Wizard
Base Class: Wizard

The School of Resilience are a group of Wizards that focuses on defensive magic and believes that effective trading of resources, using your opponent's strength against them and striking at the right time is the best way to win. They focus on defensive magic, energy absorption and single target damage. The School of Resilience combines the defensive power of Abjuration wizards and the tactical cunning of war wizards. 

The School of Resilience teaches its students to find peace whenever possible, but not to cower away from battle. This results in a style of combat that highly focuses on being the defender rather than the aggresor. A student of the School of Resilience almost never strikes first, and only attacks when they were attacked first.

Wizards of the School of Resilience understands that power, unchecked leads to corruption. In the schools of Resilience, the students were taught the corruption that a spellcaster, and mainly wizards can have, pointing to Acererak, Vecna and Azalin as examples, can be the doom of everyone. Because of this, the School of Resilience trains their students to be able to be especially effective against spell-casters.

Energy Absorption and Redirection

At 2nd level, you gain the ability to gain 2 an extra advantage from Abjuration spells. When you deny a hit from any source with an abjuration spell, you gain a bonus to your spells and Abjuration spells with the range of "self" becomes a range of "30ft" . Both spells must only have 1 target (doesn't work with sorcerer's twinspell ability.) Denying a hit examples:

  • Blocking a weapon attack due to the gained AC from mage armor or shield (eg. when your normal AC is 12 but becomes 15 with mage armor and the opponent misses with an attack roll of 13 or 14)
  • Blocking magic missile with the shield spell (counts 1 for each missile)
  • Any damage that should've been taken after casting the Invunerability spell or the Stoneskin spell. (each attack made counts as a hit denied)

(for any cases not listed here, its the DM's discretion)

For each hit denied, you gain an Energy point.

As a Bonus Action or Reaction you can use a maximum of 3 Energy Points per round to:

  • Substract 1d4 from the roll an opponent has against your spell save DC when targeting them with a spell that requires a save DC.
  • Adding 1d4 from the roll you have when targeting an opponent with a spell that has only 1 target. A spell that is empowered by this can't also benefit from the twinspell Metamagic
  • adding 1 more of the type of damage dice to the spell. This only works with a spell with only 1 target. A spell that is empowered by this can't also benefit from the twinspell Metamagic(eg. vampiric touch at lv 3 goes from 3d6 to 4d6)

you may choose to the same options more than once or choose different options each time.

You lose all unexpended Energy point after a short or long rest.

Mage's Bane

Also at 2nd level, you gain the ability to gain 1 extra Energy Points, for each concentration spell broken, magic dispelled and spells countered

War of Attrition

at 6th level, you begin to understand how to manipulate the energy expended by your foes and use it to restore your own powers.As a bonus action, you may expend an amount of Energy Points to regain Spell Slots up to level 5.

  • 1st level spell slots = 2 Energy Points
  • 2nd level spell slots = 3 Energy Points
  • 3rd level spell slots = 5 Energy Points
  • 4th level spell slots = 6 Energy Points
  • 5th level spell slots = 7 Energy Points

Imporved Energy Conservation

At 10th level, you know how to more efficiently wield Energy points. your Energy Points dice now becomes a 1d6 and you add 2 instead of 1 more of the type of dice to the spell Changes:

  • Substract 1d6 from the roll an opponent has against your spell save DC when targeting them with a spell that requires a save DC.
  • Add 1d6 from the roll you have when targeting an opponent with a spell that only has 1 target. A spell that is empowered by this can't also benefit from the twinspell Metamagic
  • add 2 more of the type of damage dice to the spell. This spell can only have 1 target. A spell that is empowered by this can't also benefit from the twinspell Metamagic (eg. vampiric touch at lv 3 goes from 3d6 to 5d6)

Master of Defense

At 14th level, your knowledge of Abjuration magic is almost unbeatable. you gain the following benefits

  • when casting Counterspell, you counter the spell without needing to roll if the spell targeted was of a lower level, the same level or 1 level higher
  • Your Counterspell and Dispel Magic spells can't be countered but can be targeted (meaning that if it is targeted by another counterspell, the slot to cast the other counterspell is lost but it has no effect)
  • Mage's Bane gives you an extra Opportunity Point per abjuration
  • You always know what level Spell-Slots are used to cast a spell, even when you don't know the spell.
  • the Shield and Mage Armor spells that you cast grants 2 more AC (eg. Shield becomes +7 and Mage armor becomes 13+DEX+2)

 

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