Wizard
Base Class: Wizard

The bandit camp was peaceful for the night, but the paladin raid would change that, flaming swords and heavy armor lay waste to the bandits, ripping through anything unfortunate enough to cross their crusade. The bandits flee into the nearby cave, before a colossal orc wielding a great-axe emerges from the darkness. The paladins throw themselves at the orc as he defeats all of them as they gang up on him. The mage who had been behind the crusade finally catches up to the scene at the bandit camp.

"Are you next, little guy?!" asks the orc, brandishing his axe menacingly.

"No, I can't be arsed, have fun with this lot." the mage replies, summoning a set of homing fireballs to chase the orc around the camp.

Residue Arcane

Beginning when you select this school at 2nd level, your spellbook is enhanced with raw arcane energy. When you make a ability check or a skill check, you can expend a spell slot to gain advantage on that roll as small magical energy assists you in your task. You can only use this feature a limited number of times per long rest equal to your intelligence modifier.

Manifest Arcane Guard

Starting at 2nd level, you can summon the leftover magic of your wizard spells to form a shield of magical energy. When you cast a spell that expends a spell slot, you can expend a use of this feature to gain temporary hit points equal to 5 x the level of the spell slot you expended. You can use this feature a limited number of times per long rest equal to your intelligence modifier.

While you have temporary hit points, from this effect or other effects, you have advantage on arcana checks.

Arcane Lances of Mastery

Starting at 6th level, when you cast a spell, you can draw upon the raw arcane energy of your magic to bring forth an arcane lance. When you cast a spell that is 2nd level of higher, you can summon an arcane lance to strike a foe. The arcane lance scales off of your intelligence and attacks when you summon it, flying and attacking nearby creatures you choose that you can see within 50ft. The arcane lance deals 2d6s of force damage plus your intelligence modifier. Alternatively, you can cause the arcane lances to remain beside you, in which you must expend a bonus action to cause all arcane lances to attack instead of them attacking upon summon. Each arcane lance lasts for 10 minutes but are destroyed after they are used for an attack, regardless of whether or not they hit.

This feature summons additional lances when you expend higher level spell slots. Two arcane lances for a 4th level, three arcane lances for a 6th level, and four arcane lances for a 8th level. You can direct the arcane lances at the same target or at different ones. Make a separate attack roll for each arcane lance. You can have a maximum of six arcane lances active at any given time.

You can use this feature a limited number of times per long rest equal to your intelligence modifier. Each time you summon an arcane lance(s), it expends one use of this feature.

Sage of Magic and the Arcane

Beginning at 10th level, your mind has been enhanced through magic. When you are forced to make an Intelligence, Wisdom or Charisma saving throw against a spell effect, you can use your reaction and expend a 4th level or higher spell slot to make yourself immune to that effect until the end of the next round. 

Mastery of Arcane Restoration

Starting at 14th level, you have mastered your magical prowess and have learned to regenerate your own powers. When you or another creature casts a spell ,you gain a arcane sigil that represents the school of magic that the spell was from. The arcane sigil floats around you and once you have 2 or more different sigils, you can expend a bonus action to consume them and regain a expended spell slot that has a level equal to the number of different sigils you had when you used this effect. You can have a maximum of three different sigils active.

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