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#DnD5e Subclasses: War Magic Wizard
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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 react
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ion 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
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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 ro
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lls 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 maximu
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m 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. Whenever you successfully end
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a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power sur
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ge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals ha
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lf your wizard level.

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
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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
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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.