Features (Class/Racial)
Atronach Birth-Sign. You gain 2 spell slots. They behave like warlock spell slots. Any spell cast using one of these slots is automatically cast at the highest level spell slot you have access to.
Sword-Singing. Redguards gain extra Reactions per round equal to their Dexterity Modifier. Rules on use of reactions still apply.
Stunted Magicka. You do not regain all of your spell slots at the end of a long rest, instead, you only regain half of your expended spell slots. (Spell slots earned from Atronach Birth-Sign are not affected by this.)
Additionally, whenever you are targeted by a spell that requires you to make a saving throw, you have a chance to absorb magicka, replenishing your spell slots. On a successful save, you also absorb magicka equal to the level of the spell, replenishing an expended spell slot of that level, or multiple expended lower-level slots equal to the absorbed level. On a failed save, you do not absorb any magicka and are affected by the spell as normal.
You cannot increase your spell slots beyond your maximum for any level through this feature.
Arcane Recovery. On a short rest, once per day, you can choose to recover expended spell slots. When this feature is used, you regain spell slots that equal half your wizard level (rounded up). No slot gained in this way may be higher than 5th-level.
Battle Ready. Your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons
- When you attack with a magic weapon, you can use your Intelligence modifier instead of your Strength or Dexterity, for the attack and damage rolls.
Steel Defender. Your tinkering has borne you a companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. You determine the creature's appearance and whether it has two or four legs; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one from its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the mending spell is cast upon it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st-level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Spell Mastery. Your mastery of magic has excelled to a greater degree. Choose 1 1st-level spell, and 1 2nd-level spell. These spells may be cast at will (with no use of a spell slot). If you wish to upcast these spells then they do not count as at will for that casting.
Signature Spells. Your mastery extends over higher-level spells. Choose 2 3rd-level spells. These spells are always prepared and do not count against your number of daily prepared spells. These spells may, each, be cast once, per day, without using a spell slot. Upcasting these spells still requires a spell slot and cannot utilize their free cast on an upscaled cast.

Feats
Telekinetic.
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you
can make the spectral hand invisible. If you already know this spell,
its range increases by 30 feet when you cast it. Its spellcasting
ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature
you can see within 30 feet of you. When you do so, the target must
succeed on a Strength saving throw (DC 8 + your proficiency bonus + the
ability modifier of the score increased by this feat) or be moved 5 feet
toward you or away from you. A creature can willingly fail this save.
Slasher.
You’ve learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20
- Once per turn when you hit a creature with an attack that deals slashing
damage, you can reduce the speed of the target by 10 feet until the
start of your next turn
- When you score a critical hit that deals slashing damage to a creature,
you grievously wound it. Until the start of your next turn, the target
has disadvantage on all attack rolls
Warcaster
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.
Tough
Your hit point maximum increases by an amount equal to twice your level
when you gain this feat. Whenever you gain a level thereafter, your hit
point maximum increases by an additional 2 hit points.
Eldritch Adept
Studying occult lore, you learn one Eldritch Invocation option of
your choice from the warlock class. Your spellcasting ability for the
invocation is Intelligence, Wisdom, or Charisma (choose when you select
this feat). If the invocation has a prerequisite of any kind, you can
choose that invocation only if you’re a warlock who meets the
prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class
- Witch Sight. You can see the true form of any shapechanger or creature concealed by
illusion or transmutation magic while the creature is within 30 feet of
you and within line of sight.