Base Class: Wizard
Wizards of the School of Cool have developed a unique approach to magic, combining raw physical strength with charisma and flair. These wizards are the center of attention, whether they are flexing muscles or casting spells.
Coolness Factor
Starting at 2nd level, when you choose this tradition, your magical aura is infused with your personal charisma. You can use your Charisma modifier for Intelligence-based wizard spells and class features. This affects spellcasting ability, saving throw DC, and attack bonus.
Additionally, you have proficiency in a Charisma-based skill. Choose one of from Deception, Performance, or Persuasion.
Flexing Magic
Starting at 2nd level, you can channel magical energy through physical exertion. As a bonus action, you can flex, expending a spell slot to gain temporary hit points equal to three times the spell slots' level plus your Strength modifier. These temporary hit points last until the end of your next long rest or until used up.
Look at My Moves
At 2nd level, you can create a distraction with your striking presence. As an action you can compel all creatures within 10 feet of you to make a wisdom saving throw against your spell save DC. On a failure, they are stunned until the end of your next turn. On a success, they are distracted and have disadvantage on attack rolls against you until the end of your next turn. This ability can be used equal to your Charisma modifier (Minimum of 1), regaining all uses after a short or long rest.
Buff Magic
Starting at 6th level, you gain a new method of spellcasting. YOu can spend your temporary hit points to increase the power of a spell. After casting a spell, you can spend any number of temporary hit points (Up to 20). For each 5 hit points spent, you can add an additional d6 of the appropriate damage type to the spell of increase the spell save DC by 1. This ability can be used once per turn.
Unbreakable Coolness
At 10th level, your unyielding confidence protects you from harm. Once per long rest, when you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. Additionally, when you use this feature you immediately gain temporary hp equal to Strength modifier x 5.
It's Show Time!
At 14th level, you can create a spectacle that inspires and empowers you and your allies. Asa bonus action, you can enter your "showtime" mode, granting you the following benefits for one min:
- All attacks against you have disadvantage.
- Your spell casting ability scores (including spell save DC and attack bonus) increase by your Charisma modifier.
- Allies within 10 feet of you have advantage on all attacks.
You can use this feature once per long rest.
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Posted May 9, 2024If Johnny Bravo was a wizard, he went to the school of school.