As a witch, you gain the following class features.
Hit Points
Hit Dice: 1d6 per witch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st
Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, animal handling and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer’s pack or (b) an explorer’s pack
Two daggers and a potion of healing
Curses:
At first level you you learn one curse from the curse. If it has a prerequisite you must meet that to learn that curse. The number of curses you know is shown on the witch table. When you level up you can replace one curse or you know with another one that you meet the prerequisite for. The curses are listed at the end of the class description. You have limited uses of curses. At first level you can use one curse and regain the ability to use it again when you finish a long rest. You gain additional uses of each ability at 4th, 7th, 10th, 13th, 17th, and 20th levels. The attack bonus and DC is the same as your spell save DC and attack modifier.
Spellcasting
You have learned how to change life, death, and other forces to manipulate the world around you See Spells Rules for the general rules of spellcasting and the Spells Listing for the witch spell list.
Spell Slots
The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know 3 1st-level spells of your choice from the witch spell list.
The Spells Known column of the witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your witch spells. Your magic comes from the heart of the kind of otherworldly creatures power you taped into. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a arcane focus (see the Tools section) as a spellcasting focus for your witch spells.
Coven
You chose one of the following covens, witch give you new abilities at 3rd, 6th, 12th, and 18th level. The covens are coven of death, coven of life, and coven of souls.
True sight
Starting at 2nd level you gain the ability to see the unseen. As a action you can give yourself truesight 30ft until the end of the turn. You regain use of this feature once you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Master of curses
At 7th level, you gain the ability use a curse without expending a use of a curse. When you do this the DC for the curse increases by half you charisma modifier (minimum 1). You regain use of this feature once you finish a long rest.
Long caster
At 9th level, you gain a greater knowledge of spells with longer casting times. You learn 2 spells from any class list that you have spell slots for with a casting time of 1 minute or longer. You can replace these spells at higher levels. They do not count against the number of spells you know. You learn additional spells at 13th level, 17th level, and 20th level.
Ghostly step
Starting at 14th level, you can use a bonus action to enter into a ghostly form. Until the start of your next turn you do not provoke opportunity attacks, you can pass through objects as though they were difficult terrain although if you end your turn in a object or creature you take 2d10 force damage, you are shunted out to the nearest unoccupied space, and the effect ends. You also have resistance to all damage except force. You have 3 uses of this feature and regain all uses when you finish a long rest.
Master of life and death
Starting at 20th level, you become a master of the forces of life and death. At the start of each of your turns you regain 10 hit points as long as you have at least 1 hit point. Also, if you die you can choose to come back to life as if by the revivify spell but the only change is you are still at 0 hit points, are stable, can’t regain hit points for 1 hour, and have immunity to all damage for 1 hour. You regain use of this feature when you finish a long rest.
Covens
The different witch covens are listed below in alphabetical order. Each one has a list of spell you learn. These spells do not count against the number of spells you know.
Coven of death
1st level: false life, inflict wounds
2nd level: ray of enfeeblement, blindness/deafness
3rd level: Animate dead, vampiric touch
4th level: blight, sickening radiance
5th level: Danse macabre, enervation
Greater curser
When you chose this coven at 3rd level, you learn one additional curse of your choice. This curse must be a curse with the coven of death prerequisite You may replace this curse when you level up. It does not count against the maximum number of curses you know.
Reaper of souls
Starting at 6th level, you gain the ability to steal the life from creatures you kill. Once on each of your turns when you kill a creature or when you deal necromantic damage greater than half a creatures hit point maximum, you can regain hit points equal to the creatures hit dice times 2. Starting at 11th level you can do this twice on each of your turns.
Lifestealer
Starting at 11th level you gain the ability to cast enervation without expending a spell slot. You regain use of this feature once you finish a long rest.
Intelect of death
Starting 18th level, you can cast speak with the dead at will. When you do the creature must tell the truth.
In addition if you gain advantage on death saving throws and immunity to necromantic damage.
Coven of life
1st level: cure wounds, bless
2nd level: lesser restoration, prayer of healing
3rd level: mass healing word, revitify
4th level: death ward, guardian of faith
5th level: raise dead, mass cure wounds
Master of healing
Starting when you chose this coven at 3rd level, you gain greater healing power. When you restore hit points to a creature, you can restore extra hit points to that creature equal to you 1+half your witch level (rounded up). You can use this feature a number of times equal to your charisma modifier (minimum once).
