Base Class: Wizard
Material components are used for many spells. The College of Witchcraft specializes in using magic to brew spell components into short-lived potions. Not many schools teach Witchcraft so it is mainly in the fringes of society and taught in hovels. The extensive use of materials gives these wizards a stronger tie to the earth and life and opens a power in hexes, spells without bounds, gifted to a select few.
Arcane Brewing
Starting at 2nd level, you gain the ability to brew a spell with material components into a potion.
The total levels of spells you can brew is equal to your Int modifier. You need double the amount the materials needed. All materials are consumed into the brew but lose any toxicity. It takes thirty minutes to brew one spell potion and the potion loses effectiveness at the end of the next long rest you take. You are not restricted by class spell lists but the spell must be in your spellbook and you have a spell slot of the level you are brewing. You can brew at most two potions at the same time if you have the supplies and tools. You or another can use the spell brewed by drinking the potion.
You also gain proficiency in alchemist's supplies, brewer's supplies and cooking utensils.
Minor Hexes
Starting at 2nd level, you gain the ability to cast minor hexes. You choose 4 minor hexes. You can change the hexes you know every time you gain a level. The hexes are immune to counterspell but not dispel magic and antimagic areas. You can cast minor hexes 5 times before a long rest. You can cast a minor hex as a major hex and double the amount of targets. You can cast a minor hex as a great hex and quadruple the amount of targets.
Minor Hex: Anti-spell
As an action, target a creature you can see they gain a buff of your INT modifier on the next saving throw against a spell or subtract your INT modifier from the next attack roll for a spell against the target.
Minor Hex: Armor Protection
You gain the ability to cast Mage Armor as a bonus action.
Minor Hex: Battle Hexes
Choose one each time you use this hex. All Battle Hexes have a range of 30'
Stumble- as an action next time the target moves it makes a DEX save or fall prone and lose all remaining movement
Vex- as an action target a creature. They make an INT saving throw or subtract 1+ your INT modifier from every roll until the start of your next turn.
Mishap- As a reaction an attack can hit one other creature of your choice but not the same creature.
Mix- As a reaction, you can switch the target of a creature you can see as it attacks.
Toungetied- as an action target a creature you can see. They make a CHA saving throw or be unable to speak until the start of your next turn.
Minor Hex: Bedazzling
You gain the ability to cast Silent Image without concentration, material components or a spell slot.
Minor Hex: Curse of Lesser Transform
As an action, you can target a body part of a creature within 30' the size of a limb or smaller. The creature makes a CHA saving throw. On a failed save, you transform that part into an animal or object. This effect lasts 10 minutes.
Minor Hex: Curse of Slumber
As an action, you target a creature within 30'. That creature makes a WIS saving throw or fall asleep until you wake them. If the creature dies while asleep, you no longer are able to use this hex and lose the ability to change this hex.
Minor Hex: Familiar Elementalized
You choose an element damage type; your familiar becomes resistant to that damage type. This effect ends if you change this hex.
Minor Hex: Familiar Infusion
You gain the ability to give your familiar a spell that is added to it’s stat block. They can cast it a number of times equal to your proficiency bonus. Your familiar can only have one spell. Using this hex again allows you to change the spell. This effect ends if you change this hex.
Minor Hex: Heal
As an action, you touch a creature and heal a number of hit points equal to your level+ your proficiency bonus
Minor Hex: Ice Floor
As an action, touch the ground and cause the ground in an area of 1000 square feet in any continual arrangement to be covered in a layer of ice. The icy ground is difficult terrain and every movement makes a DEX save or fall prone.
Minor Hex: Spell Infusing
You can spend 5 minutes infusing an object with a spell that is triggered when you decide it.
Minor Hex: Warning Spirits
As a reaction, you can gain a boost to your AC and saving throws when targeted by an attack.
Improved Arcane Brewing
Starting at 6th level, you can now brew 3 potions at once provided you have the supplies and the tools. All other rules are the same from the Arcane Brewing class feature.
Major Hexes
Starting at 6th level, you gain the ability to cast major hexes. You choose 2 major hexes. You can change the hexes you know every time you gain a level. The hexes are immune to counterspell but not dispel magic and antimagic areas 5th level or higher. You can cast major hexes 3 times before a long rest. You can cast a major hex as a Great Hex and double the amount of targets.
Major Hex: Curse of Atrophy
As an action, target a creature within 30’ they make a CHA saving throw. On a failure, their Strength modifier is reduced by 3 on a success this has no effect.
Major Hex: Curse of Confusion
As an action, you can cause a creature within 15’ to have disadvantage on all mental saving throws for the next 2 rounds.
Major Hex: Curse of Exploding
As an action, target a piece of ground 5’x5’ within 60’ that area explodes upwards 10’ any creature in that area makes a DEX saving throw taking 4d6 fire damage on a failed save and half as much on a success. You can also make the area trapped so the next creature to step on the space triggers the explosion.
Major Hex: Curse of Freezing
As an action, target a creature within 30’ they make a CHA saving throw or lose all movement and fail STR and DEX saving throws until they take damage or succeed the save at the end of their turn.
Major Hex: Curse of Greater Transform
As an action, you can target a creature your size or smaller within 30’. They make a CHA saving throw. On a failure, they are transformed into a creature of your choice with a CR less than your INT modifier. This effect lasts 10 minutes. You can use your Greater Hex with this and cause the hex to be able to affect creatures one size larger than you and make the transformation permanent unless dispelled by a remove curse, dispel magic or wish spell of 6 level or higher.
Major Hex: Curse of Sickness
As an action, touch a creature. The creature is poisoned and unable to attempt a CON saving throw to end the effect for a number of turns equal to your INT modifier.
