Wizard
Base Class: Wizard

The School of Spellslinging trains wizards mentally and physically, educating them in magical techniques and granting them the ability to cast them with lightning speed. It cultivates magical ability as well as reflexes and combat instincts. Followers of this tradition are often duelists or soldiers. They prefer to act rather than react, crushing opponents with an unrelenting barrage of spells. Their spells hit with pinpoint precision, controlling a battlefield from a distance. A common saying among students of this school is "There's no need to counterspell if the enemy can't cast in the first place."

Duelist's Reflexes

Starting at 2nd level, your skills as a duelist make you prepared for any surprise conflict. On the first turn of combat, you have advantage against creatures that have not yet acted. You also gain proficiency in the Sleight of Hand skill if you don't already have it.

Quickcast

Beginning at 2nd level, your combat instincts are razor-sharp. When a creature makes an attack roll against you, you can quickly fire off a spell in retaliation. Using your reaction, you can cast a spell that targets at least one creature and takes an action to cast. If you cast a spell other than a cantrip, you can only cast cantrips until the end of your turn. The spell must target the creature attacking you. This feature can be used a number of times equal to your Intelligence modifier. If you defeat a creature using this feature, you regain the expended use. You regain all expended uses after a long rest.

Tactical Aim

Starting at 6th level, when a creature that you can see within 60 feet makes an attack roll, you can use your Quickcast ability on them. In addition, you can strike with pinpoint accuracy, disorienting attackers. If the Quickcasted spell hits, the target must make a Dexterity saving throw against your Spell DC. On a failed save, you can choose to subtract your proficiency bonus from their attack roll.

Evasive Casting

At 10th level, you can use Quickcast when targeted by a spell that requires a saving throw. If the Quickcasted spell hits, you and any other targeted creatures have advantage on the saving throw.

Showdown

Starting at 14th level, you can choose one creature to engage in a one-on-one duel as an action. When the targeted creature is hit by a Quickcasted spell, it has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. The duel ends when you or your opponent become incapacitated or die. You can also choose to end the duel as a free action. You can use this ability once per long rest. 

Previous Versions

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