Base Class: Wizard
The School of Entropy, explores the knowledge and use of hexes, curses, and others forms of dark magic. Students of this school focus their studies on spells that are used to weaken or hinder the afflicted targets. This has lead many in the public to view students of entropy in an unsavory manner, this is due to them being seen as evil wizards or dark enchanters. Though this is just an assumption by the masses because this school sharing many similar spells within the enchantment and necromancy schools.
Macabre Teachings
Beginning when you select this school at second level, due to your studies you've unlocked a new kind of magic for your use. When you learn a new spell by leveling (including upon choosing the subclass), you can substitute either one or both spells for spells within the warlock spell list to be added into your spellbook. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you. You can add additional warlock spells into your spellbook under the same rules as copying wizard spells into your spell book.
Additionally, whenever you make an Intelligence check related to curses, dark magic and forbidden knowledge, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Eldritch Hex
Starting at 2nd level when you select this school, you have found the methods of casting an ancient hex. As a bonus action, you can mark a creature within 30 feet of you with an Eldritch Hex. You choose one saving throw that the marked creature will have disadvantage on for one minute. You can use this feature twice per short rest.
Grasping Curse
At 6th level, you add bestow curse to your spellbook if it is not already there. When you cast bestow curse, you can do so at a range of 30 feet.
Weakening Hex
Beginning at 10th level, your eldritch hex begins to weakens those that it affects. While you are within 60 feet of the mark creature, when the marked creature marked deals damage you can use your reaction to half the damage (rounded down).
Eldritch Curse
Starting at 14th level, your have fully developed your Eldritch hex's power. When you use your Eldritch Hex, you can choose one of the following properties to add to your eldritch hex.
- When you deal damage to the marked creature, they take an additional damage equal to your proficiency bonus.
- The marked creature must make a Wisdom saving throw against you spell DC at the start of each of the turns. On as failed save, they cannot restore hit points until the start of their next turn.
- The marked creature's movement is reduced by 10 feet for the duration.
- The first attack on each of their turns is made with disadvantage.

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