Base Class: Wizard
You have taught yourself many spells and skills or learned from dubious sources like hags and such dark creatures. Using this knowelge you begin to start your web of deals, or you become a witch helping others.
Savant of Curses
Beginning when you select this school at 2nd level, you gain access to the Warlock spell list and can add Warlock spells to your spellbook. Additionally, the gold and time you must spend to copy a spell on the Warlock spell list into your spellbook are halved.
Witch's Familiar
You can add Find Familiar to your spellbook if you don’t already have it. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. On your turn, command the creature to take any action from its stat block on its turn. If you do not command the familiar, it will take the dodge action.
Heartstone
Using secret methods passed down by the Hag, you have created your own Heartstone. While this is in your possession, you gain the following benefits. You can use the stone as a spellcasting focus for your spells, wizard or otherwise. This also can act as your spellbook which you mentally access. If necessary, you can replace the stone over the course of a short rest by attuning to the natural world's ancient magics, reforming the stone at the end of the rest.
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 in three death saves.
Siphon Concentration
You've trained with your familiar to the point where they can temporarily hold concentration on a spell for you.
Whenever you cast a spell that requires concentration, you can choose to have your familiar hold concentration in your place. If that concentration spell requires any further action or bonus actions to be used, you can command the familiar to activate the concentrated spell with your bonus action. You can do this once per long rest.
Cursed Forms
14th-level Witchcraft feature
you add the Polymorph spell to your spellbook if it is not there already. When you cast Polymorph or another transmutation spell, You can have the creature make a charisma saving throw, DC is equal to your spell save DC, or become charmed while they are affected by the spell, when charmed in this way the creature obeys any and all commands you give it.
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