Major Hex: Curse of Voices
As an action you can link 5 minds within 30 ft of you by telepathic bonds. The bonds last for 5 hours and break if one mind is further than a mile away from the other minds. (a chain of minds work)
Major Hex: Departing Siphon
As a reaction, you can steal the lifeforce of a departing life within 15’ and heal a creature within 30’ for the amount of hit points that life had before the final blow.
Major Hex: Greater Familiar
When you cast Find Familiar you can now change the shape of your familiar to any beast with a CR of 2 or less. This effect ends if you change this Major Hex.
Major Hex: Greater Healing
As an action, you can touch a creature and heal a number of hit points equal to twice your level.
Major Hex: Spirit Converse
You gain the ability to cast Speak with the Dead without the corpse but you do need an object of significance to the spirit.
Major Hex: Stamina Sap
You can touch and implant a magical drain. The creature’s STR ability score is reduced by 1 and again at the start of your turn every turn as long as you maintain concentration on this hex or until the creature has a STR score of 0. This effect lasts until the creature finishes a rest.
Major Hex: Voodoo Doll
You craft a humanoid figure out of movable clay or something similar. The doll remains inactive until you put a part of a target humanoid’s body in the doll as an action. (blood, a finger, hair, tooth) The doll remains active for a number of hours equal to your proficiency bonus and you are within 60’ of the target. You then can use the doll with two hands. As an action, you can cause the humanoid to make a physical action as your own action. This could be an attack or a movement. As a reaction or held action, you can prevent a physical action such as an attack, movement, or somatic components for a spell. When you prevent a physical action, the humanoid makes a CHA saving throw, on a success the doll becomes inactive again and the humanoid is free from the doll’s effects.
Master Arcane Brewing
Starting at 10th level, your brewing has reached it's top level. The total level of spells you can have brewed at once you is equal to twice your INT modifier. Your potions also heal the drinker a number of hit points equal to your proficiency bonus. All other rules for your brewing remain the same as your Improved Arcane Brewing class ability.
Great Hex
Starting at 14th level, you gain the ability to cast great hexes. You choose 1 great hex. You can change the hex you know every time you gain a level. The hexes are immune to counterspell but not dispel magic and antimagic areas 7th level or higher. You can cast your great hexes 1 time before a long rest.
Great Hex: Celestialfire
As an action, you can target a body of nonmagic fire within 60’ and gift it sentience. The fire takes a form of the DM’s choice aligning with the size of the original fire. The fire gains the stat block of that form with all damage types changing to fire damage and the alignment changing to good.
Great Hex: Curse of Greater Exploding
As an action, target an area of ground 15’x15’ within 150’ of you. That ground explodes upward 20’ and outward 5’. Any creature in the blast area makes a DEX saving throw taking 6d6 damage on a failed save and half as much on a successful save. Any creatures in the center of the blast area automatically fail the save. All creatures within 5 feet of the blast area makes a DEX saving throw and takes 2d6 fire damage and 2d6 piercing damage on a failed save and half as much on a successful save.
Great Hex: Curse of Mass Transform
As an action, target up to 6 targets you can see within 30’ of each other. They make CHA saving throws or be transformed into a creature of your choice with a CR less than their original form. They remain as that creature for one day or until they take damage.
Great Hex: Fiendfire
As an action, you can target a body of nonmagic fire within 60’ and gift it sentience. The fire takes a form of the DM’s choice aligning with the size of the original fire. The fire gains the stat block of that form with all damage types changing to fire damage and the alignment changing to evil.
Great Hex: Greater Anti-spell
Target a creature you can see they gain a buff of twice your INT modifier on the next saving throw against a spell or subtract twice your INT modifier from the next attack roll for a spell against the target.
Great Hex: Greater Voodoo Doll
You craft a figure out of movable clay or something similar of any creature. The doll must be of the same shape of the target; a centaur doll will have no effect on a dragon. The doll remains inactive until you put a part of a target creature’s body in the doll as an action. (blood, a finger, hair, tooth) The doll remains active for a number of hours equal to your proficiency bonus and you are within 120’ of the creature. You then can use the doll with two hands. As an action, you can cause the creature to make a physical action as your own action. This could be an attack or a movement. As a reaction or held action, you can prevent a physical action such as an attack, movement, or somatic components for a spell. When you prevent a physical action, the creature makes a CHA saving throw, on a success the doll becomes inactive again and the creature is free from the doll’s effects.
Great Hex: Greatest Healing
As an action, you can target 3 creatures within 30’and heal those creatures a number of hit points equal to your level + your INT modifier + your WIS modifier.
Great Hex: Imprisonment
As a 10-minute ritual, you can transform a creature into a spirit and trap them in a closable container or a painting. If the container or painting is damaged, the imprisoned spirit makes a CHA saving throw at advantage. On a success, the imprisoned creature reappears in the closest unoccupied space to the container or painting with all hit points restored. The imprisoned creature can choose to fail. If the container or painting is destroyed the imprisoned creature reappears in the closest unoccupied space to the destroyed container or painting with all hit points. You can only have one creature imprisoned at a time. If you use this Greater Hex while you have a creature imprisoned this way the first escapes when the ritual for the second is completed. If you change Greater Hexes while you have an imprisoned creature, the creature is automatically freed.
Great Hex: Petrify
As an action, you can make a creature one size larger than you, you can see and cause them to make a CON saving throw. On a failure, the creature becomes petrified for 1 week. Every day, the creature can reroll the saving throw ending the petrification on a success. A creature can choose to fail this saving throw.
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