Base Class: Wizard
Your study of magic is focused on spells that block, banish, or protect—ending harmful effects, banishing evil influences, and protecting the weak.
Level 3: Tactical Wit
At 3rd level, you gain a bonus to initiative rolls equal to your Intelligence modifier.
Level 3: Arcane Armor
At 3rd level, the Mage Armor spell is added to your spellbook for free. It is always prepared for you and does not count against your number of daily preparations. You can cast Mage Armor once as a 1st level spell without expending a spell slot, and must finish a long rest before you can cast it again in this way. When you cast Mage Armor on yourself, you gain the following benefits:
- Your Armor Class equals 10 plus your Dexterity and Intelligence modifiers, rather than the normal calculation for Mage Armor. When you cast Mage Armor on yourself using a higher level spell slot, your AC increases by one for every two spell slot levels above 1st.
- When you are hit by an attack or fail a saving throw, you can use your reaction to gain a bonus to AC against that attack or to that saving throw equal to your Intelligence modifier.
Level 6: Spell Breaker
At 6th level, the Counterspell and Dispel Magic spells are added to your spellbook for free. These spells are always prepared for you and do not count against your number of daily preparations. You can cast each of these spells once as 3rd level spells without expending a spell slot, and must finish a long rest before you can cast either spell in this way again. When you cast either of these spells, they gain the following additional benefits:
- When you cast either spell using a spell slot, that slot isn’t expended if your casting fails to stop a spell.
- You can cast Dispel Magic as a Bonus Action and you add your Proficiency Bonus to its ability check.
- You gain a special reaction that you can take once each turn that can only be used to cast Counterspell. This reaction can’t be used on the same turn that you take your normal reaction. Creatures have disadvantage on Constitution saving throws against your Counterspell.
Level 10: Redirect Magic
At 10th level, you have learned to harness the energy of spells and other magical effects you end to serve your own purposes.
- When you successfully stop a spell with Counterspell, you can choose to either regain a spell slot of up to half the level of the stopped spell rounded up (minimum of 1st level), or to reflect that spell’s effect back on its caster. If reflected, the spell uses your concentration, spell save DC, and bonus to spell attack rolls as if you had cast the spell, and is considered of the same level the original caster used to cast the spell. If the spell targeted other individual creatures, it instead targets only the original caster. If the spell targeted the original caster, it instead targets only you. If the spell targeted an area centered on a point, the new area is centered on the original caster. If the spell was a cone or line, the cone or line emanates from you toward the original caster.
- When you successfully stop a spell with Dispel Magic, you can choose to either regain a spell slot of up to half the level of the stopped spell rounded up (minimum of 1st level), or to cause a burst of magical energy around you, dealing 2d6 force damage per level of the stopped spell to each creature within 15 feet of you on a failed Constitution saving throw, or half as much damage on a success.
Level 14: Magic Resistance
At 14th level, you have Advantage on saving throws against spells and other magical effects, and you have Resistance to the damage of spells and other magical effects.







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