Wizard
Base Class: Wizard

Unlike most mages who like to sit around reading books, the Tradition of War teaches its mages to use tricks and spells in battle, increasing their survival skills and their lethality on the battlefield.

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. 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.

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

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Additionally, your hit point maximum increases by 4, and it increases by 2 again each time you gain a level in this class.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, when you take the Cast A Spell action to cast a cantrip, you can cast another cantrip with a casting time of one action. 

War Magic: Durable 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.

Art of War: Attrition Warfare

Your vitality is closely linked to magic. Starting at 14th level, you gain immunity to effects that reduce your maximum life points or any of your ability scores.

Whenever you make a Weapon Attack, a melee Magic Attack, or a Magic Attack within 5 feet of you that deals damage to a single target, you can regenerate life points equal to one third of the damage dealt (rounded up). This feature cannot heal you above two thirds of your maximum life points.

Art of War: Skirmish

When you deal damage with a leveled spell at a distance of 15 feet or more, you can force targets to make a saving throw against your spell DC. If they fail the save, they receive disadvantage on their next save test or skill check. This feature can only be used a number of times equal to your Intelligence mod per day.

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