Witch
"A master of the art of cursing, a strictly forbidden practice that takes decades upon decades to learn properly. A Witch specializes in casting long-lasting curses by taking their time to perform rituals in battle. These curses can affect one enemy, or several, and have effects like turning enemies to frogs or granting old age. Originating in the land of Flaroma, yet thriving in the more modern West Solaris, Witching is a highly forbidden art that, while not many know, can be destructive"
The Witch specializes in delayed-cast spells that wreak unique and debilitating effects on enemies — from petrification, transformation, and curses to status affliction zones that weaken enemy abilities over time. Unlike other casters, the Witch must often chant her spell one round in advance before releasing it the next turn.
They can also conjure many basic attack spells, like Ray of Dark and other cantrips, but their damage is not as high as other casters, like the Black Mage.
Each spell has a Chant: (Spell Name) and Cast:(Spell Name) action, and you must chant a spell for one turn before it is prepared. A prepared spell will last to be cast only for 2 turns, otherwise it'll be lost and have to be re-chanted. While chanting, your movement speed is halved, damage taken is halved, and you may not take any other actions.
Abilities:
Hexes -
Examples of Hexes unlocked by leveling up:
Frogform – Transforms enemy into a frog. Their movement speed is slowed, and any spell cast rolls to be silenced.
Wither Gaze – Turns an enemy into stone for the next turn.
Age Hex – Causes an enemy to turn old for 2-3 turns, slowing them, taking more damage from attacks, dealing weaker melee attacks but exhibiting increased Wisdom stats.
Witch's Storage – Stores one prepared Hex to be used at any time. Only one hex can be stored at a time at low levels, and two at higher levels.
Witch's Intuition (Reaction) - If you trigger this reaction when you are attacked, you may use a stored spell as a bonus action, buffing the spell if you do so while chanting another spell.
Aura of Misfortune – You use an action point to release a shockwave of your ominous aura, causing all creatures currently affected by your hexes to have Disadvantage on Saving Throws against status effects, Disadvantage on Concentration Saving Throws, and –1 to an ability score of your choosing (Charisma, Strength, etc.).
Cursed Leylines – You conjure a medium radius on the battlefield of cursed energy and choose what ability score it'll affect (Strength, Wisdom, etc.). This ability will be affected by –2 for anyone standing inside. The Cursed Leylines last for 2 turns, but may be moved using an action point to extend it's duration, although lowering the size of the radius.
Twilight Familiar – You summon a depiction of an Umbra Horse who is able to: Extend your range of casting, deliver touch-based hexes, strengthen basic attack spells, and give you Advantage on Concentration Saves. You may place the Umbra Horse on the battlefield as a distraction for enemies to attack it.
Witchfire Bolt – You chant a hex that will strengthen your Ray of Dark when cast, and inflict it with a chosen cursed affinity (Psychic, Necrotic, etc.).
Ultimate Ability – Grand Curse Ritual – You cast a hex that releases a wave of curse energy, forcing a series of saves upon all enemies. If they fail a Wisdom save, they are Confused for 1 turn. If they fail a Charisma save, they are silenced. For 3 turns after this spell is cast, every hex is able to be cast without chanting, and they will all become stored when cast, ignoring the limits of your Witch's Storage.

Type: Magic DPS
Weapon/Tool: Unarmed
Origin: West Solaris