Wizard
Base Class: Wizard

A revised subclass meant to increase strength and versatility in combat and roleplay while keeping the identity of the original.

War Magic blends principles of Evocation and Abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

Spell List

Starting at 3rd level, you learn Shocking Grasp in addition to the following spell list.
These spells count as known, are always prepared, and don't count toward your maximum number of prepared spells.
If you already know any of these spells when you gain this feature you can remove them from your Spellbook and replace them.

WOTC has apparently decided that nobody can use spells from the Players Handbook, or 2024 Basic Rules in homebrew, despite allowing me to do so before.
So 2014 spells for everyone! Try to remember to add twice as many healing dice for Cure Wounds and Mass Cure Wounds.

Wizard Level Spell

1st

Faerie Fire, Cure Wounds

3rd

Darkness, Aid

5th

Dispel Magic, Counterspell

7th

Wall Of Fire, Banishment

9th

Wall Of Force, Mass Cure Wounds

Tactical Wit

Starting at 3rd level, immediately after rolling Initiative you can choose to increase your roll, or the roll of an Ally in the same combat by an amount equal to your Intelligence modifier. (Minimum of 1)

Arcane Deflection

Starting at 3rd level, when you are hit by an attack or you fail a Saving Throw, you can use a charge from this feature to gain +2 Armor Class or a +4 bonus to Saving Throws potentially changing the outcome of that roll, the chosen bonus lingers until the start of your next turn.
This ability has charges equal to your Proficiency Bonus, you regain one use after a Short Rest, and regain all uses after a Long Rest.

Power Surge

Starting at 6th level, whenever you deal damage with a spell, you can spend one Power Surge to deal additional Force Damage equal to half of your wizard level plus your Intelligence modifier.

Power Surge has a maximum number of charges equal to your Proficiency Bonus, but only regains one charge after a Short or Long Rest if you are below half of your maximum charges, alternatively whenever you successfully end a spell with Dispel Magic or Counterspell you regain one charge.

Durable Magic

Starting at 10th level, while you maintain Concentration you have a +2 bonus to AC and Saving Throws.

Arcane Surge

Starting at 14th level, when you use Arcane Deflection you can also activate Power Surge to cause magical energy to arc from you.
Up to three targets of your choice that you can see within 60 feet of you take Force Damage equal to half of your wizard level plus your Intelligence modifier.

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