Base Class: Wizard
As a master of hexes, you are a wizard that is skilled in cursing others and weakening your foes. You study magic that manipulates those around you, as well as magic that can call aid from other, more twisted realms. Perhaps you found a forbidden text regarding a mysterious entity and have learned from its dark secrets, or maybe you have spent years studying pain and the best way to inflict it. Regardless of your teaching, or intentions, your school is both respected and abhorred for its powerful and dangerous spellcraft.
Savant of Curses
2nd-level School of Hexes Feature
Starting at 2nd level, you can choose two spells from the 1st level warlock spells list and add it to your known spells. These spells are wizard spells for you and can be prepared as normal, and cast using any spell slots you have.
Horrific Hex
2nd-level School of Hexes Feature
Starting at 2nd level when you select this school, you gain the ability to invoke misfortune upon your enemies. As a bonus action, you can mark a creature you can see within 90 feet of you with a Horrific Hex. This effect lasts for one minute and can only be active on one target at a time. Targeting another ends this effect on the previous target. While a creature is affected by Horrific Hex, your wizard spells deal an additional 1d6 of the same damage type of the casted spell to the affected target.
In addition, one per round, whenever the affected creature makes an attack roll, ability check, or saving throw, you can use your reaction to reduce the roll by 1d4. You can do this before or after the roll has been made, and you must be able to see the creature in order to use this benefit.
You can use this feature a number of times equal to your Intelligence modifier (minimum of one) and regain all uses after a long rest. The additional damage increases as you gain levels in this class: 1d8 at 10th level, and 1d10 at 14th level.
Stealing Fortune
6th-level School of Hexes Feature
Starting at 6th level, your hexes help you leech power from the misfortune of your victims. Once per round. when a creature affected by your Horrific Hex misses with an attack roll or fails a saving throw, you regain hit points equal to your wizard level (rounded down). Alternatively, when you cause the creature affected by your Horrific Hex to fail an ability check, attack roll, or saving throw with your reaction from Horrific Hex, you instead regain hit points equal to your wizard level.
Concealed Cursing
10th-level School of Hexes Feature
Starting at 10th level, you add the bestow curse spell to your known spells, if it is not there already. You can cast bestow curse at 4th level without expending a spell slot and you can't do so again until you finish a short or long rest. Additionally, you may cast bestow curse in unison with another spell in one casting, as long as the second spell has a Casting Time of one Action, is a wizard spell, and expending spell slots (or the once per short/long rest 4th level casting) for both spells, whether or not it was a success or failure. If the second spell you cast is an attack that makes an attack roll, the target suffers from the normal effects of bestow curse upon a hit. If the second spell you cast causes the target to make a saving throw, the target suffers from the effects of bestow curse upon failing that second spell's saving throw. Those that are not attacks or saving throws cannot be paired with this spell. If you target multiple targets, only one target of your choice among them suffers from the effects of bestow curse and only if they have met the criteria of being affected. The second spell cannot be a concentration spell for you still have to concentrate on bestow curse, unless you spend a spell slot high enough to not require concentration. Due to its concealed nature, only the components used in the casting of the second spell can be seen and if it failed, the target is unaware of bestow curse being part of it. This special casting can only be used once per turn.
Last Rebuke
14th-level School of Hexes Feature
Starting at 14th level, those that gravely harm you invoke your most dangerous curse. Whenever a creature reduces you to 0 hit points but not killed outright, you may invoke your Last Rebuke. The creature, regardless of distance, sight, or awareness, takes 10d10 plus your wizard level in a damage type it is vulnerable to, if any, and you regain hit points equal to the damage dealt.
Once you have used this feature, you cannot use it again until you finish a long rest.
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