Base Class: Wizard
Wizards of the Curses school, are usually villainous and corrupt individuals who only seek to learn more methods of creating their torturous spells. Very few actually use this knowledge and power for virtuous reasons, only to gain power or wealth. However, as their knowledge grows, their understanding of this dark magic allows them to do some very interesting, and horrifying feats.
Forbidden Knowledge
At the 2nd level, you gain an acute understanding of the structure and method of casting curses and hexes. you gain 2 Curses, which you are able to use, however require components and a spell level in order to inflict/place your curse. Using certain ingredients together or by themselves determine the effect of the curse, and depending on what spell level you use, will determine how strong the curse is.
writers note - I will add a list of items that will be included
Malicious Intent
At 2nd level, you can double your proficiency bonus on your deception and intimidation checks.
Protection from Enchantment
At 6nd level, your understanding of the formulas and structure of enchantments lead to the discovery of how to make temporary deterrent to enchantments. 2 per day, you are able to dispell any spell from the school of enchantments that is inflicted upon you, no matter the level. you get one charge back every long rest you take
you will be able to cast this ability more times at higher levels (3 times at level 12, and 4 times at level 18)
Isolate Curse
At the 10th level, you are able to redirect the malicious magic placed upon a individual or object, and seal it within a talisman. To achieve this, you must first construct your talisman, which involves a gem worth between 150 - 200 gold and object of which to hold the curse, can be anything object of the players choice. The construction of the talisman take up to 2 hours to construct.
when you have the components, you must expend a spell slot equal to the curse you are trying to redirect. once that is done, the object will be imbued with the curse, but won't able to infect anyone. Once it break however, the curse will attach itself to the closest person near it (up to DM disgrestion)
Death Hex
At the 14th level, if the player fails their death saving throw, they have the option to use what remaining power to enact your revenge from the grave. Turning yourself into a monstrosity that soul goal is to kill the individual that slain you, not able to control the rage and malice that consumes your body, turning you into mindless weapon that only seeks the blood of its target.
The creature does share some semblance of your conscienceless, allowing the player to gain slight control over this monstrosity, every round, the player must succeed intelligence saving throw of 10 + half your level to regain slight control, of which you are able to use actions as the Cursed Abomination.
If the target is killed, it will effectively kill the monstrosity, meaning the player character is dead, However, if the remove curse spell is casted before this point, you can revive the character.
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Posted May 1, 2022I am trying to make a new homebrew subclass that I wish to use when running a campaign and would like some advice and maybe some ideas on how I should edit this and balance it, I am more than happy to hear your criticism and opinions about this homebrew. I plan to do more drafts of this idea in the the future.