Wizard
Base Class: Wizard

Hags are well known for their strange magic, forming lasting curses and twisting nature into confounding shapes. Those who have learned their strange witchcraft usually find it through informal means, relying on intuition, nature, and practical knowledge rather than formal education, unless they form a bargain or are raised by these strange fey crones. These witches are often found in rural or secluded areas, using their abilities to help their communities with everyday needs, or cursing local villages who anger them. The users of this craft might be seen as eccentric or mysterious, but they possess a unique connection to the natural world and a deep well of practical and utilitarian magic

Level 3: Witchcraft Savant

At Level 3, Choose two Druid or Warlock cantrips and add them to your spells known. You always have these cantrips prepared and they do not count against your limit of cantrips prepared.

At Level 3, Choose two Druid or Warlock spells, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, at Level 3, whenever you gain access to a new level of spell slots in this class, you can add one Druid or Warlock spell to your spellbook for free. The chosen spell must be of a level for which you have spell slots. Spells learned in this way are always prepared.

Finally, if you find a Druid or Warlock spell written in a spellbook or on a Spell Scroll, you can copy that spell into your spellbook with half of the time and gold cost to copy other spells into your spellbook.

Level 3: Thread the Skein

At Level 3, you learn how to subtly turn the strands of fate in your favor. When a creature you can see within 60ft makes an Attack Roll, Ability Check, or Saving Throw, you can take a Reaction to alter their fate slightly. The creature then makes that roll with either Advantage or Disadvantage (Your choice). You can use this ability a number of times equal to your Intelligence Modifier, and regain all expended uses at the end of a Long Rest.

Level 3: Occult Herbalist

At Level 3, you gain proficiency with Intelligence (Nature) checks and with Herbalism Kits. If you already have proficiency in either, select a different skill or tool.

In addition, you can craft potions over the course of a Long Rest. Whenever you take a Long Rest, you may choose to create a number of Common potions equal to your Intelligence modifier.

The rarity of potions you can make changes with your level, increasing to Uncommon at Level 5, Rare at Level 11, and Very Rare at Level 17.

Potions made in this way lose their magic at the end of your next Long Rest.

Level 6: Witchwrought Form

 

At Level 6, the power of witchcraft allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Wizard level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses. You can use Witchwrought Form twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses at certain Wizard levels. You gain a third use at 10th level, and a fourth use at 14th level.

Known Forms. You know two Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Wizard levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Beast Shapes
Wizard Level Known Forms Max CR Fly Speed
6 2 1/4 No
8 4 1/2 Yes
10 6 1 Yes

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Wizard level.

Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.

Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.

Level 10: Read the Threads

At 10th Level, you have learned how to read the threads of Fate itself. Once per Long Rest, you may cast Contact other Plane, Scrying, or Legend Lore without using a Spell Slot or Material Components. Once you use this ability, you cannot use it again until you finish a Long Rest.

Level 14: Curseweaver

At 14th Level, you have learned to harness your powers to invoke the most foul of curses upon your foes. In order to curse a target, you must either touch them or possess something connected to them, such as a lock of hair, some blood, a fingernail, or other such thing. Once per Long Rest, you may invoke one of the following curses:

Curse of the Rotten Eye: The creature must make a Constitution Saving Throw against your Spell Save DC. On a success, the target is Blinded until the end of your next turn. On a Failure, the target is Blinded until a Heal, Greater Restoration, or Remove Curse spell is cast on them.

Curse of the Twisted Tongue: The creature must make a Wisdom Saving Throw against your Spell Save DC. On a success, the target cannot speak until the end of your next turn. On a Failure, the target is unable to speak until a Heal, Greater Restoration, or Remove Curse spell is cast on them.

Curse of the Fractured Mind: The creature must make an Intelligence Saving Throw against your Spell Save DC. On a success, the target must immediately make a melee or ranged attack roll on the closest ally they can see. On a Failure, the creature suffers an Indefinite Madness and is under the effects of a Confusion spell until a Heal, Greater Restoration, or Remove Curse spell is cast on them.

Alternatively, you may choose to cast the spell Bestow Curse as if cast at 9th Level, working with your DM to create a befitting curse. You regain use of this ability at the end of a Long Rest.

 

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