Dismagus (Class)

A horde of raised undead chase a High Elf into a dead end hall. Three orbs of flame materialize around the High Elf, swirling in circles behind her. As she draws a sigil in the air, the spheres fly forward, melting everything in their path and caramelizing their corpses.

In the middle of a battlefield, a single Kenku rises up from the ground, levitating himself with magic. As he lets out a squawking sound, a series of spells launch from the air around him. All in an instant, a bolt of lightning, sphere of darkness, and a sharp gust of wind all crash down on his opponents.

## Learning Magic as a Dismagus

Dismagus are capable of learning spells through leveling up. Every time you level up, you may choose 2 spells from the Dismagus spell list. You may choose spells of any level and school, and they don't have to be in the same school or level. In addition to this, you choose 2 Cantrips from the Dismagus spell list when you are making your character.

### Spellcasting Ability

Intelligence is your spellcasting ability for your Dismagus spells, since your magic draws upon your knowledge of invocation and spell dynamics. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Dismagus spell you cast and when making an attack roll with one.

## Class Features

As a Dismagus, you gain the following class features:

### Hit Points

**Hit Dice:** 1d6 per Dismagus level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 6) + your Constitution modifier per Dismagus level after 1st

### Proficiencies

**Armor :** None

**Weapons:** Clubs, Daggers, Quarterstaffs

**Tools:** None

**Saving Throws:** Intelligence, Wisdom

**Skills:** Choose two skills from Arcana, History, Investigation, Insight, Religion

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a quarterstaff or (b) a dagger

• (a) a component pouch or (b) an arcane focus

• (a) a scholar's pack or (b) an explorer's pack

• (a) an empty abcrystal or (b) a charged abcrystal

## Invocation

Dismagus are skilled in the art of *Invoking*, which involves casting multiple spells at the same time for massively destructive effects. When you cast a non-cantrip spell, you obtain one die, named according to the school of the spell you cast. (e.g. Abjuration Die, Evocation Die, etc.); You may not have more than 3 of each type of die at any given time. The value of this die is dependent on your level, as described in the *Enumeration* feature. You may use your action to expend 3 dice of any combination. If you do, roll all 3 dice. The type of dice you roll determine the school of a spell you can pick, and the roll of the die determines what maximum spell level you can choose from, out of spells you know. (For example, if you roll an Evocation Die, and the roll is a 3, you may choose one level 3 or lower Evocation spell you know.) If you wish to choose the same spell more than once in an Invocation spell, you can, so long as the dice allow it. (e.g. Fireball, Fireball, Sleep.)

When casting an Invocation spell, the highest range, amount of targets, and spellcasting time of the combined spells is used. The damage and other outcome of each of the 3 spells are calculated separately, but are all cast simultaneously, at the cost of one action, and a single Exposure Cost equivalent to the following: Roll 1d10. The outcome of this roll is the spell level the Invocation spell is considered, with *Cantrip* being a *1* and *Level 9* being a *10*. Alternatively, you may use the Exposure Cost and spell level of the highest level spell you are Invoking, at your own volition. You may choose to cast a spell as their higher-leveled form, as long as the highest level spell being invoked is of the required level or higher. (e.g. Level 6 Wall of Thorns can be cast as a level 7 spell, as long as one of the Invocation Dice rolled a 7 or higher.) This does not affect Exposure Cost.

## Enumeration

At 1st level, Invocation dice are valued as 1d4. This increases at 5th level to 1d6, at 10th level to 1d8, at 15th level to 1d10, and at 20th level to 1d20. When rolling anything above a number equal to the highest level of spell you know, all spells you know at all spell levels may be used.

## Levitation

You may use your action to cast the *Levitate* spell, even if you do not know it. You may only use this ability to cast this spell if you are targeting yourself. If you do, this spell has no Exposure Cost, and lasts until you use your action to dispel it.

## Ability Score Improvement

When you reach 3rd level, and again at 6th, 9th, 13th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

## Alms Destruction

When you target a creature or creatures with an Invocation spell, if one or more of the creatures are killed by the spell, you obtain one invocation die for the school of the spell which killed a target. If multiple creatures died, you only get one Invocation die until 11th level. Starting at 11th level, you get one die for every creature killed by an Invocation spell you cast.

## High Efficiency

You've learned to cast spells without exposing yourself to so much Mist. Starting at 7th Level, you may calculate the Exposure Cost of an Invoked spell by rolling 1d8 instead of 1d10. Starting at 13th Level, you may calculate the Exposure Cost of an Invoked spell by rolling 1d6 instead of 1d8. At level 20, your Invoked spell's Exposure Cost is calculated by 1d4.

## Feed the Demolition

When rolling for an Invoked spell, choose one of the following:

* You may add the level of a spell which does damage to that spell's damage total.
* You may add the level of a spell which forces a creature to make a saving throw to that save's DC.
* You may add the level of a spell which forces a creature to make a skill check to that check's DC.

## Overcharge

When Invoking spells, you may cast all combined spells at their highest levels, regardless of the highest base level spell being invoked. This does not affect exposure Cost.

## Arcana Support

Choose one of the following schools of magic. When casting a non-invocation spell from one of these schools, you now receive two Invocation dice of the respective school. In addition, cantrips from this school also provide one Invocation die.

## Focus Control

You may use an action to convert one Invocation die of your choice to that of a different school. In addition, while selecting combined spells for an Invocation spell, you may choose to omit one die. If you do, you may add the roll of that die, plus your Dismagus level, to the Damage total, Saving throw DC, Skill check DC, or the range (in ft.) to a spell you are invoking of the same school. You can use this ability and *Feed The Demolition* on the same Invocation Spell.

## Evocation Mastery

The ultimate in offensive magic, you've become a master of Evocation. When combining spells for Invocation, you now may choose from all Evocation spells in the Dismagus Spell List, even if you do not know the spell. In addition, you take advantage on any Evocation spells you cast as part of *Invocation*.