Mystic Strategist

SubclassValdaSpire24Extras2024Wizard

Subclass features

Amplify Your Spells with Magical Maneuvers

Rather than specializing in a school of magic, Mystic Strategists study tactics and game theory to outfox their foes. You have learned to augment your spellcasting with a suite of magical maneuvers, allowing you to bolster your allies and enhance your magic on the fly.

Battle Tactics

You can perform incredible feats of daring fueled by special dice called Battle Dice.

Battle Dice

You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available as shown on the following Battle Dice table.

Maneuvers

You can expend Battle Dice to perform maneuvers. Your maneuver options are detailed later in the subclass description.

Saving Throws

If a maneuver requires a saving throw, the DC equals your spell save DC.

Battle Dice

Wizard LevelBattle Dice
32d6
73d6
133d8
194d8

Maneuver Options

The maneuvers are presented in alphabetical order.

Bolstering Spell

When you cast a spell with a duration other than Instantaneous targeting an ally, you can take a Bonus Action and expend one Battle Die to give that ally Temporary Hit Points. The number of Temporary Hit Points equals one roll of the Battle Die plus your Intelligence modifier. These Temporary Hit Points vanish when the spell ends.

Flash of Brilliance

When you fail an Intelligence or Wisdom check, you can expend one Battle Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.

Morale Boost

When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend one Battle Die and add it to the roll, potentially turning it into a success.

Potent Spell

When you deal damage with a spell, you can expend a Battle Die as a Bonus Action and add it to one damage roll of the spell.

Staggering Spell

When a creature fails a saving throw against a spell that you cast, you can expend one Battle Die as a Bonus Action to daze the target. Until the start of your next turn, the target's Speed is halved and it subtracts the Battle Die from the next attack roll it makes.

Unbreakable Concentration

When you fail a saving throw to maintain Concentration on a spell, you can take a Reaction to expend a Battle Die and add it to the roll, potentially turning it into a success.

You can take a Bonus Action to appraise the magical abilities and defenses of a creature you can see within 30 feet of yourself. You learn if the creature has the ability to cast spells and the highest level of spell that the creature can cast. You also learn if the creature has the Magic Resistance or Legendary Resistance traits. For the next minute, or until you use this feature again, you have Advantage on saving throws against the target creature's spells and magical effects.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses when you finish a Long Rest.

Your skill with magical maneuvers grants you the following benefits.

Maneuver Burst

When you use a maneuver that expends one Battle Die, you can expend a spell slot to roll two Battle Dice instead of one without expending the second Battle Die. Add these Battle Dice together and add or subtract the sum of the dice, as appropriate for the maneuver.

Strategic Recovery

You can take a Bonus Action and expend a spell slot to regain a number of your expended Battle Dice up to the level of the spell slot expended.

You gain the following maneuver options.

Inexorable Spell

When a creature succeeds on a saving throw against a spell you cast, you can take a Bonus Action and expend two Battle Dice to force the target to reroll the saving throw with Disadvantage.

Sanguine Spell

When a creature fails a saving throw against a spell that you cast, you can expend two Battle Dice as a Bonus Action to render it susceptible to damage. Each time the target takes damage until the end of your next turn, it takes extra Necrotic damage equal to one roll of your Battle Die.

Raw data
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              "You can take a {@variantrule Bonus Action|XPHB} to appraise the magical abilities and defenses of a creature you can see within 30 feet of yourself. You learn if the creature has the ability to cast spells and the highest level of spell that the creature can cast. You also learn if the creature has the Magic Resistance or Legendary Resistance traits. For the next minute, or until you use this feature again, you have {@variantrule Advantage|XPHB} on saving throws against the target creature's spells and magical effects.",
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              "You gain the following maneuver options.",
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                "name": "Sanguine Spell",
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                  "When a creature fails a saving throw against a spell that you cast, you can expend two Battle Dice as a {@variantrule Bonus Action|XPHB} to render it susceptible to damage. Each time the target takes damage until the end of your next turn, it takes extra Necrotic damage equal to one roll of your Battle Die."
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