Base Class: Wizard
Many critical thinkers and strategist become the backbone of any successful military campaign. Perhaps you are on staff to a general or provide vital support to a military campaign. This subclass explores the possibilities when making decisions and seeing them pay off in the future.
Good strategists know that strategy success depends on our ability to stick to the choice we have made. Great strategists stand out because they dare to defend that choice and say NO. They stand out because they are willing to take an unpopular stand like sacrificing short-term results to create long-term value.
Strategic Spellcraft
Starting at 3rd level you may take a magic action as a bonus action to cast a spell with a time of one action or bonus action. However the spell does not go into effect until 1d4 rounds later. You choose all the conditions and choices for the spell such as targets at casting. If the spell cannot fulfill targets or other conditions required at the time it would go into effect the spell fizzles. If the spell requires concentration you start concentrating on the spell at the time it goes into effect. You can only have one spell at a time waiting to go into effect tied to the 1d4 rolled. Origin of the spell uses the location when cast not when goes into effect. Can chose to target specific creatures or specific location (5ft square) when setting up targets.
You gain a 1d6 at 6th level, 1d8 at 10th level, and 1d12 at 14th level. You may only have one spell in waiting per die.
Strategic History
Starting at 3rd level, you gain a bonus +5 to your History and other ability checks related to military strategy (dm discretion).
Strategic Location
Starting at 6th level, you can use your movement to designate a creature within 90 ft of you and a location within 90 ft of you and a number of rounds up to your proficiency minimum of 1.You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn. At the start of your turn on the designated round the creature, as long as they are still on the same plane of existence, makes a Charisma save against your spell save DC or teleports to the designated location on a failure (Can be willing). You can use this ability once resetting on a long rest or expend a spell slot to use it again. A creature that falls as a result of being teleported has the effects of feather fall
Strategic Sacrifices
Starting at 10th level, As a Magic Action you create a number of 5 ft cube in spaces within 30 ft of you equal to your proficiency that each individually glow either *Red* or *Blue* and lasts for 1 minute. You designate their color upon creation. A creature that starts a turn in one of these squares which also ended its last turn in and does not have one of the effects already will gain the effect and glow of that space (they choose one if in more than one, the space remains glowing)
- **Red** a creature in this square or with this color effect feels hyper. Granting advantage on all attack rolls, saving throws, and ability checks. gaining the effects of Haste (no save, no concentration).
- **Blue** a creature in this square or with this effect feels sluggish. Imposing disadvantage on all attack rolls, saving throws, and ability checks. Gaining the effects of slow (no save, no concentration).
A creature who gains their first color will gain the first buff which will last 1 round. After that the color effect on the creature will change once to the other and stay that color until the end of the effect. A creature can only have one color effect at a time. If a creature would gain the effects of both they choose one instead.
You can use this ability once. Regaining the ability after a long rest or expending a spell slot of 3rd level or higher.
Strategic Control
Starting at 14th level you become a master at controlling the battlefield. Once on your turn, when you take a Magic Action you may choose one of the following. Each one can be chosen once resetting when all options have been expended or a new combat begins. A creature other than you of your choice within 30 ft of you may use their reaction to:
- take a magic action
- make an attack
- move up to their movement speed
Previous Versions
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9/18/2024 6:09:37 PM
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9/19/2024 11:27:14 AM
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9/20/2024 4:06:04 AM
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