Wizard
Base Class: Wizard

The tradition of War Magic blends principles of magic and weapon use, rather than specializing in either of the skills. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their martial ability.

Followers of this tradition are known as war mages. War mages act fast in battle, using their spells to seize tactical control of a situation, and using their equipment to fight in close quarters. Their spells strike hard, while their defensive maneuvers foil their opponents’ attempts to counterattack. War mages are adept using both magic and weaponry in a combination that is rarely seen and hard to predict.

War Mage

At 2nd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with light armor, medium armor, shields, simple and martial weapons.

Magical Maneuvers

Starting at 2nd level, you learn four maneuvers that enhance your martial or spellcasting powers of your choice, as listed under "Maneuvers" below. You can use a maneuver a number of times equal to your Intelligence modifier (minimum of 1), with uses resetting after a short rest. You can change one of your magical maneuver options at the end of a long rest. You can use only one maneuver per spell or attack.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier.

Manuevers

These Arcane maneuvers are listed below in alphabetical order.

Arcane Armorer

When you cast a spell that increases a creatures Armor Class, the spell grants an additional +1 to its AC bonus.

Arcane Deflection

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.

Bludgeon

When you hit with a weapon attack that deals bludgeoning damage, you can expend a spell a spell slot to force the target to make a Strength saving throw. A target is pushed back 5 feet per level of the spell slot expended on a failed save. This forced movement provokes opportunity attacks by both you and your allies.

Close Quarters Casting

When you attack with a spell that requires a ranged attack roll, you can make it a melee spell attack and you can use a simple or martial weapon as your spellcasting focus for that casting.

Fortify

As a bonus action, you can expend a spell slot to fortify yourself until the end of your next turn. For this time, your constitution score increases by 2 for each level of the spell slot expended and you heal for 1d6 per level of the slot expended.

Keen Mind

You can add a bonus equal to your Intelligence modifier to a Wisdom, Intelligence, or Charisma saving throw.

Magical Weapon

When you hit with a weapon, you can make the weapon attack magical for the purpose of overcoming resistance to nonmagical damage.

Marking Spell

When you hit a creature with a spell attack, the next weapon attack you make against that creature before the end of your next turn has advantage.

No Distractions

When you have to make a Constitution saving throw to keep concentration on a spell, you can use your reaction to halve the save DC (rounded up).

Pierce

When you hit with a weapon attack that deals piercing damage, you can expend a spell slot to force the target to make a Constitution saving throw. On a failed save, the target has their movement speed reduced by 5 feet per level of the slot expended until the end of their next turn.

Precision Strike

When you make a weapon or spell attack, but before it is determined if you hit or missed, you can add your Intelligence modifier to the roll.

Rapid Casting

If you have made a weapon attack, you can cast a spell with a casting time of one action as a bonus action on that turn.

Reactive

You can cast a spell with a casting time of 1 reaction or make an opportunity attack even if you've already used your reaction this round.

Riposte

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon or melee spell attack against the creature.

Slash

When you hit with a weapon attack that deals slashing damage, you can expend a spell slot to force the target to make a Constitution saving throw. On a failed save, the target additionally suffers half of the damage from the attack at the end of its next turn.

Spellshield

When you are hit by an attack while wearing a shield, you can use your reaction to expend a spell slot. All creatures in a 20-foot cone must make a Dexterity saving throw or take 1d8 force damage per level of the slot expended on a failed save, or half as much damage on a successful one.

Tactical Wit

You can give yourself a bonus to an initiative roll equal to your Intelligence modifier.

Fighting Style

At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Arcane Archery

You gain a +2 bonus to attack rolls you make with ranged weapons and such attacks are magical.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon and it is considered magical.

Great Weapon Wizardry

While wielding a weapon with two hands, it is considered magical. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

When you throw a weapon, it is considered magical and you can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

While dual wielding, both weapons are considered magical. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Intelligence modifier on a hit. Your unarmed strikes are considered magical for the purpose of overcoming resistance to nonmagical damage.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Extra Attack

At 6th level, when you take the Attack action on your turn, you can make two attacks instead of one.

Unwavering 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.

War Magic

At 14th level, you learn how to fully synchronize the powers of weapons and magic. Your melee and spell attacks score a critical hit on a d20 roll of a 19-20, you gain two more Magical Maneuvers, and you can use any simple or martial weapon as a spellcasting focus.

Additionally, and at the start of each of your turns, you regain 1d10 hit points if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Previous Versions

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