Base Class: Wizard
Many schools of the arcane serve great nations, and their members come from wealthy and important families, in order to be trained to serve, command, and uphold the family name. Aside from training their spellcasting, these wizards are taught all there is to know about strategizing in preparation for, and during battle, as the best of them will lead their countries from the rear whenever conflict is imminent.
These wealthy practitioners of the arcane are known as master tacticians, though not everybody who follows and understands the art of battle strategy comes from a similar background. Whether they were trained by another master tactician as their personal pupil, or they learned to strategize by forming part of an army and fighting in gruesome battles, or they simply attended a school of great prestige, these wizards see magic as a tool they can take the utmost advantage of, and know that with careful planning, all the odds can be turned in one’s favor. They also excel at commanding forces, being able to lead their armies or help their allies achieve victory.
Master of Study
When you choose this arcane tradition at 2nd level, you gain proficiency with two skills of your choice and advantage on Intelligence saving throws.
Master of Examination
Starting at 2nd level, your keen ability to analyze creatures grants you the chance to learn valuable information about them. If you spend at least 1 minute observing a type of creature or a unique individual, or if they hit you with an attack, you can use a bonus action to tag them as examined. You know the damage vulnerabilities, damage resistances, damage immunities, and condition immunities of any examined creatures.
If a unique individual has obtained or lost any of these attributes since you examined it, you are unaware of this change.
Master of Moves
Starting at 6th level, your understanding of examined creatures grants you different benefits in relation to them:
- You can advise a creature within 5 feet of you as a bonus action if one of your examined creatures is within your line of sight. On its next turn, an advised creature that uses its action to attack one of your examined creatures receives advantage on the first attack roll it makes.
- You are immune to damage from your allies’ attacks, spells, objects, and other traits, unless they are being controlled by a different creature or they willingly intend to harm you. In these latter cases, they make any attacks against you with disadvantage, and you have advantage on saving throws against any effects they trigger.
- You can’t be surprised by your examined creatures, and you gain a +1 bonus to AC and saving throws against any magical effects or attacks they make against you. This bonus increases to +2 at 11th level and +3 at 17th level.
- If an examined creature attempts to attack or target you with a spell, you can impose disadvantage on the attack roll or gain advantage on the saving throw to resist their spell. You can use this option a number of times equal to your Intelligence modifier and you regain any expended uses when you finish a long rest.
Master of Morale
Beginning at 10th level, your quick analysis of battle can give an edge to your allies. Whenever a creature, including yourself, within 30 feet of you that you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to add a bonus to it that equals your Intelligence modifier. You can also use this feature to add a bonus to one creature’s initiative roll. You must choose to use this feature before the creature rolls the die, and you can use it a number of times equal to half your wizard level. You regain expended uses when you finish a long rest.
Master of the Battleground
At 14th level, your tactical prowess can ascertain control over the terrain you’re fighting on. Whenever you are behind half cover, you benefit from three-quarters cover instead. In addition to this, you can shape the terrain around you. As an action, you can choose the following abilities.
- Blockade/Escape Route. If you’re fighting on solid ground or a liquid surface, you can choose a 10-foot radius area within 100 feet of you that you can see. You can turn this area into difficult terrain, or vice-versa. This transformation lasts up to 10 minutes or until you revert it back with this feature.
- High Ground/Trench. If you’re fighting on solid ground or a liquid surface, you can choose a 10-foot square within 100 feet of you that you can see. You can cause this square of terrain to rise or sink 10 feet. If you’re on solid ground, a creature can attempt to climb the walls of the remaining cube by succeeding on a DC 10 Athletics (Strength) check, and the cube can provide cover. It remains risen or sunk indefinitely. I you’re on a liquid surface, a creature can attempt to swim up its sides by succeeding on a DC 15 Athletics (Strength) check. You must concentrate to maintain the cube of risen or sunk liquid, or otherwise it will revert back to normal at the start of your next turn.
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