DeviousQuail
Hero
I've been upvoting it because it's the only wizard I've played into Tier 4 but I'm surprised with how well it has done. Especially with how wonky that 6th level ability is in writing and in play. The second level feature makes it fantastic for multiclassing but I played mine without multiclassing and it is still really good. Shield is probably better due to it's duration but Arcane Deflection has more versatility with a lower upfront cost. Combined with Durable Magic at 10th level I almost never failed a concentration saving throw.What's all the hype about the War Mage?
Concept:
(from "Xanathar's Guide to Everything")
Arcane colleges that specialize in training wizards for war.
Blends Evocation and Abjuration rather than specializing in either.
They see their magic as both a weapon and armor, superior to any piece of steel.
"What good is being able to throw a mighty Fireball if I die before I can cast it?"
Fireball is overrated, but otherwise? It's a good concept.
2nd LEVEL FEATURES
Arcane Deflection: when you're hit, you can use your Reaction to give yourself a +2 bonus to AC. When you fail a save throw, you can use your Reaction to give yourself a +4 to the save throw roll. If you do either, you can't cast spells other than cantrips until the end of your next turn (emphasis mine).
That "end of your next turn" bit is rare in 5E, and often overlooked. A good defensive ability all the same...not as good as the Shield spell, but at least it doesn't cost a spell slot.
Tactical Wit: Add your Intelligence modifier to initiative checks. Quick thinking and quick reflexes, nice.
Side note: I appreciate that there are no added weapon, armor, and/or shield proficiencies, like all of the other "I'm a sword-wizard!" subclasses. And I'm glad they resisted the urge to staple on some benign tool or skill proficiencies that will never be used. I don't think this is an accident; it looks like the devs wanted this to be the obvious choice of subclass for Wizards who plan to multiclass with Fighter.
6th LEVEL FEATURE
Power Surge: You get a new resource called "Power Surges." Management of this pool of Power Surges is tricky: when you finish a Long Rest it resets to 1. You add 1 to the pool every time you successfully end a spell with Dispel Magic or Counterspell, and you add 1 point to the pool if you have 0 and finish a Short Rest. Your pool can have a maximum number of Power Surges equal to your Intelligence modifier.
So what's a Power Surge? Once per turn you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage equal to half your wizard level.
I get what they were trying to do with the whole "stealing magic from other spellcasters and using it against them" bit, but it would be a lot more streamlined if they had just replaced that whole first paragraph with one sentence: "Once you use this ability, you cannot do so again until you finish a Long or Short Rest, or until you successfully end a spell with Dispel Magic or Counterspell." But I digress.
10th LEVEL FEATURE
Durable Magic: while concentrating on a spell, you get a +2 bonus to AC and all save throws. Pretty handy! But to me it feels a bit underpowered for a 10th level class feature.
14th LEVEL FEATURE
Deflecting Shroud: when you use your Arcane Deflection ability, you deal force damage to up to three creatures within 60 feet. The amount of damage is equal to half your wizard level. This is pretty awesome, but it's a long wait for this ability...not sure if it's worth it.
Looks like I'll have to choose between Bladesinging and War Magic soon, probably as early as tomorrow. I'll probably start downvoting whichever one has the lowest score (hopefully one can be eliminated early enough to prevent infighting from destroying both of them).
I doubt it is most people's favorite subclass but if you aren't sure on which wizard to play, why not take the one that is straightforward and makes all your numbers bigger?