Wizard
Base Class: Wizard

When you choose this class you gain some control over your fate

Book of Fate

Beginning when you select this at 2nd level, You can summon a ethereal golden book. The book is only visible to you. With this book you can focus on an individual and can gleam what they plan to do or say in the next minute. If the target creature is two levels higher than your class level the book shows you nothing. Can be used 1(+INT) times per long rest.

Fates Call

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

Gilded Path

Starting at 10th level, You awaken a power that shows you a glimpse of the path that best suites yourself as long as you follow the path. To activate the ability it requires one 5th level spell slot per cast. It can be activated twice every two weeks.

Plot Control

Starting at 14th level, You gain the ability to bend reality some what to your will. When you use this ability you can change a small aspect of reality with in a 60ft sphere of you. To activate this ability you must sacrifice a memory you hold dear. After activating this ability it can not be used again until 30 days pass. 

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