Base Class: Wizard
As a scholar under the "school" of Free Thinking, your magic is mostly self taught. Due to the freelance ideals of your magic training your magic is much more strange and chaotic, maybe even esoteric in nature. Some Wizards under the school of free thinking believe magic is a science and we must endeavor into the stranger side of things to better understand it. Some accept that not every part of their magic makes sense, and not all of it has to.
Free Thinker Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Free Thinking spell into your spellbook is halved.
Minor Havoc
Starting at 2nd level when you select this school, you can use your action to summon an action from a monster of your choosing to use from your own body. The creature this action comes from can not have a challenge rating equal to 3 plus your level, and it must be from a monster you have seen at least once.
The ability is lost after 1 hour, when you use this feature again, or if it takes or deals any damage.
Sight Beyond Sight
Starting at 6th level, you can use your action to move your sight into another room up to 90 feet away from your current position so long as that spot is unoccupied. Alternatively, you can choose a space out of range that is occupied by a Small or Medium creature. If that creature is willing, you see threw their eyes.
Once you use this feature, you can’t use it again until you finish a long rest
Bending Mist
At 10th level, you add the Twisted Mist spell to your spellbook, if it is not there already. You can cast Twisted Mist without expending a spell slot. When you dop so you create a dense magical mist that covers a 15-foot-radius, 60-foot-high cylinder at a point you can see within range. The mist spreads around corners and it’s fully opaque, providing total cover to everything inside.
Once you cast Twisted Mist in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Strange Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
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