Base Class: Wizard
Hidden away within enchanted forests and swamps are students of magic shunned and condemned by society, for they practice the taboo study of witchcraft: a collective of macabre magic developed to invoke terrible curses upon the helpless. Witches don’t just mark their victims with their hexes, but also they also weave their magic into brews and concoctions. Desperate souls sometimes seek out witches for their alchemic prowess, searching for a philter to charm their true love or a cure to a terrible disease. However, the few who do manage to meet a witch are often given a deadly poison in disguise.
Many practitioners of witchcraft are hags, although a few are outcasts who have been exiled for their malicious activities.
Improved Familiar
You learn the find familiar spell and can cast it as a ritual.
The familiar that is summoned gains additional hit points equal to x2 your wizard level. It also gains a bonus to its AC and saving throws equal to your proficiency bonus.
At 6th level when you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. It also shares any damage resistances you have,
At 10th level, when you cast a spell with a range other than self, the spell can originate from you or your familiar.
Baleful Hex
At 2nd level, you add the hex spell to your spellbook if it is not there already. When you cast hex, the target is also under the effect of a Bane spell.
Exotic Brew
Also at 2nd level, you gain proficiency with herbalism kits. If you have an herbalism kit, you can spend a long rest to craft an exotic potion, or a short rest if you also have a cauldron. Crafting a potion this way requires 10 gp worth of materials and an exotic ingredient. Exotic ingredients are strange components only found in nature, such as frog legs or spider eyes, and you can find one exotic ingredient per hour spent foraging in the wilderness. Apothecaries and similar places may also have exotic ingredients for sale. When you create the potion, you choose the effect it has from one of the following options.
Additionally, when you create the potion, you can magically mask it as one of the other options on the table, such as making a poison potion appear as a healing potion. The mask is merely an illusion, and a creature who makes a successful Intelligence (Investigation) check against your spell save DC determines its true nature.
Acid. You create an acid vial as described in the PHB.
The damage increases to 3d6 when you reach 10th level in this class.
Healing. You create a potion of healing as described in the PHB
The potion becomes a Greater Healing when you reach 10th level in this class.
Love. Creates a Philter of Love as described in the DMG.
When you reach 10th level in this class, the duration of the charming effect increases to 8 hours.
Poison. Creates a Potion of Poison as described in the DMG.
The initial damage increases to 4d8 when you reach 10th level in this class.
Resistance. Creates a random Potion of Resistance as described in the DMG.
When you reach 10th level in this class, you can choose the damage type when you create the potion, instead of determining randomly.
Vitality. The drinker is cured of one disease or poison affecting it.
When you reach 10th level in this class, the drinker’s exhaustion level is also reduced by one.
Manic Malediction
At 6th level, you add the bestow curse spell to your spellbook if it is not there already. For you, it has a range of 30 feet, and you can cast it as a bonus action. When you cast bestow curse, the nature of the curse can be one of the following additional options:
- The target begins vividly hallucinating. While the target is cursed, it has disadvantage on all ability checks.
- The target hears constant screaming in its head. While cursed, the target is deafened, can’t concentrate on spells, and takes 1d4 psychic damage at the start of each of its turns. This damage can’t reduce the target’s hit points below 10.
- While cursed, the target can only speak gibberish, and is incapable of normal speech or casting spells that require a verbal component.
Accursed Concoction
At 10th level, you can imbue your potions with dreadful magic. As an action, you can touch one of your exotic potions and expend a spell slot of 4th-level or higher to store one of the following curses in it:
- The drinker suffers the effects of one of the curses you can create with bestow curse.
- The drinker suffers effects of the polymorph spell, transforming into a beast of your choice whose challenge rating is 1 or lower, but they retain their mental ability scores, personality, and alignment.
- The drinker is under the effect of the feign death spell.
The stored curse triggers when a creature drinks the potion. The drinker must succeed on a Wisdom saving throw against your spell save DC or be afflicted with the stored curse for 12 hours. It has disadvantage on this saving throw if the potion is masked and the drinker isn’t aware of it. If you expended a spell slot of 5th-level or higher, the duration increases by 12 hours for each slot level above 4th. As an action, you can touch a creature afflicted with a stored curse and dismiss the effect. A remove curse spell ends the effect early.
You can only store one curse at a time. The curse remains in the potion until the potion is consumed or you use this feature again.
Witching Hour
Starting at 14th level, your curses grow stronger:
- You don’t need to concentrate on bestow curse or Hex.
- Any spell that would end a curse of yours early automatically fails if that spell is of a lower level than the spell slot you expended for the curse. For the purposes of this, a “curse” refers to any spell you can cast that can be ended with remove curse, as well as a curse created by your Accursed Concoction feature.
- As a bonus action you can summon a Flying Broom as described in the DMG

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