Wizard
Base Class: Wizard

WIP

Time Management

Beginning when you select this school at 2nd Level, the time required to copy any spell into your spellbook is halved. Cost remains the same.

Time Compression

Starting at 2nd level, you are able to warp the time around yourself to speed up the process of casting certain spells. When you cast a spell with a Cast Time of 1 minute or more, you instead cast the spell in half the time. 

Spatial Rewind:

Starting at 6th level you are able to briefly rewind an ally to how they were a minute ago. As an action, you or your familiar, may touch a willing creature and revert their location, HP, and Condition back to how they were at the end of your previous turn (1 minute real time). Limited use abilities or items, and spell slots used are NOT reverted. If the target is unconscious, the ability fails. This ability can be used a number of times up to your proficiency modifier per long rest.

Foresight and Hindsight

Beginning at level 10th level, visions from the flow of time will come to you during times of rest. You cannot control what you see, but you can catch glimpses of events that happened in the past or have yet to happen. Glimpses from the past are more intact and easier to comprehend, while glimpses from the future appear fuzzy and disappear as quickly as they appear. Due to this, you only get to see the future events play out for a few seconds and may not know when or where they will actually occur.

Immediately after a long rest, you may choose a number of allies (yourself included), up to your Intelligence modifier (at least one), the ability to perform 1 ability check , saving throw, or attack roll with advantage until their next long rest. Receiving characters choose when to use their advantage but must do so prior to rolling.

Starting at level 10 you also have advantage on History checks.

Mastering Time

Starting at level 14, you have started to master the ability to warp time around yourself and allies. This process leads to a better control over your abilities and in turn less negative side effects.

You always have the Haste spell prepared and it does not count towards your number of prepared spells. When a Haste spell, that you casted, ends it no longer causes an ally to lose a turn due to lethargy. You are immune to the magical effects/spells of Slow or Stop Time. You are immune from rapid aging due to any magical effects.

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