Base Class: Wizard
A school perfecting the art of enhancing performances. Often connected to a bard troupe, theatre or travelling circus they are the special effects masters to make the acts that much more spectacular.
Part of the Perfomance
Beginning when you select this school at 2nd level, you gain proficiency in Performance and one musical instrument of your choice.
Improved Minor Illusion
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
Malleable Illusions
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
Dual Concentration
Beginning at 10th level, you can enhance your friends or the area with multiple spells at once. While maintaining concentration on a non-damaging spell, you can cast another non-damaging spell that requires concentration. You can hold concentration over 2 spells at once for a number of turns equal to your Intelligence modifier, choosing which spell you want to lose concentration over at the end of that turn. You lose concentration on both spells if you fail your Constitution saving throw for maintaining concentration.
A Big Finale
By 14th level, you have learned to always have a big end to your performance, as the ending of a spell can end in a firework display. When you lose concentration over a spell that has an area of effect, you can choose a number of creatures up to your Intelligence modifier. The chosen creatures take 5d6 fire or thunder damage, your choice. You cannot use this feature again until you finish a short or long rest.
Comments