Drainer of life
Starting at 6th level, when you kill a creature you can restore hit points to a creature within 30ft of it to regain hit points equal to itś maximum number of hit dice times two. You regain all uses of this feature once you finish a short or long rest. You gain two uses of this feature once you reach 11th level.
True healer
Starting at 11th level you gain the ability to cast greater restoration and regain the ability to do it again once you finish a long rest.
Healing helper
Starting at 18th level, you learn the mass heal spell, it does not count against the number of spells you know. In addition when you finish a short rest you can choose up to five creatures ( including yourself) that also just finished a short rest and restore hit points to each of them equal to half their hit point maximum. Thet do not regain hit points from hit dice for that rest.
Coven of souls
1st level: charm person, bane
2nd level: hold person, detect thoughts
3rd level: fear, hypnotic pattern
4th level: dominate beast, charm monster
5th level: geas, hold monster
Soul chains
Starting at 3rd level when you choose this coven, you learn how to bind others souls. As a action you can cause intangible chains to burst from the ground and try to restrain one creature within 30ft of you. It must make a wisdom saving throw against your spell save DC or become restrained until the end of your next turn. You may use your action to prolong this effect until the end of your next turn. Once a creature is affected by this or succeeds the saving throw you can use this on it for 24 hours.
Soul insight
Starting at 6th level you gain greater understanding of souls. As a bonus action you can force a creature to make a wisdom saving against your spell save DC. On a failed save you gain knowledge of itś passions and desires. For the next 24 hours you gain advantage on all charisma checks for that creature. On a successful save you can't use this feature on it for 1
Week.
Binder of wills
Starting at 11th level you gain the ability to cast hold monster without expending a spell slot. You regain the ability do do this once you finish a long rest.
Dominating presence
Starting at 18th level your mind becomes a dominating force of will. You gain resistance to psychic damage, and you gain advantage on all wisdom saving throws. When you force a creature to make a wisdom saving throw you can impose disadvantage on the initial saving throw. You can use this feature 3 times and regain all uses when you finish a long rest.
Curses
The curses are listed in alphabetical order. All save DC ´s are the same as your spell save DC. Once a curse ends for a creature you can ´t use that curse on if for 24 hours.
Curse of binding: As a bonus action you can force a creature within 60ft you to make a wisdom saving throw or have itś speed reduced to 0 for 1 minute. It can make another save at the end of each of itś turns.
If you are 11th level or higher it becomes restrained instead of speed reduced to 0.
Curse of damage reversal: As a reaction when a creature hitś you with a attack you can use your reaction to deal necromantic damage equal to half the damage taken to the creature.
If you are 11th level or higher it takes necromantic damage equal to the damage dealt instead.
Curse of death (prerequisite: coven of death): As a bonus action you can curse a creature within 60ft of you to take extra damage next time it is hit with a attack. The next time that it takes damage it also takes necromantic damage equal to 2+you witch level.
If you are 13th level or higher then it takes 2+your witch level+half your witch level instead.
Curse of life giving (prerequisite: coven of life): As a bonus action you can choose one creature within 60ft of you. The next time the creature is hit with a attack the attacker regains hit points equal to the damage dealt +1.
If you are 13th level or higher then it regains hit points equal to the damage dealt +7 instead.
Curse of ability weakness(prerequisite: coven of the soul): As a action you can curse a creature within 30ft of you. It must make a wisdom saving throw. On a failed save then it will automatically fail the next ability check it makes. On a successful save then the next ability check it makes is made with disadvantage
If you are at least 13th level you can target up to two creatures at a time.
Curse of mental shattering(prerequisite: 5th level): As a bonus action you can force a creature to make a intelligence saving throw. On a failed save it takes 2d6 psychic damage and has disadvantage on the next wisdom saving throw it makes in the next minute. On a successful save it takes 1d8 psychic damage and suffers no other effects.
If you are at least 16th level then the the damage on a failed save becomes 4d6 and on a successful save becomes 1d8+1d6 damage.
Curse of madness: as a action choose one creature within 120ft of you. It must make a wisdom saving throw or be effected. On a failed save it becomes filled with bloodlust for the duration. For the next round on itś turn it can only take the attack action at one creature within 5ft of it. If no creatures are within 5ft of it will use itś move to get to the nearest creature. If itś move is not enough then it may take the dash action to try to get to the nearest creature. If multiple creatures are next to it choose them randomly. If it is a humanoid then it gains claws for that turn that do 1d6+ itś strength modifier. You may use your action on coming turns to have it repeat the saving throw. Ending this curse on a succes.
