Wizard
Base Class: Wizard

Aurors are elite law enforcement operatives trained to track dark mages, break wards, and dominate spellcaster duels. Operating on the frontline, they combine barrier magic, swift disarming techniques, and aggressive counter-spellcasting to control the battlefield.

Auror Training You gain Aegis Ward (gain Temp HP when casting spells) and Reflexive Disarm (Reaction to disarm hostiles casting spells).

Tactical Counter-Magic You gain Arcane Interception (bonus to Counterspell/Dispel Magic) and Shield Ally (protect allies with your defensive wards).

Inflexible Will You gain Dark Magic Resilience (resistance to Necrotic damage and protection against mental magic) and Stupefying Blast (stun hostiles on spell hits).

Master Duelist You gain Counter-Strike (retaliate instantly with a spell when a hostile casts magic).

Auror Training

Through intense field operation and quick-response tactical training, you have learned to streamline complex ritual magic under fire.

You can cast any Wizard spell from your spellbook that has the Ritual tag, regardless of whether you currently have that spell prepared.

  • Casting Time: 2 consecutive actions (one Action on your current turn, and one Action on your next turn).

  • Concentration: While casting a Combat Ritual, you must maintain concentration as if concentrating on a spell. If your concentration is broken, the ritual fails and the action is lost.

  • Cost: Casting a spell in this way consumes no spell slots.

This feature applies both in and out of combat, allowing you to execute utility and field magic in a fraction of the standard time.

Auror Recovery

Starting at 2nd level, when you take damage, you can use your reaction to expend your charge of Arcane Recovery.

When you do so, you gain resistance to all damage types dealt by the triggering attack or effect, and you gain temporary hit points equal to your Wizard level + your Intelligence modifier, which apply before the damage is resolved.

Tactical Counter-Magic

Your mastery over defensive magic allows you to intercept hostile spells and shield your allies.

  • Arcane Interception. You add your proficiency bonus to any ability check you make as part of casting Counterspell or Dispel Magic. Additionally, you always have those prepared, and they do not count against the number of spells you can prepare each day.

  • Shield Ally. When an ally within 30 feet of you that you can see is hit by an attack, you can use your reaction to cast Shield targeting that ally instead of yourself.

Inflexible Will

Your relentless mental discipline hardens your mind and soul against hostile influences.

  • Unwavering Resolve. You gain resistance to necrotic damage, and you have advantage on saving throws against being charmed or frightened.

  • Stupefying Blast. As a bonus action, you can target one creature you can see within 30 feet, assaulting its mind with defensive static. The target must make an Intelligence saving throw against your spell save DC. On a failed save, it takes 3d6 psychic damage and its speed is halved until the end of its next turn. On a successful save, it takes half damage and its speed is not reduced. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master Duelist

Reaching the pinnacle of your training, you become an unstoppable force in magical duels, punishing any misstep from hostile spellcasters.

  • Arcane Rebuke. When a creature within 60 feet misses you with a spell attack, or fails its saving throw against a spell you cast, you can use your reaction to immediately make one weapon attack or cast a cantrip with a casting time of 1 action targeting that creature.

  • Spell Absorption. When you successfully cast Counterspell to negate an enemy's spell, you siphon a fraction of the raw energy, regaining one expended 1st-level or 2nd-level spell slot of your choice.