Base Class: Wizard
This arcane tradition is all about training tactical acumen and combat skill for any wizards that want to be independent or not be protected all the time. It is mostly picked up by wandering mages, mercenary spellcasters and hermit wizards, focusing on self defense and attack spells for any dangerous foes they face in their journey
Basic Combat Training
At 2nd level, a student that selects this school must learn the art of combat and thus gains proficiency in the Athletics and Acrobatics skill. In addition, they have become proficient with chosen martial weapons, as well as a proficiency on a chosen light armor.
Tactical Acumen
Beginning at 2nd level, You can use your intellect and tactical perception to anticipate the attack of the opponent you are facing, making the attack on your character have disadvantage. Only applicable to one creature at a time that you chose. But using your brain over the course of a death battle might lose your concentration on every fifth round, roll a Concentration save. On Success, you still have this feature. On failure, you lose this feature on the rest of the combat and all Attacks will be normal again.
Hasty Dodge
As a Combat Wizard, you are expected to be in the frontlines and thus be in line of swords and arrows. The school has prepared you with basic combat training for any upcoming fights you encounter, and the only lesson you vividly remember is to dodge an attack you never saw coming. As a reaction, you can do a Hasty Dodge negating 1d6+Dex modifier of damage. At Level 2, uses of Hasty dodge is 1+Dex modifier, at Level 10, the uses are 2+Dex modifier. Uses recharges on every Long Rest
At Level 6, the die changes to a 1d8, at Level 10 a 1d10 and in Level 14 a 1d12.
Combat Casting
Beginning in Level 6, you've been fighting enough to cast a cantrip alongside your attack. If you start the round with an Attack action, you can cast a cantrip as a bonus action. The cantrip must only have a one round casting time.
Overcharge
You are powerful enough, tough enough, maybe not smart enough to worry, in Overcharging a spell with extra arcane energy that you have excess. Once you done a Spell attack, you can use a bonus action to Overcharge the Spell, adding a 2d8 extra damage to that spell. But, when you roll Nat1, your Overcharge backfires on you dealing the same 2d8. You have 1+Con modifier charges of Overcharge that can be replenished per Long Rest
Arcane Weapon
At Level 14, you can choose two non-magical weapon, grant it a +2 or a rare enchantment. If you wish to retract the enchantments then the weapon must be destroyed before making another Arcane Weapon.
Previous Versions
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