Base Class: Wizard
Flawmeturgy is a new and hyper-advanced form of illusion magic. The wizards of the School of Flawmeturgy are mischievous and unpredictable, often using the unique magics at their disposal to bring those aspects to greater heights. Advanced Flawmeturgists are known to travel the astral planes in search of the "Miscalculation", the name they have given to the source of their chaotic magic. Some have spent many lifetimes searching the Astral Planes, never to any avail. Some believe that the Miscalculation doesn't exist and their power is unique and truly just a powerful form of Illusion magic.
Flawmeturgy Spells
Collapse Cantrip
1st-level Spell: Alter Trajectory
3rd-level Spell: Clip
6th-level Spell: Lost Packets
Revise
2nd-level Flawmeturgy Magic feature
You can magically alter the space and time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to roll 1d6 and subtract that from the total. You make this decision after you see whether the roll succeeds or fails.
You can use this ability twice, and you regain any expended uses when you finish a long rest.
Rewrite
2nd-level Flawmeturgy Magic feature
You can subtract your Intelligence modifier from a creatures initiative roll. This new number cannot fall below 1.
Vector Shift
6th-level Flawmeturgy Magic feature
As an action, you can shift the vector of speed in a space that you can see. Any creature within this space must make a Constitution saving throw. On a failed save, You can choose to increase or decrease a creatures speed by 25 while you are concentrating.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Condensed Casting
10th-level Flawmeturgy Magic feature
You are able to suspend your magic in time and alter the space it inhabits. You can create a small bead containing the power of a normal spell. This bead is simpler to trigger than standard magic.
Twice a day as a bonus action, you can use this feature to be able to use your next bonus action to cast a spell with a casting time of 1 Action.
Once you use this feature twice, you can’t do so again until the next Dawn.
When you reach 17th Level in Flawmeturgy you are able to squeeze another use out of your arcane talents.
Hard Coded
14th -level Flawmeturgy Magic feature
You have mastered the discrepancies of the Cosmos.
As a reaction , you can force a creature you can see to Succeed or Fail a saving throw it makes. This feature must be used before the success/fail is revealed. This feature overrides any traits a creature may have that would influence the outcome of its saving throws. (Evasion, Dodge, Legendary Resistance, etc)
This feature can be used a number of times equal to your Intelligence modifier. Uses of this feature reset after a long rest.
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