Wizard
Base Class: Wizard

Records in history speak of beings that were able to exerce control over the fates, that could somehow influence the cosmic laws of the World in order to bend fortune to their will. Although this practis was lost through time, seldom tomes of old and beings without lifespawn still possess the suffisant knoweldge required to teach it. This extremely old and rare school of magic is something to be used with caution, as individuals in the world this wizards evolve in might see them as a way to increasi their power or as a guinea pig to dissect and study.

As a DM, be forthright with your players concerning how Karmic Scholars are percieved in your world, players might be expected to hide their craft just as much as a necromancer at times, though the reason to do so might be different. You can allow players to become a Karmic Scholar if your adventure unfolds in past times of great wizardry, of if the players gained or stumbled upon enough ancient knowledge.

Aegis of Luck

Beguining when you select this school at level 2, your ability to manipulate strings of luck makes it more difficult to harm you. As long as you don't wear any armor nor shield, your base armor class equals 10 + your dexterity modifier + your intelligence modifier.

Additionaly, when you are forced to make a saving throw other than intelligence based, you can use your reaction to add your intelligence modifier to the roll. you can use this feature a number of times equal to your proficiency bonus and can't use it for maintaining concentration on a spell. This ability recharges after a long rest.

Tokens of the Fate master

beguining at level 2, you can craft little tokens that act as conduits for your magic of luck and misfortune. When you finish a long rest, you can spend 50 GP to create an arcane trinket made to channel your altering magic to others. The appearance of this bauble is up to you and you can use it as an arcane focus for your spellcasting.

A token is created without any creature linked to it. As long as you hold an unbound token in your hand, you can use a bonus action to present it to a creature that is wihtin 30 feet of you. That creature must succeed on a charisma saving throw against your spell DC or be bound to the token, as a part of its essence becomes trapped within it. A creature can decide to willingly fail the saving throw. Once a creature's essence is bound to a token, it stays so for 24 hours, after what it drains away. You cannot try to bind a creature to an already linked token.

Alternatively, you can use a creature's body fragment as component when you craft a token, like a lock of hair, drops of blood or clipped nails. As the token consumes it, it immediatly links  to this creature after complition without needing a charisma saving throw and remains bound this way until destroyed.

Flow of Fortune

Starting at level 2, your ability to manipulate odds shows naturaly. You know the Bless and Bane spells as wizards spells and add them to your grimoir. You always have them prepared, and they do not count as spells you need to prepare. If your grimoir is destroyed, you can instantly copy these spells in a new one without spending time or money if you consume one of your tokens of the Fate master, rendering it non magical and useless.

You can cast one of these spell without expending a spell slot a number of time equals to your proficiency modifier if at least one target is bound to a token of the Fate master. When you cast either of these spells using this feature, you gain the following benefits :

  • You can cast the spell from one of your tokens of the Fate master as if you were standing in its place as long as it is within 30 feet of you
  • When you cast the Bless spell, each creature that it targets can decide to turn the bonus d4 into a bonus d6 once while the spell lasts. Additionaly, if a target is bound to a Fate master token, you can afflict it with the effect of a Bane spell instead of the bless effect.
  • If you cast the Bane spell, you may chose one target and force it to make the saving throw with disadvantage. Additionaly, if a target is bound to a Fate master token, you can grant it the effect of a Bless spell instead of the Bane effect

You regain the ability to cast spells in this way after finishing a long rest.

Probability warp

Starting at level 6, your control over luck and missfortune sharpens. You've learnt to translate actions and consequences into arcane algorithmes and can now influence the outcome of specific events using these algorithmes, called improbabilities.

Mastered improbabilities. When you gain this class feature, you learn two improbabilities of your choice among the improbability list options. Everytime you gain a level in this class, you can swtich a masterd improbability with another one.

Chanelling an improbability. You can channel an improbability as a reaction if the pre-requisit of said improbability is met. If a creature is the target of your improbability, it must be bound to a token of the Fate master and be wihtin 30 feet of you. You can channel improbabilities a number of times equal to your intelligence modifier and regain the expended uses after a long rest.

Improbabilities options. 

  • Favorable fate. Pre-requisit : a friendly creature attempts to make an ability check or saving throw. When a friendly creature attempts to make an ability check or saving throw, you can decrease the required DC by a number equal to half your level in this class, rounded down.
  • Path Trickster. Pre-requisit : a creature uses its speed to move in an environment with obstacles or shifty elements. Your magic causes the creature to stumble upon or get pushed by an element of the environment. The creature must succeed on a Dexterity saving throw against your spell DC or be affected by the shove action. Until the end of it's next turn, the target's movement speed is halved.
  • Contageous odds. Pre-requisit : a creature makes an attack roll, ability check or saving throw with advantage or disadvantage. When using this improbability, you stretch the luck or the missfortune into a small pocket of echoing magic. all creatures within 5 feet of the target instantly gain advantage or disadvantage on their next roll, depending on the roll category that triggered this effect
  • Luck Shield. Pre-requisit : a creature suffers damage from an attack or a harmful effect. You give a creature the opportunity to use its own reaction to spend a maximum number of hit dices equal to your proficiency bonus, roll them, and gain as many temporary hit points (the constitution modifier is not added). The creature lose thoses temporary hit points first from the triggering damage. It loses any remaining temporary hit points at the beguining of its next turn.
  • Dreadful fatality. Pre-requisit : a creature suffers damage from an attack or a harmuful effect. This creature was going to get hurt anyway, but somehow your magic makes it worse and less bareable. You can add an amount of damage equal to your level to the trigering damage. The damage is of the same type as the damaged suffered in the first place, and if several types of damage triggered this improbability, you can chose which type the additional damage will be. Until the end of the target's next turn, it makes ability checks and concentration saving throws with disadvantage.
  • Casualtie expert. Pre-requisit : a creature misses you with a melee, ranged or spell attack roll and a creature is within 5 feet of you. You understand the potential of what is thrown at you, and if your ennemies can't use this potential correctly, you're going to do it for them. as long as a creature is within 5 feet of you, you can cause that attack to hit it instead.

Secrets of the Successful

At 10th level, you learn one additional improbability option and can now use a short rest to switch one mastered improbability for another.

additionaly, everytime you or your allies score a critical success, you regain one use of your probability warp or of your flow of fortune ability.

Investiture of Chance

You've dealt so much with the forces of law and chaos that you now nearly understand all you need to know about its cosmic rules. Starting at level 14, you can turn into an avatar of advantage, an ascended state of being that allow you to bypass equilibrium, once per long rest. For a duration of 1 minute or until you lose your concentration on this transformation, you get the following benefits :

  • you transform into a humanoid form of condensed space clouds and starlight, gaining a flying speed of 30 feet and sheding brightlight in the first 15 feet and dim light in the following 15 feet.
  • As long as an allie baths into your light, their critical success range increase to a natural 20 and a natural 19. Additionaly, a hostile creature bathing into the light can no longer score a critical success on a 20
  • you gain the ability to cast the Guiding bolt spell at first level without using a spell slot and you no longer need to concentrate on the Bless and Bane spells.
  • Before an ability check, an attack role or a saving throw is made, you may decide wether it succeeds or not without roling it. You immediately take one level of exhaustion afterward.

When the ability ends, if you were still flying in mid air, you plumet to the ground. 

You can spend a 7th level spell slot or higher and 10 tokens of the Fate master in order to regain one use of this ability. When you do so, you can switch your mastered improbabilities with unprepared ones as you see fit.

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