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Blackstaff's Tome of Wizardry
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==Arcane Experimenter== One of several subclasses in this splat that technically harken back to the "generalist" wizard of old, the Arcane Experimenter is a "practical" wizard who, as their name suggests, is constantly experimenting with new ways to cast or manipulate magic, and goes into battle to test out their latest formula. The result is a [[wizard]] subclass with a set of almost [[fighter]]-like focus on a unique set of spellcasting tricks. At 2nd level, the Arcane Experimenter gains the '''Experimenter's Kit''' (free tool proficiency in Alchemist's Supplies) and '''Arcane Superiority''' - this is basically access to a unique set of spellcasting tricks using the mechanics for the Maneuvers system possessed by the Battlemaster [[Fighter]]. The Experimenter starts with 3 Arcane Maneuvers (see below) and 4 Superiority Dice, which are d6s. They gain a bonus Arcane Maneuver at levels 6, 10 and 14 (which is also when they can trade out one of their old Maneuvers), and a bonus Superiority Die at levels 7 and 15. 6th level gives them the feature '''Prepared Superiority''', which means they regain a superiority die when they roll a natural 20 on an Intelligence save or ability check, or when they use up all of their highest spell slots (this only works once per long rest, though) in addition to regaining superiority dice by taking a rest. 10th level follows up with '''Improved Superiority''', which upgrades the value of the Experimenter's superiority die to D8s - this feature is then gained again at level 10, when it bumps them up to d10s. Finally, 14th level is when they gain the feature '''Relentless''', which means they automatically regain a superiority die whenever they roll iniative but have none available. ===Arcane Maneuvers=== '''Arcane Stability:''' If you are required to make a Constitution saving throw to maintain your concentration, as a reaction, you can expend one superiority die and add twice the number rolled on the superiority die to your saving throw. You apply this bonus after you roll the die, but before the outcome is determined. '''Experimental Formula:''' When you cast a spell that requires a saving throw, as a reaction, you can expend one superiority die and increase the spell save DC by half the number rolled on the superiority die (rounded down). You apply this bonus before the saving throw is rolled. '''Imbued Alacrity:''' When you roll initiative, as a reaction, you can expend one superiority die and add the result of the superiority die to your initiative score. In addition, you gain bonus movement for the first round of combat equal to 5 feet x the result of the superiority die roll. '''Occult Insight:''' When you make an Intelligence check, as a reaction, you can expend one superiority die and add the number rolled on the superiority die to your check. You apply this bonus after you roll the die, but before the outcome is determined. '''Power Surge:''' When you hit a creature with an attack, or it fails a saving throw against a spell you cast, as a reaction, you can expend one superiority die and deal force damage equal to the result of the superiority die. If the spell affects more than one creature, you choose which creature takes the additional damage. At 11th level this additional damage becomes 2x the amount shown on the superiority die. '''Spell Dispersal:''' If you are required to make a saving throw against a spell or magical effect, as a reaction, you can expend one superiority die and add the number rolled on the superiority die to your saving throw. You apply this bonus after you roll the die, but before the outcome is determined. '''Weave Ward:''' If you are hit by an attack whilst not wearing armor, as a reaction, you can expend one superiority die and add the number rolled to your AC until the end of this turn. If the attack still hits, you take half damage instead. You can apply this bonus after the die is rolled, but before the outcome is determined.
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