If you are 11th level or higher than the creature has disadvantage on the first saving throw.
Curse of vulnerability: as a action you can choose one creature within 60ft of you. Until the end of you your next turn whenever it takes damage it also takes extra 1d4 of that damage type.
If you are 11th level or higher then it takes 1d6 damage instead.
Curse of blindness: As a bonus action choose one creature within 60ft of you. It must make a constitution saving throw or become blinded for 1 minute. On itś turn it can use a bonus action to repeat the saving throw, ending the effect on a succes.
If you are 12th level or higher you can also have the creatures speed reduced to 0 for as long as it is cursed.
Curse of sickness: As a action you can choose one creature within 60f of you. It must make a constitution saving throw. On a failed save it becomes cursed for one minute. While cursed it has disadvantage on constitution saving throws, and is poised. It can repeat the saving throw at the end of each of itś turns.
If you are at least 11th level then it also has disadvantage on strength saving throws for the duration.
Curse of stunning(prerequisite: 10th level): As a action you can choose a creature within 60ft of you. If it has 50 it points or fewer than it is stunned for 1 round. If it has 20 hit points or fewer than it is stunned for 3 rounds.
If you are at least 16th level then if it has 70 hit points or fewer for the first one and 30 hit points or fewer for the second effect.
Spell list
Cantrips: chill touch, control flames, dancing lights, friends, frostbite, guidance, infestation, mage hand, magic stone, mending, message, poison spray, produce flame, ray of frost, spare the dying, thaumaturgy, toll the dead.
1st level: alarm, animal friendship, bane, cause fear, chaos bolt, charm person, comand, comprehend languages, detect evil and good, disguise self, dissonant whispers, entangle, false life, feather fall, find familiar, fog cloud, hellish rebuke, hex, inflict wounds, protection from evil and good, ray of sickness, silent image, sleep, tashś hideous laughter, unseen servant, witch bolt.
2nd level: alter self, animal messenger, augury, blindness deafness, blur, cloud of daggers, crown of madness, darkness, darkvision, enhance ability, enlarge reduce, enthrall, hold person, invisibility, mind spike, mirror image, moonbeam, ray of enfeeblement, see invisibility, shadow blade, silence, suggestion, web.
3rd level: animate dead, bestow curse, blink, catnap, counterspell, create food and water, dispel magic, enemies abound, fear, feign death, fly, gaseous form, hunger of hadar, hypnotic pattern, leomundś tiny hut, life transference, magic circle, major image, nondetection, remove curse, revivify, slow, speak with the dead, spirit guardians, summon lesser demons, vampiric touch.
4th level: arcane eye, banishment, blight, control water, death ward, diviation, evard´s black tentacles, fabricate, giant insect, greater invisibility, phantasmal killer, polymorph, shadow of moil, sickening radiance, summon greater demon.
5th level: antilife shell, circle of power, cloudkill, commune, commune with nature, contact other plane, contagion, danse macabre, dispel evil and good, dream, enervation, geas, hallow, hold monster, infernal calling, insect plague, modify memory, negative energy flood, planar binding, raise dead, scrying.
6th level: arcane gate, bones of the earth, circle of death, conjure fey, create homunculus, create undead, eyebite, flesh to stone, forbiddance, guards and wards, harm, magic jar, mental prison, planar ally, soul cage, true seeing, wind walk.
7th level: crown of stars, etherealness, finger of death, magnificent mansion, plane shift, power word pain, regenerate, resurrection, simulacrum, symbol, teleport.
8th level: horrid wilting, animal shapes, antipathy/sympathy, clone, control weather, demiplane, dominate monster, feeblemind, glibness, maddening darkness, maze, mind bland, power word stun, telepathy.
9th level: astral projection, foresight, gate, imprisonment, mass polymorph, power word kill, shape change, time stop, true polymorph, weird.
Public Mod Note
(Timer):
Moved From ADOHAND’S KITCHEN
Rollback Post to RevisionRollBack
DM: So, you doomed the world by betting on dinosauer races instead of doing a quest.
Players: But we got money! Now we can do whatever we want.
