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Cloak of Displacement

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While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.

Savage Attacker

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Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Durable Magic

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While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Power Surge

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You can store magical power surges within yourself up to a maximum of 4. Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal an extra +7 force damage.

Deflecting Shroud

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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 ft. of you each take 7 force damage.

Arcane Recovery

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Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 8, and none of the slots can be 6th level or higher.

Mage Slayer

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When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Arcane Deflection

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When you are hit by an attack or you fail a saving throw, you can use your reaction 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 next turn.


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