You gain double your proficiency bonus on Int checks about curses, dark magic and forbidden knowledge.
Eldritch Hex (level 2)
As a bonus action, you can mark a creature within 30 feet of you with an Eldritch Hex. For 1 minute, you gain bonus damage equal to to your proficiency bonus. In addition, choose one Saving throw ability that the creature will have disadvantage. You can use this feature twice per short rest.
Grasping Curse (level 6)
You add bestow curse to your spellbook if it is not already there. When you cast
You can cast it at a range of 30 feet
Weakening Hex (level 10)
When a creature marked with eldritch hex deals damage, you can use your reaction to half the damage.
Eldritch Curse (level 14)
When you use Eldritch Hex, choose one of the following properties to be added to it gains one of the additional properties
The creature has negative bonus to their saving throws equal to your Int modifier
At the end of each turn, the affected creature they must make a Wisdom saving throw or they cannot restore hit points.
Reduce the creature's movement by 10 feet
the first attack of reach round is made with disadvantage
I like the flavor (it very much feels like a dark enchanter/necromancer) With Eldritch Hex, I would not tie the bonus damage to your proficiency bonus. This makes it an unreasonably good two level dip for anyone with a intelligence of 13 or higher. I would suggest a third or half your wizard level if you want to emulate the proficiency bonus semi-accurately. But if you want it to be equal to your proficiency bonus, have it be a value that scales.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Back in AD&D 2e in the book Players’ Options: Spells and Magic (I think that was to book) they had rules for schools of magic based on effect like “fire” or “force.” This reminds me of that. I like it.
Overall I like the theme. The idea behind what you're doing here is something I genuinely feel will appeal to players who just aren't into wanting to play a Warlock but perhaps enjoy some of the neat features available to that class.
In Macabre Teachings: I would suggest limiting the number of Warlock Spells you can add to your book at level 2, to be more congruent with the spell slot table maybe replacing certain Wizard Spells with Warlock Spells instead, and possibly find an increase in the number of Warlock Spells available to you as you level further with Wizard, consistent with the normal Spell Slot table and Spell levels for sure.
As Astromancer already pointed out, I would pull back on the damage modifier for Eldritch hex being related to your proficiency bonus directly, and perhaps replace it with one of your ability modifier's, much like how Hexblade's Curse functions, or perhaps an ability Modifier + Half your Wizard Level (rounded up) to give it an equable scaling effect. I would also either make it usable once per short rest, or probably two times per long rest. It would be very easily abused to have such a strong function available such as this too often.
With Weakening Hex: I would consider putting in a saving throw element, such as if you're subject to an effect by a Target cursed with Eldritch Hex that forces you to take half damage, you instead take no damage on a successful save, or half damage on a failed save.
I think just giving players access to the entire Warlock table is a bit much... it's more work, but I think it would be better to look through and pick out 2 or 3 spells from each spell level and add those to this subclass's spell list. I think those spells would also be the ones that can be transcribed into the Wizard's spellbook at half-price/time.
I'm also curious about the arcana bonus applying to "curses, dark magic and forbidden knowledge"... part of me feels like that's too vague and makes it difficult to determine when and where this would be useful... but another part of me feels like the vagueness is actually a good thing, since it gives the DM more flexibility to apply as they see fit. I guess it really depends on the DM for that one.
Thanks all of you, this really helped me out... okay... lets take a look at each point
Eldritch hex - I'll remove the damage bonus on the eldritch hex, and may add it back in as part of the level 14 feature. I was unsure about the bonus damage in the first place, but wasn't sure if it was needed or not, especially cause of multi-class and stacking bonuses.
Macabre teachings
Warlock spells - Yeah, I usually do like the ideas of adding prepared spell lists to classes, but due to wizard not using a prepared spell list, I'd like to refrain from using one in this subclass as well. Though I do like the idea that transmorpher stated, which I will admit did forget to adding a snippet about transcribing the spells into the spellbook. I can see this feature going three ways; First, it can stay as I intended it to be were at each level, they can substitute the wizard spell they learn from leveling as a warlock spell. (also the easiest to do in the homebrew creator). Second, I can give them a bonus warlock spell at 2nd level, and access to additional warlock spells at set levels. Which going this way would give the feature a similar vibe as the bard's arcane secret's. Lastly, they just have access to the spell list, but must acquire them through transcribing them only. Which I feel is a bit too much of a restriction, but that's just my opinion.
