Wizard
Base Class: Wizard

The School of Discomancy places an emphasis on feeling and moving to the rhythm of the Weave, and learning to dance as a way to harness and control its power. Discomancers are considered an embarrassment by some other magical practitioners, but they can perform some incredible feats when shaking their groove thing.

Discomancy Savant (Do the Hustle)

Beginning when you select this school at 2nd level, the gold and time you must spend to copy any spell with a somatic (S) component into your spellbook is halved.

Don't Stop 'Til You Get Enough

When you use your Arcane Recovery feature, you may dance for 1 minute at the end of the short rest in an effort to regain even more magical energy. Make a Performance check with a DC of 10 plus the highest level of spell slot you recovered. For example, if a 6th-level discomancer regained a 2nd-level slot and a 1st-level slot at the end of their short rest, the DC of the check would be 12. If you succeed on the check, you may use Arcane Recovery a second time that day.

More, More, More

At 6th level, you add the hypnotic pattern spell to your spellbook if it is not already there.

When you cast hypnotic pattern, you may expend an additional spell slot of any level as part of the casting. The spell save DC to resist its effects is increased by the level of this additional spell slot. For example, if your spell save DC is 14, and you expend an additional 2nd-level slot when casting hypnotic pattern, the saving throw to resist being charmed and incapacitated by it becomes 16.

At 14th level, you add the otto's irresistible dance spell to your spellbook if it is not already there. You may also expend an additional spell slot to increase the initial spell save DC when casting otto's irresistible dance, although this does not increase the save DC on subsequent turns for a creature affected by the spell.

Disco Inferno

Beginning at 10th level, spells you cast that inflict fire damage become even hotter. Any creature or object that takes fire damage from a spell you cast takes additional damage equal to your Intelligence modifier. Burn, baby, burn.

Stayin' Alive

At 14th level, you can boogie your way to safety when you would otherwise take lethal damage. When a spell or magic effect would reduce you to 0 hit points, you may make a Performance check with a DC equal to 10 plus one for every five points of damage taken, dropping any fraction. For example, if the spell triggering the feature deals 41 points of damage to you, the DC of the Performance check would be 18. On a successful check, you take no damage. On a failed check, you take half damage. You may use this feature once per long rest.

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