Base Class: Wizard
Unlike most wizards, who are stuck in their studies and who are terrified of action, you studied the art of war, discovering that victorious spellcasters first win and then go to war. Not only that, but you know how necessary it is for your body to be prepared for the physical effort and difficulties that battle brings.
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 checks equal to your Intelligence modifier. In addition to receiving the bonus to the initiative test, you also gain an advantage on Perception and Intelligence (Investigation) tests related to traps, ambushes or strategic clashes.
Arcane Deflection
"Invincibility lies in the defence..."
At 2nd level, you learned to shape your magic to fortify yourself against damage. When you are hit by an attack or fail a saving throw, you can use your reaction to gain +2 to AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't use your action to cast noncantrip spells until the end of your next turn.
Runic Infusion
Victory is reserved for those who are willing to pay its price.
At sixth level, you learn to infuse magic into your body. During a long rest, you can choose to enhance your abilities for the next 24 hours, but to do so you must spend a spell slot and reduce your maximum spell slots by the corresponding amount of time. Each spell slot that can be used comes with its own characteristics and is independent.
Spell Slot of 3rd level: Speed is the essence of war
When you cast a cantrip on your turn that has the casting time of an action, you can again cast a cantrip with the same casting time as part of your action.
Spell Slot of 4th level: Those who know when to fight and when to retreat triumph
When you succeed on a Saving Throw check against a spell, magical effect, or area effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the save. •
Spell Slot of 5th level: Improved Deflection
You do not need a reaction to use the “Arcane Deflection” feature, but you are limited to just one use per turn.
Durable Magic
Lasting Magic Starting at 10th level, the magic you channel helps you avoid damage. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. Furthermore, its vitality is closely linked to magic. You gain immunity to effects that reduce your hit point maximum or any of your attributes.
Deflecting Shroud
“Invincibility is in defense, but the possibility of victory is in attack”
At 14th level, your Arcane Deflection becomes infused with deadly magic. When using your Arcane Deflection feature, you can generate magical energy about yourself. Up to three creatures of your choice that you can see within 60 feet of each other take energy damage equal to half your wizard level
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