TEXT: School of Wand
  Mastery
  a wizard arcane tradition
  
  Who said that wizards have to be bookish scholars, spending more time reading
  dusty volume than being out in the field practising their magic?
   
  The School of Wand Mastery takes a non conventional approach to casting spells,
  focusing on using wands flourishes and incantations to produce magical effects.
  Its disciples are often seen dashing around the battlefield, fighting alongside their
  comrades in the thick of battle.
   
  Do you want all the power of a wizard but don't feel like locking yourself in a
  library? This School may be the right one for you.
  A more practical approach to magic
  Wandslingers in Eberron
  This subclass can be played in any setting, however it may just be a perfect fit for
  Eberron where wandslingers are common and magic is not only the domain of
  the more scholarly types.
   
  Wandslingers are often played as characters, from any class, that know a few
  cantrips, however it is possible in Eberron to play a proper magic user that
  learned their magic not from books and arcane schools but in a military academy
  and honed their craft on the battlefield.
   
  Such wizards could have served in the 
  Last War, or maybe they were hired to 
  scour the Mournland in search of lost
  magical artefacts. There are many 
  opportunities in Eberron for a more 
  action oriented magic user than 
  anywhere else, so why not choose
  this path for your wizard?
  
  I can imagine some of you may be
  thinking "no material components ever?
  but...what about that spell…"
   
  If you think certain spells should have a
  material cost due to balance or flavour
  reason don’t be afraid to make exceptions,
  as long as you are upfront with your
  players in advance. Don’t make too many
  though! It’s not that big of a deal I promise      
  :)
  Note for the DM
  A few notes:
  This Wizard subclass is meant to feel different and be played in the middle of the
  the action, as opposed to in the rear hiding behind cover. It also eliminates a lot
  of bookkeeping, which I am personally not a fan of. 
   
  A good way to play this class is to focus on combat-oriented spells, keeping an
  eye out for ones that have a short range or a range of touch, since this class
  offers some good tools for a wizard to better survive closer to its enemies.
  Empowered arcane focus
  When you choose the path of Wand Mastery at level 2, your new technique
  allows you to ignore material components for spells even when they have a GP
  cost.
  In addition to that, you don't
  need 
  a 
  magic 
  spell 
  book
  anymore to write and prepare
  your spells. You can make
  notes and draw diagrams on
  how to perform the complex
  incantations 
  and 
  wand
  movements on any notebook.
  As a result, transcribing a spell
  does not have a cost in GP for
  you, however it 
  takes double 
  the normal 
  amount of 
  time for you
  to do it. 
  level 2
  
  When you start on your path to become
  a wand master at level 2 you learn to
  use your wand  in new and creative
  ways. At the beginning of a long rest you
  can prepare three flourishes of your
  choice at level 2 and two additional
  flourishes of your choice at 6th, 10th,
  and 14th level. Each time you prepare
  your flourishes you can choose a
  different set.
   
  You can use your wand flourishes a
  number 
  of 
  times 
  equal 
  to
  your 
  Intelligence 
  modifier, 
  with 
  a
  minimum of 1. You regain all expended
  uses on a short or a long rest.
   
  When 
  using 
  a 
  flourish 
  you 
  may
  sometimes be asked to make a spell
  attack. This attack is a wand blast, deals
  1d10 force damage and has a maximum
  range described in the specific flourish
  you are using, but no minimum range
  (and does not therefore suffer the
  penalties for ranged attacks at melee
  range). 
  If the flourish mentions 
  “any spell attack” it can 
  be applied to any spell 
  you can cast that requires
  an attack roll.
   
   
   
   
  Wand Flourishes
  Castigo!
  When a creature within 15 feet of you
  misses with one of their attacks you
  can use your reaction to make a spell
  attack against them and exploit that
  moment of distraction. You have
  advantage on the attack roll.
   
   
  Confundo!
  When an enemy attacks you, you can
  use your reaction to attempt to
  confuse them so that they attack
  someone else instead. The target
  must make an Intelligence saving
  throw. On a failed save, it attacks
  another target hostile to them within
  range if available, or nobody if there
  are none.
   
   
  level 2
  
  Protego!
  When an enemy attacks you or a
  creature within 5 feet of you, you can
  use your reaction to call upon a shield
  of force to deflect the attack. Roll 1d8
  and add the result to the target’s AC
  until the end of this turn.
   
   
  Vulno!
  When you make any spell attack you
  can empower it with extra damage.
  Roll a d8 and add the result to the
  damage roll.
   
   
  Specto!
  When you make any spell attack you
  can increase its accuracy. Roll a d8
  and add the result to the attack roll.
   
   
  Repello!
  As an action, you make a spell attack
  against a creature within 10 feet of
  you and attempt to push the target
  away. On a successful hit, the target
  must make a Strength saving throw.
  On a failed save, you push them up to
  20 feet away from you in a straight
  line.
   
   
  Permuto!
  When you make any spell attack you
  can change its damage type to any of
  the following: fire, cold, lightning,
  poison, acid, radiant, necrotic, force
  or thunder.
   
   
  Impedo!
  As an action, you make a spell attack
  against a creature within 30 feet of
  you and attempt to knock them
  down. On a successful hit, the target
  must make a Strength saving throw.
  On a failed save, you knock the target
  prone and their speed is halved until
  the end of their next turn.
   
   
  Exarmo!
  As an action, you make a spell attack
  against a creature within 10 feet of
  you and attempt to disarm them,
  forcing them to drop one item of your
  choice that they are holding. On a
  successful hit, the target must make a
  Strength saving throw. On a failed
  save, it drops the object you choose.
  The object lands at your feet.
   
   
  
  Battle Ready
  You can cast mage armor at will. In addition to that, your hit point maximum
  increases by 1 and it increases by one every time you gain a level. You gain these
  hit points retroactively for all your previous wizard levels.
  level 6
  Improved Wand Blast
  Your wand blast now deals 2d10
  damage instead of 1d10. The damage
  increases again to 3d10 at level 14
  and 4d10 at level 18.
   
  You can also cast the wand blast as a
  standalone 
  cantrip, 
  without 
  an
  associated flourish, on a maximum
  range of 60 feet.
  level 10
  level 14
  Practice makes it perfect
  prepared, without it counting against your total
  spells prepared for the day. You can choose to
  expend a higher level spell slot to upcast this
  spell.
  In addition to that, if you roll
  initiative and don't have any use of
  your wand flourishes left you regain
  one.
  you can choose one first level spell that is either from the Evocation or
  Abjuration school. This spell counts as a cantrip for you and you  always  have it
  
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