Base Class: Wizard
Wizards of the School of Showmanship are master entertainers who blend arcane prowess with captivating performance. Drawing inspiration from stage magicians, illusionists, and charismatic performers, these wizards see the battlefield as their grand stage. With every spell they cast, they dazzle and enchant their audience using flair, misdirection, and dramatic flair to bewilder their enemies. For these spellcasters, magic isn't just a tool; it's an art, and they revel in the applause as much as they do the power.
Magic Hat
At 2nd Level, you created a magical Hat which can produce various items, effects and even animals. You can use the hat like any other spellcasting Fokus and If you lose or it is destroyed, you can reconjure it during a Long Rest. If you reconjure a new Magic Hat the old one will disintegrate into dust.
While you have the Hat you can cast the Prestidigitation cantrip and Find Familiar Spell at will.
Magical Showmanship
Starting at 2nd Level, your showmanship enhances your spellcasting abilities. When you cast a spell with a verbal or somatic component, you can choose to distract your audience with a captivating performance. Immediately after casting a Spell, you can use a bonus action to choose a creature that can hear or see you and force it to make a Charisma Saving Throw against your Spell Save DC. On a failed save, a creature is charmed by you until the end of your next turn or until it takes damage. Any attack against a creature charmed in this way has advantage.
You can use this feature a number of times equal to your Proficiency Bonus and you regain all uses at the end of a long rest. Additionally, you gain proficiency in the Performance Skill if you don't already have it.
Stunning Performance
Starting at 6th level, your magical performances can leave your audience speechless. When you cast a spell of 1st level or higher that forces a creature to make a saving throw you can choose to add a dazzling display to your spell to captivate the focus of your audience. Any creature that fails the spells saving throw becomes Stunned until the start of your next turn by your dazzling magic.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Disappear Trick
Beginning at 10th level, you have learned the art of conjuring and manipulating magical smoke bombs, enhancing your ability to surprise your audience and evade enemies. You can prepare a number of smoke bombs equal to your Intelligence Modifier (Minimum of 1) during a long rest. These Smoke Bombs last until used or until you use this feature again.
As a bonus action, a creature can throw one of your prepared smoke bombs at their feet and the bomb explodes in a puff of magical smoke. The creature then teleports to an unoccupied space within 30 feet, which it could reach with its normal Walking speed. This movement doesn't provoke any attacks of opportunity.
Pull a Card, Any Card
At 14th level, you become able to conjure a magical deck of cards and let luck decide the fate of you or anyone else who dares to play cards with you. As an action, you can summon a Deck of Wonders into your hand and either draw 2 cards yourself or let someone else draw. You then choose one of the drawn cards and put the other back into the deck, the chosen card will activate its effect after which the deck will disappear.
Once you use this feature you can't do so again until you finish a long rest.
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