Bonus to Int checks - Honestly that's just a little bonus I've started doing with my wizard subclasses, mostly cause I feel that each wizard subclass should have it's own little niche that they are smarter than other wizards in, so thought that was a good little bonus. I know I do like to keep it a bit vague, but that's simply cause everyone has their own interpretations on what these type of bonuses count towards. Which both me and my DM have realized and talked about a lot due to one of my characters being a rock gnome's "artificer's lore" feature, which acts similarly to how I have it worded. Though I do think that giving this subclass proficiency in the arcana skill might have been a bit much in hind sight.
Weakening hex - I have it worded that way for the sole purpose of the creature's attack still deals damage. This is because I have no other restrictions on it (though I should add a "while within X feet" part to that), besides the effected target having the hex on them and it uses your reaction.
I like that take on the access to the Warlock Table... it adds a little more challenge to it, sure, but I feel like it also makes it feel more rewarding for players when they do it. I think it would be good to give them the option to replace one of their learned spells with a Warlock spell more frequently than Bards are able to, since there's a tighter restriction on it... but since they can transcribe Warlock spells more easily as well there might actually be a benefit for some players to focus on learning Wizard spells exclusively at level up and focus on getting Warlock spells just from scrolls/spellbooks, when possible.
Recently been working on a wizard subclass called "School of Entropy". This subclass is supposed to focus on curses, hex's and dark magic. The kind of spells that I imagine this subclass using are ones like hex, bestow curse, and maddening darkness. So I worked on it having a "hex" like feature similar to hexblade's curse, where it's can be used fairly often and still potent at higher levels. Though I'm having issues with round out other parts of the class, mainly the 10th and 14 level features. Well, Let here's what I have so far, let me know what you think is fine, needs to be changed or removed.
I have the 1.0 version of this subclass complete here: School of Entropy
(initial version below)
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I like the flavor (it very much feels like a dark enchanter/necromancer) With Eldritch Hex, I would not tie the bonus damage to your proficiency bonus. This makes it an unreasonably good two level dip for anyone with a intelligence of 13 or higher. I would suggest a third or half your wizard level if you want to emulate the proficiency bonus semi-accurately. But if you want it to be equal to your proficiency bonus, have it be a value that scales.
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Back in AD&D 2e in the book Players’ Options: Spells and Magic (I think that was to book) they had rules for schools of magic based on effect like “fire” or “force.” This reminds me of that. I like it.
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Overall I like the theme. The idea behind what you're doing here is something I genuinely feel will appeal to players who just aren't into wanting to play a Warlock but perhaps enjoy some of the neat features available to that class.
In Macabre Teachings: I would suggest limiting the number of Warlock Spells you can add to your book at level 2, to be more congruent with the spell slot table maybe replacing certain Wizard Spells with Warlock Spells instead, and possibly find an increase in the number of Warlock Spells available to you as you level further with Wizard, consistent with the normal Spell Slot table and Spell levels for sure.
As Astromancer already pointed out, I would pull back on the damage modifier for Eldritch hex being related to your proficiency bonus directly, and perhaps replace it with one of your ability modifier's, much like how Hexblade's Curse functions, or perhaps an ability Modifier + Half your Wizard Level (rounded up) to give it an equable scaling effect. I would also either make it usable once per short rest, or probably two times per long rest. It would be very easily abused to have such a strong function available such as this too often.
With Weakening Hex: I would consider putting in a saving throw element, such as if you're subject to an effect by a Target cursed with Eldritch Hex that forces you to take half damage, you instead take no damage on a successful save, or half damage on a failed save.
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I think just giving players access to the entire Warlock table is a bit much... it's more work, but I think it would be better to look through and pick out 2 or 3 spells from each spell level and add those to this subclass's spell list. I think those spells would also be the ones that can be transcribed into the Wizard's spellbook at half-price/time.
I'm also curious about the arcana bonus applying to "curses, dark magic and forbidden knowledge"... part of me feels like that's too vague and makes it difficult to determine when and where this would be useful... but another part of me feels like the vagueness is actually a good thing, since it gives the DM more flexibility to apply as they see fit. I guess it really depends on the DM for that one.
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Thanks all of you, this really helped me out... okay... lets take a look at each point
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I like that take on the access to the Warlock Table... it adds a little more challenge to it, sure, but I feel like it also makes it feel more rewarding for players when they do it. I think it would be good to give them the option to replace one of their learned spells with a Warlock spell more frequently than Bards are able to, since there's a tighter restriction on it... but since they can transcribe Warlock spells more easily as well there might actually be a benefit for some players to focus on learning Wizard spells exclusively at level up and focus on getting Warlock spells just from scrolls/spellbooks, when possible.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium