Arcane Warrior Talents: Mystic Regimens
Clever Rationing
Over the course of a short rest, you can ration out food and water to maximize its efficiency. A single pound of food counts as a number of half rations equal to your Intelligence modifier (minimum 1 pound) and a single gallon of water counts as a number of half-gallons equal to your Intelligence modifier (minimum 1 gallon).
Drill Instructor
When you succeed on a Strength (Athletics) or Dexterity (Acrobatics) check, you may choose one ally, plus an additional ally for each increment of 5 you exceed the DC by. They gain a bonus on their check they make to perform the same action equal to your Intelligence modifier.
Expert Navigator
You gain proficiency with cartography tools or navigating tools. As long as you have an accurate map, atlas, or literature of the region you are navigating in, you may choose to use Intelligence when making Survival checks in the area.
Keep Watch
Prerequisite: Spellcasting or Pact Magic
While taking a long rest, you may spend 1 mana to count an hour of light activity as sleep.
Magus Sight
You gain darkvision to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet. In addition, you learn the detect magic spell and can cast it without expending a spell slot. Once you do, you can’t cast it in this way again until you finish a long rest. While under the effects of the detect magic spell, you can see through magical darkness in your darkvision.
Traveler's Ward
When you finish a long rest, you may grant a number of creatures equal to half your proficiency bonus (rounded up) advantage on saving throws against wind, extreme heat, extreme cold, and other similar environmental effects.
Requires 4th Level
Double Major
Prerequisite: 4th level, Student of War and Magic
Choose a second option from the Student of War and Magic class feature. You gain the benefits from it.
Requires 5th Level
Mystic Shelter
Prerequisite: 5th level
When you begin a long rest, you may place a magical marker on a tent, lean-to, or other shelter. Creatures and objects within the shelter have superior cover from attacks originating from outside the cover. You can command the interior to become dimly lit or dark, and the atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Requires 9th Level
Compartmentalization
Prerequisite: 9th level
When you would become Charmed, Frightened, or lose concentration on a spell, you can compartmentalize your mind as a Reaction to not become Charmed, Frightened, or lose concentration on the spell. Once you have done this, you cannot do so again until you finish a short or long rest.
Requires 10th Level
Siphon Magic
Prerequisite: 10th level, Drain Magic
Choose a second option from the Drain Magic class feature. You gain the benefits from it. After you have regained mana equal to twice your proficiency bonus from either ability, you cannot do so again until you finish a long rest.