
General Feat (Prerequisite: Level 4+, Wisdom 13+)
You gain the following benefits.
Inventive Magic. Tobin’s philosophy is that magic, like nature, must be nurtured and reshaped - it is a force to be refined, not just wielded. Under his guidance, you have learned to mold reality itself. You learn one 2nd-level spell of your choice from the Illusion or Transmutation school, disciplines favoured by those who seek to alter the world rather than destroy it. You can cast this spell once without expending a spell slot, but doing so requires an infusion of arcane energy, meaning you cannot use this ability again until you finish a long rest. You can also cast this spell using your available spell slots.
Tobin’s Tinkering of Fate. Tobin believes that fate, much like a well-built machine, can be fine-tuned. Through careful adjustments, you have learned how to nudge probability in your favour when things go awry. When you make an attack roll or ability check and roll a 9 or lower on the d20, you can "tighten the gears of fate" and treat the roll as a 10 instead. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Some call it luck. Some call it wisdom. Tobin calls it knowing which part of the universe to tinker with and when.

Comments