War Magic, Variant (5e Subclass)
War (revised)[edit]
Wizard Subclass
A revision of the pre-existing War-adept Wizard subclass. A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty fireball if I die before I can cast it?"
- Art of War
Starting at 2nd level, your keen ability to assess tactical situations allows you to prepare for, and act quickly in battle. You have proficiency with shields, and can use a shield as your spellcasting focus to cast your Wizard spells. Additionally, add your Intelligence modifier whenever you roll Initiative.
- Durable Magic
At 2nd level, you devise a means of weaving the magic you channel into a defensive barrier while doing so. While maintaining concentration on a spell, you gain a bonus to your AC, as well as ability checks and saving throws you make, equal to the spell slot level of the spell you are concentrating on.
At this time, you can briefly concentrate the magical energies you channel to further bolster their protection on you. While under the effects of Durable Magic, you can use your reaction when you are made the target of an attack, or are forced to make a saving throw to increase the bonus granted to your AC and saving throws by an amount equal to your Intelligence modifier. You can choose to do so either before or after the d20 of the attack roll or saving throw has been made, but before the results of that roll is determined.
- Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one, and whenever you finish a short rest with 0 surges, you gain one power surge.
Whenever you successfully end a spell with dispell magic or counter spell, or successfully save against a spell or magical effect after using your reaction as per Durable Magic, you gain one power surge, as you steal the magic from the spell or effect you foiled.
Once per turn when you deal damage to a creature or object with a wizard spell, you can expend up to as many power surges as you have remaining to roll one additional damage die for each power surge expended.
- Veteran Warcaster
Starting at 10th level, your extensive experience with the thick of battle has helped steeled your nerves and sharpen your focus. You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage. If the damage you take is equal to or less than half your Wizard level, you automatically succeed.
- Deflecting Volley
At 14th level, your ability to deflect and retaliate becomes all the greater as it becomes further suffused with deadly magic.
Once per turn after expending your reaction to use your Durable Magic feature, you can choose up to 3 creatures you can see within 60 feet of you to take force damage equal to half your Wizard level. Alternatively, you can use your reaction to do so after using your Power Surge feature. In doing so, targets instead take force damage equal to the bonus damage rolled.
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