Wizard
Base Class: Wizard

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.

Arcane Shield

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When and attack roll is made against you can use your reaction to create a magical barrier which will give you an AC bonus compared to your Intelligence modifier.

After it being used you lose all movement speed teleportation spells will still move you and you can only cast cantrip and 1 level spells.

At level 6 level you can cast 2nd and 3rd level spells at level 10 you can cast 4th and 5th level spells and at level 14 you can cast 6th and 7th level spells.

It can be used to surround around people within 10 feet of you spreading the shield though if it any one it attacked you gain incapacitate condition.

Tactical Wit

Starting at 2nd level, your keen ability to access the situation allows you control over the placement of your shield allowing you to place arcane shield in any area as a wall or platform as examples though you lose the ability to use it on yourself and must be concentrating on the placement.

At level 6th your control has greatly improved allowing you to summon arcane shield as many times as your intelligence modifier and do not require concentration.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

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.

You can use one action to expel the power in a cylinder radius doing 2d10 force damage. the damage increases by 1d every spell which you absorb.

Arcane Aura

You have learned to weave your magic around yourself allowing to gain temporary hp equal to half your hp amount.

If the aura break then you gain the incapacitation conditions for the rest of the combat unless someone uses an action to wake you up or you take any form of damage.

The Aura regenerate to full after combat though if used in any form outside of combat it regenerates by 1 every second.

Deflection 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. Which an attack is made you can use your reaction to deflect the damage if it land and it will do max damage and you can choose 3 creatures to damage.

Has up to 3 charges before needing a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/8/2024 6:46:27 AM
0
1
--
Coming Soon
2/9/2024 4:50:48 AM
0
1
--
Coming Soon
2/9/2024 5:42:16 AM
0
1
--
Coming Soon
2/9/2024 5:46:57 AM
0
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes