Base Class: Wizard
Time is a fickle thing, and very hard to manipulate or control. Wizards who follow this path dedicate their lives to the study and research of time, however, it is incredibly dangerous and can have far reaching consequences if misused.
Time Tryst
Beginning at 2nd level, you can make minor alterations to the world around you, causing your actions to bear desired results. Whenever you fail a check or saving throw, or miss an attack roll, you can choose to succeed or hit instead. You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses at the end of a long rest.
Pocket of Relativity
Beginning at 2nd level, you can create a pocket of relativity. Choose a 5 ft. area you can see within 60 ft. of you. If a creature is occupying that space, or moves through the space, it must succeed on a Constitution saving throw versus your spell save DC or be frozen in place until the start of their next turn. This can only affect one creature at a time.
Potentiality Drain
Starting at 6th level, when a creature succeeds on a check or saving throw, or hits with an attack, you can choose to make them fail or miss instead. You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses at the end of a long rest.
Time Barrier
Beginning at 10th level, you are enshrouded in a protective barrier. Whenever a creature rolls to hit you with an attack, they have disadvantage. Additionally, whenever you are targeted with a spell, you can force the creature who cast the spell to make a Constitution saving throw against your spell save DC. If they fail, they spend a spell slot and their spell fails. You can use the latter ability a number of times equal to your Intelligence modifier and regain all expended uses at the end of a long rest.
Time Echo
Starting at 14th level, you can use your action to create a Time Echo in an unoccupied space within 60 ft. of you. Your Time Echo has an AC of 18, half your maximum hit points, and access to all of your spell slots. The Echo shares your initiative and acts as you would. As a bonus action, you can siphon spell slots from your Echo, replenishing your own supply; however, you only regain half of the total (i.e. absorbing a 9th level spell slot would let you regain two 4th level slots). Once the Echo's HP or spell slots are reduced to zero, it disappears, and you cannot summon it again until you finish a long rest.
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Posted Aug 8, 2022time trist is way to strong my guy. Thats like have legendary resistances at level two