Base Class: Wizard
Game Masters are wizards who see the battlefield as a puzzle to be solved. To them, warriors are pawns, and fields compose the board in a strategy game to the death.
Hone Skills
At 6th level, at the end of each long rest you take, choose 2 skill or tool proficiencies of which you lack expertise. You magically gain proficiency in the chosen skills, or expertise if you were already proficient, until the end of your next long rest.
Shift Perspective
Starting at 2nd level, once on each of your turns, you can create an invisible incorporeal sensor at a location you can see within 30 feet of you. While your sensor is active, you can see and hear through it and are blind and deaf with regard to your own senses. This lasts until the start of your next turn or until you dismiss the sensor as an action.
Game Knowledge
Also starting at 2nd level, as a bonus action, you can choose a creature, you can see who is in initiative order, and magically learn one of the options below (if applicable):
- Their current hit points.
- One of their ability scores of your choice.
- 2 of the highest level spells on their Spellcasting / Innate
Spellcasting trait of the DM's choice.
Reload Reality
At 10th level, after casting a spell that allows you to roll an attack or cause a creature to roll a saving throw, you can magically force the roll to succeed or fail. The first time you do so, no additional cost is required. If you use this feature again before you finish a long rest, you must also expend your highest level available spell slot.
Input Efficency
At 14th level, the speed at which you perform magic begins catching others off guard.
You can take 1 legendary action, choosing from the options below. This legendary action can only be used at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
Quick Cast. You cast a non-damaging cantrip that you have prepared.
Checkmate. You teleport a willing creature you can see to another location up to 10 feet away that you can also see.
Counterplay. A creature that you can see within 30 feet of you gains resistance to a damage type of your choice until they are damaged by that type, or the start of your next turn.
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