Base Class: Wizard
The School of Harmonics is based on the concept of resonating magical energies and the ideas of consonance and dissonance. Wizards of this tradition collect resonant energy with each casting of a spell and learn how to manipulate this resonance to gain certain advantages. Certain magical reverberations will complement each other if cast in tune, whereas others can cause interference and dampen a magical effect.
Resonance
Starting at 2nd level, every time you cast a spell of 1st level through 4th level you gain one point of resonance. Every time you cast a spell of 5th level or higher you gain two points of resonance. You can have a maximum amount of Resonance equal to half your wizard level. You lose all resonance after a long rest. When you don't have any Resonance your spell DC increases by 1.
In tune with your surroundings
Starting at 2nd level, you can spend 1 resonance, as an action, to give yourself a bonus to your initiate equal to your intelligence. This effect ends immediately after the next initiative is rolled
Lasting Reverberations
Starting at 6th level you can expend 3 resonance points when you release concentration on a spell either electively or involuntarily. On your next turn, make a constitution saving throw as if you were still concentrating on the spell. If you succeed, the spells effects and your concentration resume as if you never lost concentration.
Harmonic Interferance
Starting at 10th level you have advantage on rolls to attempt to counter spells or dispel magic.
Arcane Harmonics
Starting at 14th level you can concentrate on two spells at once.
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