Wizard
Base Class: Wizard

Whether you are about to go into combat, issuing orders or are personally involved in combat yourself, your general approach is the same. You remain aware of all actions that allies and opponents make, even things that seem insignificant at the time you keep track of where everything is located in relation to everything else, even features that lack obvious practical use; you study the behavior of all combatants, gradually learning how they react in any given situation. By then focusing on this vast amount of information you can quickly think ten moves ahead of your opponents and devise over a hundred strategies, from which you instantly pick the most effective.

The mental training every wizard goes through until he learns his first spell and continues throughout his way to mastery has altered your mind. Most wizard traditions use this newly created state of mind to alter the flow of time, discovery the destiny of kingdoms or influence the mind of others. Practitioners of your school use the almost limitless potential of their mental capacity more directly.

 

Awaken Mind

The arcane training you have undergone has altered your mind. While other spell casters continue the journey into the arcane, your mind concentrates on the here and now.

Starting at 2nd level, your mental mastery keeps you at least one step ahead of your opponents. When your AC is calculated you can choose either the Dexterity or Intelligence modifier (including while wearing armor if proficient).

Further you can accurately recall anything you have seen or heard within the past month.

 

Master of Strategy

Starting at 2nd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

When you use this feature, you cannot cast spells other than cantrips until the end of your next turn.

When a dice roll decides the outcome of a stagey game or a game of chance (that can be positively affected by strategy or probability calculation) you can add your proficency modifier to the roll or double that if you are already considered proficient.

 

Limitless

At 6th level, danger and adrenaline trigger hidden mental powers and you are able to calculate all future possibilities, choosing the best course of action. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.

 

Mental Fortitude

You have honed your mind like a weapon and your mental defenses are strong as steel and flexible as water at the same time. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

 

Preparing the Battlefield

Part of winning a fight is knowing when to fight and when not to fight. The same applies for knowing where to fight and where not.

When you have one hour you can prepare a battlefield in form of 100 by 100 cube. You use your magic to create cover and advantages places for your allies and you while slowing and hindering your enemies.

While fighting in this area your allies and your ranged attacks have advantage on attack rolls while your enemies have disadvantage on their ranged attack rolls. The cube is considered difficult terrain for everybody aside your allies and you. Further when preparing an ambush your allies and you have advantage on their stealth checks.

The area loses the effect, unless you stay in the area, after your next long rest or you prepare another battlefield using this feature.

 

 

Previous Versions

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12/23/2020 8:30:20 AM
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