I'll try my hand at it:
Wizard archetype: School of Witchcraft
- blurb: old magic before it was codified, learned from spirits beyond time, distrusted but useful and helpful, covens instead of formal academies yadayada.
level 2:
Cauldron of Creation
Starting at 2nd level, you can produce magic potions. You gain proficiency in your choice of Herbalist kit or Poisoner's tools. Furthermore, you spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end.
The spell slot you expend determines the type of potion you can create.
Spell Slot | Potion Created |
---|
1st | Climbing, growth, or healing |
2nd | Mind reading or greater healing |
3rd | Invisibility, superior healing, or water breathing |
4th | Resistance |
Level 2:
Old Magick
You can bend ancient magic to hinder creatures. The
bane and
hex spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don't count against the number of spells you can prepare.
You can cast either spell without expending a spell slot. You can cast the spells in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 6:
Echoes of the Moons
Echoes Known. When you gain this feature, you learn two Echoes of your choice, which are detailed below. Each time you gain a level in this class, you can replace one echo you know with a different one.
Using an Echo. You can use one Echo when you cast a wizard spell with a spell slot and the target is affected by your Bane or Hex spells, or another spell of the Enchantment or Necromancy school. You can use Echoes a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest.
Drain. When you cast a spell that deals damage of the target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.
Doom. If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
Woe. The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.
Fortune Inversed. If the target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
Puppetry. The first time the creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.
Sympathy. If the creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell.
Level 10:
Inexorable Hexer
You learn two new Echoes of your choice from your Echoes of the Moons feature.
Level 14:
Year of the Witch
You can cast Disguise self at-will. When you spend a spell that would cause a creature to be charmed or frightened, the one creature affected makes the initial saving throw against the spell with disadvantage.
Furthermore, you add the Augury, Contact other Plane and your choice of Commune or Commune with nature to your spellbook. When you spend a spell slot on those spells, you can ask 2 more questions.