Wizard: War Magic - Revision

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Wizard

The lure of knowledge and power calls even the most unadventurous wizard. A wizard’s life is rarely mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in some library or university. Some wizards sell their services as diviners, military personnel, and some go into crime or domination.~

Project

This project’s goals were to make an update to help low ranked subclasses to be closer to the middle or high ranked subclasses of the same class. Rather than focus only on game mechanics or personal views of a subclass, the goal was to keep the subclass balanced within the designer’s intent and to the creator’s original concept. Lore, story, previous editions, characters, etc. were included if that was the focus of the creator or if there was a lack of enough information to fill in the required comparisons.

War Magic

From Xanathar's Guide to Everything

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?"

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.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to add extra force damage equal to half your wizard level to the damage roll. The damage bonus applies to one damage roll of a spell, not multiple rolls.

Whenever you cast a spell that has a critical hit, you siphon its excess magic and you gain one power surge, which you can immediately use for that spell. Additionally, whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. Whenever you finish a long rest, your number of power surges resets to half of your Proficiency Bonus. If you end a short rest with no power surges, you gain one power surge.

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.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.

Deflecting Arc (Optional)

This feature replaces Deflecting Shroud.
At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. You deal force damage equal to 3 x half your wizard level divided as you wish among three creatures (or less) of your choice within 60 feet of you.

War Magic Notes:

  • Always round down unless stated otherwise. (PHB. 7)
  • Counterspelling yourself would require the countered spell to not have an instantaneous duration and if it required a somatic component, then a free hand for counterspell. (PHB. 203)
  • While maintaining concentration if a spell (ie. Sunbeam) requires an action to continue, this is an ad hoc event / action and does not count as casting a spell. However, if you lose concentration while affected by the conditions of Arcane Deflection, you cannot re-cast a non-cantrip spell that turn.
May - Dec 2021

Origion File Location

Files copied from Revision on Homebrewery.

May - Dec 2021