Base Class: Wizard
A derivation of divination and chronourgy magic founded by Palaran and mage priests of the Sunhold. The study of this magic enables tone to delve into the histories of places and objects.
Time Winding
Beginning at 2nd level, your studies of Timewalking magic allow you to temporarily reverse and experience time extremely slowly on yourself and your possessions, you use this effect to accelerate the scribing of spells in your spellbook. As a ritual, you can experience time as moving extremely slowly, allowing you to remove the normal time cost of needing to copy any spell into your spellbook. You may also change prepared spells and cantrips using this feature, as well as attune to magic items.
Once you use this feature, you must rest for 1d4 days before you can use it again.
History Buff
Beginning at 2nd level, knowledge of past timelines and events are easily accessible to you. You gain proficiency in History if you do not already have it. At 10th level you add your Intelligence modifier to History ability checks.
Any History ability check you make that rolls below 5 is treated as a 5.
Temporal Rewind
Beginning at 6th level, you can access the time streams to witness past events. As an action and using a location, object, or person as a focus, you may temporarily bring the minds of yourself and a number of willing creatures within 15ft of you equal to your intelligence modifier back in time to be observers. You may go back in time up to a number of hours equal to your Wizard level, and this form of time travel will last 10 minutes within the old time. While within this past, you and anyone you brought with you have a magical hover speed equal to your movement, and are not able to interact with anything within the past except for observe. The things revealed to you are determined by the focus used- the limit of your observation is about 100ft around the focus as it had existed in the past (if the focus was a person, you witness the things that happened close by to the person, if the focus was a shot arrow, you might see the archer that had loosed it). This journey only appears to take the timespan of an action for outsiders and your real bodies.
Once you use this feature, you must perform a long rest to use it again or use a 3rd level spell slot.
Chrono-Clairvoyance
Starting at 10th level, you can use your action peer into the past of creatures you choose within 60ft around you. When you do so, unwilling creatures must make a intelligence saving throw equal to your spellsave DC. On a fail (or if they are willing), you learn their creature type, resistances, immunities, and vulnerabilities as well as something from their past. Creatures with an Intelligence score 20 and above or 5 and below have advantage on this saving throw. This spell does not work on creatures with an Intelligence of 3 or below.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Memory of a Spell
Starting at 14th level, you may use a bonus action to grant an ally within 60ft and line of sight the memory of how to cast a 3rd Level or lower spell in your spellbook. They can now cast that spell using your spellsave DC and spell attack bonus for the next minute. This costs you the associated spell slot of the spell and you can only grant one ally at a time with this memory.
You can use this feature a number of times equal to your intelligence modifier (min of 1) and regain all uses after a long rest.
Previous Versions
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7/11/2023 9:04:41 PM
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5
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1.01
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Coming Soon
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