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Blackstaff's Tome of Wizardry
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==School of Emomancy== No, this is not connected to bad 90s [[bard]]ic traditions. Emomantics, as they call themselves, are a variant form of [[enchanter]] who specialize in using their magic to manipulate and control emotions in themselves and others. This one comes with an "authorial sidebar" noting that, despite having a better reputation than [[necromancer]]s, [[enchanter]]s are actually pretty damn creepy if not evil when you think about it. Emomantics start by gaining free Expertise in Insight at 2nd level, along with the feature '''Sense Emotions'''. This feature can be used Intelligence modifier times per day (minimum 1), and it takes an action to activate it; once activated, the emomantic can sense all strong emotions within a 20ft radius until the end of their next turn. Level 6 brings the emomantic '''Emotional Stability''' (Immunity to Fear, Advantage on saves vs. Charmed), whilst level 10 brings them the power to project '''Irresistible Emotions''' (once per short rest, the emomantic can designate a single creature to suffer Disadvantage on saves against any emotion-manipulating spell the emomantic casts on that creature). Finally, at level 14, the emomantic gains the power of '''Emotion Overwhelming'''; they can broadcast a 30ft aura of intense positive or negative emotions as an action once per day, inflicting all creatures within the aura with either Advantage or Disadvantage on all saves and skill checks for 1 minute (in case it ain't obvious; positive emotions grant Advantage, and negative ones Disadvantage). Creatures that don't want to be affected by the aura can resist it with a Charisma save.
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