Wizard
Base Class: Wizard

TBD 

Witches Tag

Your familiarity and connection to a target affect the potency of your spells. The following chart affects your target's saving throws. 

Knowledge

Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5

 

Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, a bit of nail, or the like -10

 

 

The following chart affects spell attack rolls.

Knowledge

Save Modifier
Secondhand (you have heard of the target) -5
Firsthand (you have met the target) 0
Familiar (you know the target well) +5

 

Connection Save Modifier
Likeness or picture +2
Possession or garment +4
Body part, lock of hair, a bit of nail, or the like +10

Poppets

Starting at 6th, you can create poppets. Using any body part, lock of hair, a bit of nail, or the like, you can from poppets. This process takes 1 hour. You can only have a number of poppets equal to your proficiency bonus. 

Protection poppets- When making this poppet declare a damage type. Next time the poppets target takes damage of that type, the poppet breaks, and the poppet target gets residence to that damage type for 1 minute. Poppet must be within 60ft of the target. 

Invigorating poppet- Next time the poppet's target makes a saving throw, the poppet breaks, and they gain an advantage on that saving throw type for 1 minute. Poppet must be within 60ft of the target. 

 

Curse poppets- Next time the poppet's target makes a saving throw, the poppet breaks, and the target has a disadvantage on saving throws for 1 minute. Poppet must be within 60ft of the target. 

 

Voodoo poppets- Any spell can be cast on the poppet and will not affect it. The spell will instead affect the poppet's target regardless of range. Once the target fails a saving throw or gets hit by a spell cast on the poppet, the poppet breaks. 

Vampiric poppets- Whenever the poppet holder takes damage, they can use their reaction to break the poppet reducing the damage taken to 0—then dealing equal damage of the same type to the poppet's target. 

Binding poppets- Whenever the poppets target rolls initiative, their speed is halved for 10 minutes. 

Death poppets- Whenever the poppet's target gets knocked unconscious, the poppet breaks, and they succeed three death saves. 

Potent Witch Tag

When casting a spell you can use one body part of a creature within range of the spell as a material component which the spell consumes. When cast in this way the creature that the body part was from fails or succeeds any saving throws required your choice. As well any attack rolls made towards the creature the body part is from count as critical hits. 

Witches' Familiar

Starting at 6th level, you may have used forgotten or forbidden rituals to bind a planar being to your will, or to live in the wilds may have endeared you to more esoteric beasts. You learn the Find Familiar if you do not already know it, and when you cast it, you can summon one of the following familiars: Blink Dog, Flumph, Mud Mephit, Smoke Mephit, Magma Mephit, Ice Mephit, or any beast of CR 1/4 or lower. 

Critter Shape

Beginning when you select this school at 2nd level, you can use your action to magically assume the shape of a beast of challenge rating 0 that you have seen before. You can use this feature several times equal to your Intelligence modifier. You regain expended when you finish a long rest.

  • Your Wizard level determines what type of beast you can turn into. At 1st level, your beast must not have a swimming or flying speed. At the 4th level, your beast must not have a flying speed. At the 8th level, you are not restricted by movement type. 
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • You may remain in this form a number of hours equal to half of your wizard level, and you must concentrate as if on a spell. If you take damage in this form, you must make a concentration saving throw or revert to your original form. 
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision,  unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s shape and size. 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 it. Equipment that merges with the form does not affect you until you leave the form.

Soul Tag

Starting at 14th level. As a bonus action, you trap a small part of a creature's soul in small crystal form. This crystal count as part of the target's body. This does not work on creatures without souls. 

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