Wizard
Base Class: Wizard

The Arch-ritualist is a wizard forgoes the convenience and speed of normal incantation in favor of amplifying the effect of their spells. (temp.)

Arcane Escalation

At 2nd level, a number of times equal to (wizard level+INT modifier+proficiency bonus) you have gained the ability to enhance your spells by weaving empowering additions to your casting and taking more time to complete the spell.

  • Uses of arcane escalation are refreshed after a long rest.
  • Only spells of 1st level or higher cast as a Wizard can be escalated.
  • Any verbal, somatic, or material* components are required in the casting of an escalated spell regardless of the use of an arcane focus.
  • The escalated casting time of an spell that normally takes a bonus action becomes as standard action, a standard action becomes a full action, and a full action must be concentrated on until the end of your next turn. Anything longer is doubled and requires concentration, including time added by ritual casting.
  • Escalating a spell that can be cast at multiple spell levels raises the spell's effective level by 1 increment over the level of the spell slot used to cast it.
  • If the escalated spell is NOT empowered by casting it using a higher spell slot, another aspect of it may be multiplied twofold. In this event, one of the following variables can be doubled if possible: range, duration, number of targets/target area**

*if a material component does not exist or is completely unobtainable, a suitable replacement may be used at the Dungeon Master's discretion.
**If the cast spell has an area of effect, the relevant variable specified (i.e. radius, cube/cone size), NOT the total surface area or volume, is doubled

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.

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