Wizard
Base Class: Wizard

As a clockwork man you were designed to function around the operation of time. Most operations are determined by how long it takes and where on the clock it lands. 

Temporal Revision

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 reroll the dice after seeing the result without modifiers. 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.

Momentary Modification

Starting at 6th level, when a creature rolls for a check or saving throw, or rolls to hit with an attack, you can choose to make them reroll after seeing the outcome. You can use this ability a number of times equal to your proficiency bonus per long rest.

Perceptive Stagnation

Beginning at 10th level, as a reaction you can enshroud yourself in a protective barrier whenever a creature rolls to hit you with a spell attack. They now have disadvantage, additionally, if 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 must spend the turn continuing to cast the spell, on the next turn, they can cast the spell or decide to do something else. You can use the ability a number of times equal to your Intelligence modifier and regain all expended uses at the end of a long rest.

Afterimage

Starting at 14th level, as an action you can use your arcane recovery feature to create an Afterimage in an unoccupied space within 60 ft. of you. Your Afterimage has an AC of 18, and can only take 3 hits before disappearing, and has access to all of your spell slots. The Afterimage shares your initiative and acts as you would, allowing you to cast spells from it; acting as a conduit. Spells cast from the Afterimage are consumed from your spell slots. As a bonus action, you can siphon spell slots from your Afterimage, 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 Afterimage'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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