I made this class. Tell me what you think.
As a witch, you gain the following class features.
Hit Points
Hit Dice: 1d6 per witch level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st
Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, animal handling and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Curses:
At first level you you learn one curse from the curse. If it has a prerequisite you must meet that to learn that curse. The number of curses you know is shown on the witch table. When you level up you can replace one curse or you know with another one that you meet the prerequisite for. The curses are listed at the end of the class description. You have limited uses of curses. At first level you can use one curse and regain the ability to use it again when you finish a long rest. You gain additional uses of each ability at 4th, 7th, 10th, 13th, 17th, and 20th levels. The attack bonus and DC is the same as your spell save DC and attack modifier.
Spellcasting
You have learned how to change life, death, and other forces to manipulate the world around you See Spells Rules for the general rules of spellcasting and the Spells Listing for the witch spell list.
Spell Slots
The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st Level and Higher
You know 3 1st-level spells of your choice from the witch spell list.
The Spells Known column of the witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your witch spells. Your magic comes from the heart of the kind of otherworldly creatures power you taped into. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a arcane focus (see the Tools section) as a spellcasting focus for your witch spells.
Coven
You chose one of the following covens, witch give you new abilities at 3rd, 6th, 12th, and 18th level. The covens are coven of death, coven of life, and coven of souls.
True sight
Starting at 2nd level you gain the ability to see the unseen. As a action you can give yourself truesight 30ft until the end of the turn. You regain use of this feature once you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Master of curses
At 7th level, you gain the ability use a curse without expending a use of a curse. When you do this the DC for the curse increases by half you charisma modifier (minimum 1). You regain use of this feature once you finish a long rest.
Long caster
At 9th level, you gain a greater knowledge of spells with longer casting times. You learn 2 spells from any class list that you have spell slots for with a casting time of 1 minute or longer. You can replace these spells at higher levels. They do not count against the number of spells you know. You learn additional spells at 13th level, 17th level, and 20th level.
Ghostly step
Starting at 14th level, you can use a bonus action to enter into a ghostly form. Until the start of your next turn you do not provoke opportunity attacks, you can pass through objects as though they were difficult terrain although if you end your turn in a object or creature you take 2d10 force damage, you are shunted out to the nearest unoccupied space, and the effect ends. You also have resistance to all damage except force. You have 3 uses of this feature and regain all uses when you finish a long rest.
Master of life and death
Starting at 20th level, you become a master of the forces of life and death. At the start of each of your turns you regain 10 hit points as long as you have at least 1 hit point. Also, if you die you can choose to come back to life as if by the revivify spell but the only change is you are still at 0 hit points, are stable, can’t regain hit points for 1 hour, and have immunity to all damage for 1 hour. You regain use of this feature when you finish a long rest.
Covens
The different witch covens are listed below in alphabetical order. Each one has a list of spell you learn. These spells do not count against the number of spells you know.
Coven of death
1st level: false life, inflict wounds
2nd level: ray of enfeeblement, blindness/deafness
3rd level: Animate dead, vampiric touch
4th level: blight, sickening radiance
5th level: Danse macabre, enervation
Greater curser
When you chose this coven at 3rd level, you learn one additional curse of your choice. This curse must be a curse with the coven of death prerequisite You may replace this curse when you level up. It does not count against the maximum number of curses you know.
Reaper of souls
Starting at 6th level, you gain the ability to steal the life from creatures you kill. Once on each of your turns when you kill a creature or when you deal necromantic damage greater than half a creatures hit point maximum, you can regain hit points equal to the creatures hit dice times 2. Starting at 11th level you can do this twice on each of your turns.
Lifestealer
Starting at 11th level you gain the ability to cast enervation without expending a spell slot. You regain use of this feature once you finish a long rest.
Intelect of death
Starting 18th level, you can cast speak with the dead at will. When you do the creature must tell the truth.
In addition if you gain advantage on death saving throws and immunity to necromantic damage.
Coven of life
1st level: cure wounds, bless
2nd level: lesser restoration, prayer of healing
3rd level: mass healing word, revitify
4th level: death ward, guardian of faith
5th level: raise dead, mass cure wounds
Master of healing
Starting when you chose this coven at 3rd level, you gain greater healing power. When you restore hit points to a creature, you can restore extra hit points to that creature equal to you 1+half your witch level (rounded up). You can use this feature a number of times equal to your charisma modifier (minimum once).
