Base Class: Wizard
I don't like deflecting shroud. I like the idea of using a weapon with telekinesis. Simple as. Probably needs more thought put into it, and perhaps a entire subclass instead of just replacing this one feature.
Arcane Deflection
At 3rd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Tactical Wit
Starting at 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
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.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.
Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
Arcane Weapon
At 14th level, you gain the ability to choose a single melee weapon to be used for this feature. You can choose a new weapon as a bonus action and the effects last until you are incapacitated. You may recall the weapon from up to 100 feet as another bonus action, but otherwise you may only direct it while it is within a fifteen feet of you. If it leaves this range, the weapon drops to the ground until you recall it or reenter its range. The weapon shares a turn with you and has a flying speed equaling your walking speed.
As a bonus action you can direct the weapon to attack a target. Instead of an attack roll, the target must make a DEX save against your spell save DC. On a hit the target takes the weapons normal damage and effects, but uses your INT modifier as the bonus instead of STR or DEX. You can use your reaction to have the weapon make a opportunity attack against a target leaving its reach, also using your spell save DC against their DEX save.
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