Wizards of this Mystic Focus 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.
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### 3rd Level
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##### Arcane Deflection
At 3rd level, you have learned to weave your magic to fortify yourself against harm. When an enemy targets you and are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your [[Abilities & Skills#Armour Class|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.
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##### Tactical Wit
Starting at 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your [[Order of Combat#Initiative 🛠|initiative rolls]] equal to your Intelligence modifier.
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### 6th Level
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##### 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 [[Survival Needs#Long Rest|long rest]], your number of power surges resets. Whenever you successfully end a spell with [[Other Spells#Dispel Magic|dispel magic]], [[Other Spells#Counterspell|counterspell]], by breaking a enemy casters [[Spellcasting#Concentration|concentration]], or through some other method, you gain one power surge as you steal magic from the spell you foiled. If you end a [[Survival Needs#Rest|rest]] with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals your wizard level.
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### 10th Level
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##### Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain [[Spellcasting#Concentration|concentration]] on a spell, you have a +2 bonus to AC and all saving throws.
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### 14th Level
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##### Deflecting Shroud
At 14th level, your [[#Arcane Deflection|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 that you can see within 60 feet of you each take force damage equal to your wizard level.