Base Class: Wizard
Strategy Savant
3rd-level School of Arcane Strategy feature
Your expertise in tactical magic halves the gold and time you spend copying divination or enchantment spells into your spellbook.
Additionally, you gain proficiency in the Insight skill if you don’t already have it. You can add your proficiency bonus to Initiative rolls, representing your ability to anticipate the start of conflict.
Calculated Casting
3rd-level School of Arcane Strategy feature
You learn to assess risks before committing magic. Before you cast a spell of 1st level or higher that requires an attack roll or forces a saving throw, you can spend a bonus action to analyze a target creature you can see within 60 feet. Roll an Intelligence (Insight) check against a DC equal to 10 + the creature’s level or CR. On a success, you learn one vulnerability, resistance, or immunity it has (if any), and your spell gains advantage on the attack roll or the target has disadvantage on the saving throw.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Resourceful Maneuver
6th-level School of Arcane Strategy feature
Your strategic mind allows you to reclaim wasted energy. When you cast a spell of 1st level or higher that misses all targets or where all targets succeed on their saving throws, you can use your reaction to regain the spell slot expended, but it becomes unavailable until the end of your next turn (as if recovering from overexertion).
Additionally, once per turn when you deal damage with a spell, you can reposition an ally: Choose a willing creature within 30 feet; it can immediately move up to half its speed without provoking opportunity attacks.
Anticipatory Ward
10th-level School of Arcane Strategy feature
You weave protective strategies into your magic. When you cast an abjuration spell of 1st level or higher, you can grant a tactical ward to yourself or an ally within 30 feet. The warded creature gains temporary hit points equal to your wizard level + your Intelligence modifier, and the next time it would take damage within 1 minute, it can roll a d4 and add the result to its AC or saving throw as a reaction.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Master Strategist
14th-level School of Arcane Strategy feature
Your foresight turns the tide of battle. As an action, you can analyze the battlefield, designating up to three creatures you can see as “marked” until the end of your next turn. While marked:
• Your spells ignore half cover against them.
• If a marked creature attacks you or an ally, the target of the attack can use its reaction to impose disadvantage on the attack roll.
• When you hit a marked creature with a spell, regain a spell slot equal to half the cast spell’s level rounded up.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Strategy Savant
3rd-level School of Arcane Strategy feature
Your expertise in tactical magic halves the gold and time you spend copying divination or enchantment spells into your spellbook.
Additionally, you gain proficiency in the Insight skill if you don’t already have it. You can add your proficiency bonus to Initiative rolls, representing your ability to anticipate the start of conflict.
Calculated Casting
3rd-level School of Arcane Strategy feature
You learn to assess risks before committing magic. Before you cast a spell of 1st level or higher that requires an attack roll or forces a saving throw, you can spend a bonus action to analyze a target creature you can see within 60 feet. Roll an Intelligence (Insight) check against a DC equal to 10 + the creature’s level or CR. On a success, you learn one vulnerability, resistance, or immunity it has (if any), and your spell gains advantage on the attack roll or the target has disadvantage on the saving throw.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Resourceful Maneuver
6th-level School of Arcane Strategy feature
Your strategic mind allows you to reclaim wasted energy. When you cast a spell of 1st level or higher that misses all targets or where all targets succeed on their saving throws, you can use your reaction to regain the spell slot expended, but it becomes unavailable until the end of your next turn (as if recovering from overexertion).
Additionally, once per turn when you deal damage with a spell, you can reposition an ally: Choose a willing creature within 30 feet; it can immediately move up to half its speed without provoking opportunity attacks.
Anticipatory Ward
10th-level School of Arcane Strategy feature
You weave protective strategies into your magic. When you cast an abjuration spell of 1st level or higher, you can grant a tactical ward to yourself or an ally within 30 feet. The warded creature gains temporary hit points equal to your wizard level + your Intelligence modifier, and the next time it would take damage within 1 minute, it can roll a d4 and add the result to its AC or saving throw as a reaction.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Master Strategist
14th-level School of Arcane Strategy feature
Your foresight turns the tide of battle. As an action, you can analyze the battlefield, designating up to three creatures you can see as “marked” until the end of your next turn. While marked:
• Your spells ignore half cover against them.
• If a marked creature attacks you or an ally, the target of the attack can use its reaction to impose disadvantage on the attack roll.
• When you hit a marked creature with a spell, regain a spell slot equal to half the cast spell’s level rounded up.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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