Drainer of life
Starting at 6th level, when you kill a creature you can restore hit points to a creature within 30ft of it to regain hit points equal to itś maximum number of hit dice times two. You regain all uses of this feature once you finish a short or long rest. You gain two uses of this feature once you reach 11th level.
True healer
Starting at 11th level you gain the ability to cast greater restoration and regain the ability to do it again once you finish a long rest.
Healing helper
Starting at 18th level, you learn the mass heal spell, it does not count against the number of spells you know. In addition when you finish a short rest you can choose up to five creatures ( including yourself) that also just finished a short rest and restore hit points to each of them equal to half their hit point maximum. Thet do not regain hit points from hit dice for that rest.
Coven of souls
1st level: charm person, bane
2nd level: hold person, detect thoughts
3rd level: fear, hypnotic pattern
4th level: dominate beast, charm monster
5th level: geas, hold monster
Soul chains
Starting at 3rd level when you choose this coven, you learn how to bind others souls. As a action you can cause intangible chains to burst from the ground and try to restrain one creature within 30ft of you. It must make a wisdom saving throw against your spell save DC or become restrained until the end of your next turn. You may use your action to prolong this effect until the end of your next turn. Once a creature is affected by this or succeeds the saving throw you can use this on it for 24 hours.
Soul insight
Starting at 6th level you gain greater understanding of souls. As a bonus action you can force a creature to make a wisdom saving against your spell save DC. On a failed save you gain knowledge of itś passions and desires. For the next 24 hours you gain advantage on all charisma checks for that creature. On a successful save you can't use this feature on it for 1
Week.
Binder of wills
Starting at 11th level you gain the ability to cast hold monster without expending a spell slot. You regain the ability do do this once you finish a long rest.
Dominating presence
Starting at 18th level your mind becomes a dominating force of will. You gain resistance to psychic damage, and you gain advantage on all wisdom saving throws. When you force a creature to make a wisdom saving throw you can impose disadvantage on the initial saving throw. You can use this feature 3 times and regain all uses when you finish a long rest.
Curses
The curses are listed in alphabetical order. All save DC ´s are the same as your spell save DC. Once a curse ends for a creature you can ´t use that curse on if for 24 hours.
Curse of binding: As a bonus action you can force a creature within 60ft you to make a wisdom saving throw or have itś speed reduced to 0 for 1 minute. It can make another save at the end of each of itś turns.
If you are 11th level or higher it becomes restrained instead of speed reduced to 0.
Curse of damage reversal: As a reaction when a creature hitś you with a attack you can use your reaction to deal necromantic damage equal to half the damage taken to the creature.
If you are 11th level or higher it takes necromantic damage equal to the damage dealt instead.
Curse of death (prerequisite: coven of death): As a bonus action you can curse a creature within 60ft of you to take extra damage next time it is hit with a attack. The next time that it takes damage it also takes necromantic damage equal to 2+you witch level.
If you are 13th level or higher then it takes 2+your witch level+half your witch level instead.
Curse of life giving (prerequisite: coven of life): As a bonus action you can choose one creature within 60ft of you. The next time the creature is hit with a attack the attacker regains hit points equal to the damage dealt +1.
If you are 13th level or higher then it regains hit points equal to the damage dealt +7 instead.
Curse of ability weakness(prerequisite: coven of the soul): As a action you can curse a creature within 30ft of you. It must make a wisdom saving throw. On a failed save then it will automatically fail the next ability check it makes. On a successful save then the next ability check it makes is made with disadvantage
If you are at least 13th level you can target up to two creatures at a time.
Curse of mental shattering(prerequisite: 5th level): As a bonus action you can force a creature to make a intelligence saving throw. On a failed save it takes 2d6 psychic damage and has disadvantage on the next wisdom saving throw it makes in the next minute. On a successful save it takes 1d8 psychic damage and suffers no other effects.
If you are at least 16th level then the the damage on a failed save becomes 4d6 and on a successful save becomes 1d8+1d6 damage.
Curse of madness: as a action choose one creature within 120ft of you. It must make a wisdom saving throw or be effected. On a failed save it becomes filled with bloodlust for the duration. For the next round on itś turn it can only take the attack action at one creature within 5ft of it. If no creatures are within 5ft of it will use itś move to get to the nearest creature. If itś move is not enough then it may take the dash action to try to get to the nearest creature. If multiple creatures are next to it choose them randomly. If it is a humanoid then it gains claws for that turn that do 1d6+ itś strength modifier. You may use your action on coming turns to have it repeat the saving throw. Ending this curse on a succes.
