Origin
Kul Ta 'Kana (Forest Watcher)
+1 INT, Athletics prof, melee martial weapons
Perception prof
Alert Feature or 5 passive perception (does not stack with Observant, but instead gives expertise in Perception if you have Observant)
Hobgoblin
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
Alignment. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Martial Training. You are proficient with two martial weapons of your choice and with light armor.
Saving Face. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
Languages. You can speak, read, and write Common and Goblin.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Arcane Tradition
Arcane Deflection(War)
At 2nd level, you have learned to weave your magic to fortify yourself against harm. 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.
Tactical Wit(War)
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Prepared Spell Casting
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Cantrip Formulas
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Lvl 4 ASI/Feat
Spell Sniper. +1 Mental Stat(INT)
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
Increase a Mental Ability score by 1 to a maximum of 20.
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll.(Frost Bite) Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Lvl 5 Feat(DM)
War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Magic Keystone
The Magic Keystone is for those who specialize in the magical arts of spells and such. Increasing damage, how many spells can be prepared, and increasing spell uses.
Info: Bonuses are increased by level, and they are listed below. If you gain a spell with the use of the keystone and change your specialization then you lose that spell. The spells gained with the keystone are always prepared, and can be replaced with a long rest, including the cantrip. In the case of Warlock when gaining additional spell slots, they would get a spell slot for that level. Ex. At level 4, they would have their 2 spell slots that are cast to 2nd level, and then 1 spell slot that can be cast at 1st level and so on at higher levels.
Magic Keystone Bonus Progression (by level):
1. +1 bonus to Spell Damage
2. Gain a Cantrip within your class list(s) (Prestidigitation)
3. Gain a 1st Level Spell within your class list(s) (Absorb Elements)
4. Gain an additional 1st Level Spell Slot
5. Increase to +2 bonus to Spell Damage
6. +1 bonus to hit for Spell Attack
7. Gain a 2nd Level Spell within your class list(s) if you’re eligible to learn it
8. Gain an additional 2nd Level Spell Slot
9. Increase to +3 bonus to Spell Damage
10. Increase to +2 bonus to hit for Spell Attack
11. Gain a 3rd Level Spell within your class list(s) if you’re eligible to learn it
12. Gain an additional 3rd Level Spell Slot
13. Increase to +4 bonus to Spell Damage
14. Increase to +3 bonus to hit for Spell Attack
15. Gain a 4th Level Spell within your class list(s) if you’re eligible to learn it
16. Gain an additional 4th Level Spell Slot
17. Increase to +5 bonus to Spell Damage
18. Increase to +4 bonus to hit for Spell Attack
19. Gain a 5th Level Spell within your class list(s) if you’re eligible to learn it
20. Gain an additional 5th Level Spell Slot
Class/Racial Features & Traits