Base Class: Wizard
Wizards who specialize in the understanding, causing, and removal of curses, are often referred to as Witch Doctors. With a unique tome detailing the many different curses available in the world, and a set of magical potions, Witch Doctors are uniquely prepared in the facing of malevolent and dangerous magics.
Witch Doctors are often seen as mystical and unpredictable individuals who draw upon powers from beyond the mortal coil. While many stories exist of Witch Doctors who inflict suffering upon others, there are just as many Witch Doctors who devote their lives to helping others overcome and remove curses cast upon their lives. Work with your GM to determine why you chose to take up the mantle of Witch Doctor and how you stand in your community. Are you revered or reviled, or perhaps you live a life in seclusion only helping those who seek your aid?
Lexicon of Execration
At 2nd level, you can start forging a special spellbook specifically attuned towards curses, their causes, and their cures. While the spellbook is on your person, you can double your proficiency bonus for a skill you are proficient with whenever you make a skill check related to determine the nature of a curse, its origin, or its cures. Additionally, whenever a curse forces you to make a saving throw, you can add 1d4 to the roll.
Mystical Tinctures
At 2nd level you also learn to manifest a number of tinctures with varying properties. When you finish a long rest, you can create a number of tinctures equal to your proficiency bonus. Choose a bonus from the list below, all tinctures share the same effect. A creature that has a tincture, can use an action to ingest it, gaining the benefit detailed below. Any unused tinctures disappear when you manifest new ones.
Hallowed Tincture
A creature that ingests this tincture is under the effect of the Bless spell for 1 minute.
Medicinal Tincture
A creature that ingests this tincture is instantly cured of any disease or poison currently affecting it.
Curative Tincture
A creature that ingests this tincture instantly heals 1d4 + 2 hitpoints.
Swift Tincture
A creature that ingests this tincture has advantage on Dexterity saving throws for 1 minute.
Curse and Catharsis
At 6th level, your close relationship with curses has enabled you to cast and cure them with greater proficiency. You learn the Bestow Curse spell and it counts as a wizard spell for you. This spell is always prepared and does not count towards the number of spells you can prepare each day. When you cast Bestow Curse, you treat it as being cast at one level above the spell slot you used to cast the spell. With this trait you also gain the ability to cast Remove Curse as a 3rd level spell without spending a spell slot, once per long rest.
Adroit Alchemy
At 10th level, the tinctures you can manifest become more complex. When you prepare the tinctures, you can choose to manifest up to three different effects, rather than one. You also can prepare a greater variety of new effects, as detailed below.
Sorcerous Tincture
A creature that ingests this tincture immediately regains one spent 1st level spell slot.
Calming Tincture
A creature that ingests this tincture can immediately end the Frightened or Charmed conditions if under any of those effects.
Enduring Tincture
A creature that ingests this tincture has advantage on Constitution saving throws for 1 minute.
Endowed Tincture
A creature that ingests this tincture gains proficiency in one skill of their choice for 1 hour.
Malefic Weaver
At 14th level, you have deeper connection to the curses you cause. Whenever a creature you have cursed is within 30 feet of you, you can spend an action use a 1st level spell slot or higher to change the nature of the curse you bestowed, within the parameters of the spell originally used to inflict the curse.
Previous Versions
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