Base Class: Wizard
Derived from Evocation magic, Rumamancy twists evocative spells to their whim, creating a new form of magic. Skilled Rumamists find themselves growing immune to the aftereffects of alcohol and drinking, while finding the creation of these such liquids incredibly simple. Trained and created by the high brewers of Tortuga, Rumamancy is an incredibly unique and rare school of magic in the world. Rumamists often find themselves getting drunk to empower their casting.
Rumamist's Alcoholism
When you are drunk, you have advantage on spell saving throws. Additionally, your Rumamist nature makes Constitution your Spellcasting Ability.
Rumamist's Proofing
You have the ability to increase the alcoholic proof of a drink, making it alter in properties once per long rest. When this alcohol is used as a spell component on a Rumamancy spell, roll a d8 to generate a random effect from the below list.
- Blinding Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become blinded for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the blindness fades.
- Deafening Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become deafened for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the deafness fades.
- Grappling Proof
- A target affected by this Proof must make a Strength Saving Throw against your Spell Save DC or become grappled for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the grapple fades.
- Paralyzing Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or become paralyzed for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the paralysis fades.
- Poisoning Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or become poisoned for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the poison fades.
- Charming Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become charmed by you for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success or if you or an ally harms them, the charm fades.
- Frightening Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become frightened for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the fear fades.
- Stumbling Proof
- A target affected by this Proof must make a Dexterity Saving Throw against your Spell Save DC or fall prone.
Empowered Rumamancy
Beginning at 6th level, you can add your Constitution modifier to one damage roll of any wizard Rumamancy spell you cast. Additionally, you can use your Proofs as a replacement to any spell components that cost less than 100 gp.
Proof Brewery
You have improved your ability to proof alcoholic drinks, allowing you to become a member of either the Brewery of Fate or the Brewery of Power.
Brewery of Fate
- Blinding Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become blinded for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the blindness fades.
- Deafening Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become deafened for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the deafness fades.
- Grappling Proof
- A target affected by this Proof must make a Strength Saving Throw against your Spell Save DC or become grappled for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the grapple fades.
- Paralyzing Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or become paralyzed for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the paralysis fades.
- Poisoning Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or become poisoned for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the poison fades.
- Charming Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become charmed by you for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success or if you or an ally harms them, the charm fades.
- Frightening Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become frightened for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the fear fades.
- Stumbling Proof
- A target affected by this Proof must make a Dexterity Saving Throw against your Spell Save DC or fall prone.
- Exhausting Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or suffer from a point of exhaustion.
- Invisibility Proof
- A target affected by this Proof must make a Wisdom Saving Throw if they aren't willing to become invisible against your Spell Save DC or become invisible for 1 minute. At the end of each of their turns, they may attempt to save out of this effect, on a success the invisibility fades.
- Petrification Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or become petrification for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the petrification fades.
- Stunning Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or become stunned for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the stun fades.
- Burning Proof
- A target affected by this Proof must make a Dexterity Saving Throw against your Spell Save DC or take 3d6 fire damage, taking half damage on a success.
- Freezing Proof
- A target affected by this Proof must make a Dexterity Saving Throw against your Spell Save DC or become restrained for 1 minute and suffer 3d6 points of cold damage, taking half on a successful save. At the end of each of their turns, they can attempt to save out of this effect, on a success the restrain fades.
- Zapping Proof
- A target affected by this Proof must make a Dexterity Saving Throw against your Spell Save DC or suffer 3d6 points of lightning damage, taking half on a successful save.
- Disruptive Proof
- A target affected by this Proof, along with all enemies within 10 feet of them must make a Dexterity Saving Throw against your Spell Save DC or be pushed in a random direction by 10 feet.
- Slowing Proof
- A 10-foot area around the target affected by this Proof becomes difficult terrain.
- Healing Proof
- A target affected by this Proof heals hit points instead of taking damage from this spell.
- Hasting Proof
- A target affected by this Proof becomes under the effect of the Haste spell.
- Wild Proof
- This proof courses with the Wild Magic of a Sorceror. When this proof is used to deal damage to a target, roll a d100 based on the Wild Magic Sorceror Table and follow the effects.
Brewery of Power
When joining the Brewery of Power, you gain the ability to select which Proofs from the original 8 you create in the morning.
- Blinding Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become blinded for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the blindness fades.
- Deafening Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become deafened for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the deafness fades.
- Grappling Proof
- A target affected by this Proof must make a Strength Saving Throw against your Spell Save DC or become grappled for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the grapple fades.
- Paralyzing Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or become paralyzed for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the paralysis fades.
- Poisoning Proof
- A target affected by this Proof must make a Constitution Saving Throw against your Spell Save DC or become poisoned for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the poison fades.
- Charming Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become charmed by you for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success or if you or an ally harms them, the charm fades.
- Frightening Proof
- A target affected by this Proof must make a Wisdom Saving Throw against your Spell Save DC or become frightened for 1 minute. At the end of each of their turns, they can attempt to save out of this effect, on a success the fear fades.
- Stumbling Proof
- A target affected by this Proof must make a Dexterity Saving Throw against your Spell Save DC or fall prone.
High Brewer's Training
Starting at 14th level, you have the ability to create alcohol at will within a flask or bottle. Additionally, when entering a bar you gain the ability to check the quality and true price of each drink.
Your training under the High Brewers of Tortuga grant you the ability to harden your allies' resistance to damage, causing Rumamancy Surge. This surge provides allies equal to your Intelligence modifier, along with yourself, with resistance to bludgeoning, piercing, and slashing damage, but causing disadvantage on their next attack rolls.
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