Wizard
Base Class: Wizard

Often wielded more as an insult from fellow wizards than as a true school, the School of Improvisation represents wizards that failed to receive a full education in spellcasting and instead had to self-tutor themselves. This leads to spells that are highly unstable and unpredictable, but also work in unorthodox ways that lend themselves well to adventuing.

Occasional Savant

Beginning when you select this school at 2nd level, you can half the time and gold it takes to copy any spell into your spellbook. You can do this a number of times equal to your proficiency bonus, regaining all uses when you gain a level.

Skipping Steps

Beginning at 2nd level, you've learned how to avoid steps when spellcasting.

When you cast a spell with a somatic or verbal components, you can choose to avoid either. When you do so, roll 1d6. On a 1, you take psychic damage equal to your level. Each time you use this feature after the first, roll an additional d6, up to 4d6. The number of d6s resets to 1 when you finish a long rest.

Additionally, if a spell has a material component with a written cost that isn't consumed upon casting, you can replace a  component with any other component of equal value.

Unconventional Tactics

Beginning at 6th level, you've learned how to rush through several of the traditional steps of being a wizard:

  • As part of a short rest, you can replace any spell you have prepared with another spell in your spellbook, so long as it belongs to the same school of magic.
  • When you're hit with a melee attack, you can use your reaction to consume a spell slot of 1st-level or higher and make a melee spell attack against the attacker, hitting them directly with your spellbook. On a hit, the target takes force damage equal to 1d8 plus an additional 1d8 for each spell level higher than first. A Large or smaller target is also pushed back a number of feet equal to 5 times the spell slot level.

All of the Above

Beginning at 10th level, you've learned how to make the most of one spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can make an Intelligence check to target a second creature in range with the same spell, the DC being equal 9 + the spell's level. On a failure, both targets are still affected, but you take a number of d8s worth of psychic damage equal to the spell's level. This damage cannot be reduced or trigger a saving throw to maintain concentration.

You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Multitasking

Beginning at 14th level, you've figured out how to multitask in a way traditional wizards cannot. While you're concentrating on a spell, you can cast any spell that has a casting time of 1 action as a bonus action instead. If you do this, you cannot use your action to cast a spell on the same turn.

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