Wizard
Base Class: Wizard

Your studies of the arcane as they relate to time are your driving force. To you, history is not a fixed thing, but an evolving, shifting, and sometimes malleable substance, and you revel in being an oracle of change. You shape the history of man, the ever-changing tides of fate, and, occasionally, the cosmos. Your magic fuels your desires to let nothing become stagnant in this boundless realm of possibility.

Some time mages are fickle and wish to see everything go according to their plan, while others use their power to sow chaos and disrupt the monotony of the mundane. In any case, these agents of the eras are powerful magic users and should be both respected and feared, for if they change their mind about a plan, it is likely that they will change the minds of those around them without a mention or thought.

Master of Time

Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved.

Temporal Edge

Starting at 2nd level when you select this school, you learn how to compose yourself or others in the face of danger. When you roll initiative, you can give a creature that you can see a bonus to their roll equal to your proficiency bonus. You can do this a number of times equal to your Intelligence modifier, and can target any number of creatures when you do so, but each creature targeted counts as a single use of this ability.

You regain all uses of this ability at the end of a long rest.

Sequential Manipulation

Starting at 6th level, whenever you cast the haste spell targeting another creature, you can also target yourself. If you do, you can cast a cantrip instead of taking the Attack action.

In addition, during your first turn in combat and only if you have used no other action and none of your movement speed, you can cast either haste or slow without expending a spell slot. If you do, you can't do so again until you finish a long rest.

Shelter of the Sands

Beginning at 10th level, you can use your abilities to manipulate time to reroll a failed saving throw, and can do so after you know that you have failed. If you do so, you can't use this ability again until you finish a short or long rest.

In addition, you can take an additional reaction on each round of combat, and you gain a bonus to your initiative rolls equal to your Intelligence modifier.

Master of Fate

Starting at 14th level, your relationship with time causes you to age more slowly. For every 10 years that pass, your body ages only 1 year, and you can't be magically aged. You can also expend one year of your future life to manipulate the lifeforce of another creature that you touch. As an action, you can choose one of the following effects. You can only expend life in this fashion once per day, and you must finish a long rest between each use.

Sway the Moon. You remove all curses, diseases, and poisons the target. The creature also regains all of its hit points.

Sway the Stars. You can reduce the target's exhaustion level by one, or end one effect that has the target charmed or petrified, or is reducing one of the target's ability scores or hit point maximum.

Sway the Cosmos. You cast the gentle repose on the target. If the creature's body has been dismembered, but all body parts are on the same plane of existence, the spell protects the entirety of the body for the duration. If the creature becomes the target of a spell or effect that would return the creature to life but can't restore missing limbs or body parts, the spell still works. The missing pieces disappear from their previous location and are restored by the spell. If such a spell would also inflict a penalty to any rolls, the penalty is halved.

Sway the Gods. You cast the raise dead spell on the target, without expending a spell slot or needing to have the material components or spell in your spellbook. You can't use this ability on a creature that you have previously used it on, such as with the gentle repose spell from Sway the Cosmos.

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