Wizard
Base Class: Wizard

They say that a wizard can learn anything. They weren't wrong.

The School of Sass began as a research on the manipulation of magic with other sources of evocation, like the rare but welcomed musically adept Bard.
By channeling a well-practiced tecnique, the research found, any humanoid could channel strange forms of magic, even without the instruments that a classic Bard uses.

This is how the starting concept for the School of Sass began.

No Respect for Anything

Beginning when you select this school at 2nd level, your confidence as a practitioner of the magic arts drives your spells forward.
Once per long rest, you are able to channel your sassing energy to not care about components for a spell you are casting. You can ignore any material component, up to components valued up to 10 times your wizard level in gold, that do not need specific details about them (for example, a piece of cloth from a character's cloak would not appear for the spell to be cast). The materials are summoned and immediatly consumed while casting. If the spell you are casting is interrupted, the material components are dispelled.

So Bad It Hurts

Beginning at 10th level, you can amplify your mental damage by talking down to your enemies. Any time you cast a spell that deals psychic damage, you can empower the damage dealt by it, using your bonus action. Roll an additional die of damage for any time the spell would deal psychic damage to one target of the spell.
You can use this feature a number of times equal to your Intelligence modifier per long rest, for a minimum of once.

Into It's Mind Rent Free

Starting at 2nd level, you can peer into a creature's mind, to gather it's greatest insecurities and fears.

By observing a creature for 5 to 10 minutes, you gather their mannerisms and a small hint at their greatest fear. By observing them for at least one hour, you can gather surface level thoughts from them, and know one of their fears or insecurities. Any Charisma check made against them, using the information gathered this way, has advantage.

A Quick Mockery

Starting at 6th level, you begin to understand the value of smack talking and sassing your opponents. You learn the cantrip Vicious Mockery, and can use it normally or as a reaction, before getting hit by an attack.

Fading Unity

Beginning at 14th level, your sass levels begin to break the loyalty and respect that others nurture for your target. As an action you can smack talk one creature that you can see. Other creatures around you that can hear you have to make a Wisdom saving throw against your spell DC or completely ignore the target creature, until the end of your next turn.
The target creature can spend it's action to try to regain its companions' respect, by a successful Charisma (Intimidation, Persuasion, or Performance) check against your spell DC.

If a creature affected by this feature was summoned by your targeted creature and is affected by this feature, it decides to either ignore it's master and leave the area or return to it's original plane of existance.

You can use this feature once every long rest.

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