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## Arcane Tradition ## School of debate ### *"Ain't no debate like a wizard debate, cause have you seen some the magic bs they can do? nobody going to be ok"*
~ The Dual Blade Chronicles, Chapter 78
Skilled and rhetoric and prose, Wizards of the School of Debate are dexterous and quick on their feet - at least in the mental department. Able to manipulate the weave like a series of back and forth arguments, they become capable of refusing portions of its effects by challenging the logic behind them, while imposing their own rhetoric. #### Facts and Logic Beginning at 2nd level, you gain proficeney with both History and Persuasion ability checks. #### Debate Tactics Also at 2nd level, as part of the School of Debate you have honed your words to clearly and consisly dismantal your opposition weaving magic and wit together as one. You gain the following benefits from this feature and any benefit that is imposed on another must be able to hear you and share a language with you to be targeted;
**Gish Gallop**. If you cast a Wizard spell of 1st-level or higher using your action you can cast a cantrip with the casting time of 1 action as a bonus action.
**Strawmaning**. When you damage a creature with a Wizard spell you can reduce their AC by your Intelligence modifier until the start of your next turn.
**Ad hominem**. When you damage a creature using your wizard cantrips you can choose to deal additional damage equal to your Intelligence modifier.
**Motte-and-bailey**. You weave in a layer of ablative magic that siphons away any spells that would negate the true intent of your words. You can expend an additional spell slot of the same level while casting a spell to prevent it from being affected by Dispel Magic or Counterspell
You can use this feature a number of times equal to your proficiency bonus and regain all uses upon finishing a long rest. #### Core Discussion At 6th level, You become capable of weaving your spells consecutively after the other, building upon each of their effects. You can choose to withhold the effects of a spell from occurring when you cast it, releasing its effect on your next turn when you cast another spell. If more than one of the spells require concentration, the effects end at the start of your next turn.
Additionally, you the following benefit is added to your Debate Tactics feature;
**Counter Argument**. When a creature within 60ft. of you begins to cast a spell you can as a reaction cast a Wizard spell you have prepared with a casting time of 1 action. The level of this spell cannot exceed your proficiency bonus. \columnbreak
#### Identify Contradiction At 10th level, As an action, you can attempt to Investigate an existing magical effect or spell, with a DC equal to (some arbitrary scaling amount). If you successfully do so, you can unravel the effect, causing it to end, after discovering a crucial weakness in it. #### Closing Thoughts At 14th level, you reiterate the arcane arguments you've weaved into a single damning statement, attempting to overwhelm a target creature with peerless logic made manifest. You target a creature within 30ft. of you that you have used at least 1 option from your Debate Tactics feature on. You can cast a spell without consuming a spell slot. The spell level of this casting is equal to the number of debate tactic options you have used on that creature within the past 1 minute and must be a spell you know. Additionally, the spell trigger every effect from your Debate Tactics feature.