Base Class: Wizard
Words hold great power. With a single word a wizard can heal, wound, inspire, and intimidate. Whereas other wizards may use arcane focuses or material components for their spells, School of Languages wizards focus instead on learning the magical words and gestures of a wide variety of languages. With an utterance they can command a person to sleep, transform the shape of their compatriots, or even attack the very psyche of a creature.
Command of Tongues
A School of Languages wizard is only as good as their command of languages. Your extensive studies have given you an in-depth knowledge of a wide range of languages. When you choose this Arcane Tradition at Level 2, you may select four additional languages.
Breadth of Knowledge
School of Language wizards have studied spells from a large variety of areas. A human School of Languages wizard for example may have spent time learning the healing words of Elven clerics. This wide area of studies gives them access to spells from other classes. They may only learn and cast spells that have the Vocal, Somatic, or Vocal and Somatic components. School of Language wizards may not learn or cast spells that do not have a Vocal component or that require a Material component.
Component Requirement:
V - Can learn and cast
S - Can learn and cast
V | S - Can learn and cast
M - Can not learn or cast
V | M - Can not learn or cast
V | S | M - Can not learn or cast
Commanding Voice
Starting at 6th level, you have perfected the cadence of your vocal cantrips and are able to increase their power by flawlessly pronouncing the magical words required. You may add your Charisma modifier to the damage caused by any cantrip you cast that only requires a Vocal component. When a creature succeeds a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) plus your Charisma modifier but suffers no additional effect from the cantrip.
Flawless Enunciation
Beginning at 10th level, you are able to focus and perfectly pronounce the Vocal component of one of your spells. Once per short rest you can add your Intelligence and Charisma modifier to one damage roll of any spell you cast that has a Vocal component.
Commanding Voice
Starting at 14th level, you can increase the power of your simpler spells. When you cast a Wizard spell of 1st through 5th level that deals damage and has a Vocal component, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.