If you are 11th level or higher than the creature has disadvantage on the first saving throw.
Curse of vulnerability: as a action you can choose one creature within 60ft of you. Until the end of you your next turn whenever it takes damage it also takes extra 1d4 of that damage type.
If you are 11th level or higher then it takes 1d6 damage instead.
Curse of blindness: As a bonus action choose one creature within 60ft of you. It must make a constitution saving throw or become blinded for 1 minute. On itś turn it can use a bonus action to repeat the saving throw, ending the effect on a succes.
If you are 12th level or higher you can also have the creatures speed reduced to 0 for as long as it is cursed.
Curse of sickness: As a action you can choose one creature within 60f of you. It must make a constitution saving throw. On a failed save it becomes cursed for one minute. While cursed it has disadvantage on constitution saving throws, and is poised. It can repeat the saving throw at the end of each of itś turns.
If you are at least 11th level then it also has disadvantage on strength saving throws for the duration.
Curse of stunning(prerequisite: 10th level): As a action you can choose a creature within 60ft of you. If it has 50 it points or fewer than it is stunned for 1 round. If it has 20 hit points or fewer than it is stunned for 3 rounds.
If you are at least 16th level then if it has 70 hit points or fewer for the first one and 30 hit points or fewer for the second effect.
Spell list
Cantrips: chill touch, control flames, dancing lights, friends, frostbite, guidance, infestation, mage hand, magic stone, mending, message, poison spray, produce flame, ray of frost, spare the dying, thaumaturgy, toll the dead.
1st level: alarm, animal friendship, bane, cause fear, chaos bolt, charm person, comand, comprehend languages, detect evil and good, disguise self, dissonant whispers, entangle, false life, feather fall, find familiar, fog cloud, hellish rebuke, hex, inflict wounds, protection from evil and good, ray of sickness, silent image, sleep, tashś hideous laughter, unseen servant, witch bolt.
2nd level: alter self, animal messenger, augury, blindness deafness, blur, cloud of daggers, crown of madness, darkness, darkvision, enhance ability, enlarge reduce, enthrall, hold person, invisibility, mind spike, mirror image, moonbeam, ray of enfeeblement, see invisibility, shadow blade, silence, suggestion, web.
3rd level: animate dead, bestow curse, blink, catnap, counterspell, create food and water, dispel magic, enemies abound, fear, feign death, fly, gaseous form, hunger of hadar, hypnotic pattern, leomundś tiny hut, life transference, magic circle, major image, nondetection, remove curse, revivify, slow, speak with the dead, spirit guardians, summon lesser demons, vampiric touch.
4th level: arcane eye, banishment, blight, control water, death ward, diviation, evard´s black tentacles, fabricate, giant insect, greater invisibility, phantasmal killer, polymorph, shadow of moil, sickening radiance, summon greater demon.
5th level: antilife shell, circle of power, cloudkill, commune, commune with nature, contact other plane, contagion, danse macabre, dispel evil and good, dream, enervation, geas, hallow, hold monster, infernal calling, insect plague, modify memory, negative energy flood, planar binding, raise dead, scrying.
6th level: arcane gate, bones of the earth, circle of death, conjure fey, create homunculus, create undead, eyebite, flesh to stone, forbiddance, guards and wards, harm, magic jar, mental prison, planar ally, soul cage, true seeing, wind walk.
7th level: crown of stars, etherealness, finger of death, magnificent mansion, plane shift, power word pain, regenerate, resurrection, simulacrum, symbol, teleport.
8th level: horrid wilting, animal shapes, antipathy/sympathy, clone, control weather, demiplane, dominate monster, feeblemind, glibness, maddening darkness, maze, mind bland, power word stun, telepathy.
9th level: astral projection, foresight, gate, imprisonment, mass polymorph, power word kill, shape change, time stop, true polymorph, weird.
DM: So, you doomed the world by betting on dinosauer races instead of doing a quest.
Players: But we got money! Now we can do whatever we want.
DM: You are all dead, you can't spend your money!
Players: Oh.
You can probably move this to the homebrew forum category and it will get more views and therefore more reviews/critiques.
Published Subclasses