Wizard
Base Class: Wizard

Wherever there are wizards, there is magic, and wherever there is magic, there are Whisperers. Their order, a secret society, is a brotherhood of mages and mystics all dedicated to guarding and policing the ranks of wizards throughout the forgotten realms. Their belief is that magic is a great privilege and an awesome responsibility, and those who misuse or simply aren't worthy of that power should and will be eradicated. Whether they fight for justice and righteousness through honourable and responsible practise of the arcane arts, or for ambitious gain through influence and dark dealings, the Wizards of the Order of Whisperers are secretive, cunning, and completely ruthless.

Arcane Barrage

At 2nd level, you learn the spell Magic Missile if you haven't so already. You always have it prepared and it doesn't count among your prepared spells. Additionally, you may cast it as a bonus action and when you do so, the spell is cast at one spell level higher than the spell slot spent and does not trigger any reactions.

You may use this feature an amount of times equal to your proficiency bonus between long rests.

Mental Armor

At 2nd level, you learn to use your incredible cerebral endurance to protect yourself from attempts to penetrate your mind. Reading your mind is only ever possible for other creatures when you choose to allow it. A creature trying to listen to your thoughts without your permission will hear only a song, a buzzing bee, static, or whatever other noises you wish to convey. You also become resistant to psychic damage, as well as gain Advantage to all saving throws against becoming Charmed or Frightened. 

Spell Redirection

At 6th level, when you are hit by a spell attack of a level equal to or less than your spell slot level, you can use your reaction to redirect the spell. If you attempt to redirect a spell of a level higher than your spell slot level, make an ability check using your spell casting ability. The DC equals 12 + the spell's level. If successful, you may either release it towards an unoccupied targeted point, or roll a spell attack with advantage against a new target.

You can use this feature once between short rests, and gain a second use of it at 17th level.

Arcane Greatshield

Beginning at 10th level, you learn the Shield spell if you haven't already and it will always be prepared without it counting as one of your prepared spells. You may also cast it as a reaction to a friendly creature within 30ft. being attacked. When you cast it, you can choose to apply its effect to up to six friendly creatures within a 30 ft. radius and also choose one damage type that the shield provides resistance against. The effect last until the start of your next turn.

You can use this feature once between long rests, and you gain an additional use of it at 17th level.

Spellpower Siphon

At 14th level, you master your Spell Redirection feature to the point that you can use the magical power absorbed to refuel your own spell slots. When you use the Spell Redirection feature and succeed on the initial spell check, you may forgo redirecting the spell and instead absorb the energy and take back spell slots of a combined level of 1 + half the level of the original spell (rounded down, minimum of 1).

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