Page 61 - DnD 5e - Xanathar's Guide to Everything
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                                                                    Once per turn when you deal damage to a creature
            TACTICAL WIT
            Starting at 2nd level, your keen ability to assess tactical   or object with a wizard spell, you can spend one power
            situations allows you to act quickly in battle. You can   surge to deal extra force damage to that target. The ex-
            give yourself a bonus to your initiative rolls equal to your   tra damage equals half  your wizard level.
            Intelligence modifier.
                                                                   DURABLE MAGIC
                                                                  Beginning at 10th level, the magic you channel helps
            POWER SURGE
            Starting at 6th level, you can store magical energy   ward off harm. While you maintain concentration on a
            within yourself to later empower your damaging s pells.   spell, you have a +2 bonus to AC and all saving throws.
            In its stored form, this energy is called a power surge.
              You can store a maximum number of power surges       DEFLECTING SHROUD
            equal to your Intelligence modifier (minimum of one).   At 14th level, your Arcane Deflection becomes infused
            Whenever you finish a long rest, your number of power   with deadly magic. When you use your Arcane Deflec-
            surges resets to one. Whenever you successfully end    tion feature, you can cause magical energy to arc from
            a spell with dispel magic or counterspell, you gain one   you. Up to three creatures of  your choice that you can
                                                                  see within 60 feet of  you each take force damage equal
            power surge, as you steal magic from the spell you
             foiled. If  you end a short rest with no power surges, you   to half your wizard level.
            gain one power surge.
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