Base Class: Wizard
Mortal creatures have long sought to understand the flow of time, as important as it is in the lives of all folk. Mages are among the most qualified to study such mysteries for themselves. As the fruit of their research, these mages have developed magic that controls the flow of time, itself. Wizards who strive to master such magic view seconds and minutes not merely as a way to measure life span, but as a way of manifesting great and mysterious power.
Transmutation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.
Temporal Points
Starting at 2nd level when you select this tradition, you gain access to temporal points, which you can spend to acquire benefits. You receive 2 temporal points, which you can spend to acquire benefits. You receive 2 temporal points at 2nd level, and you gain an additional temporal point every time you gain a wizard level, to a maximum of 20 points at 20th level. You regain all spent temporal points when you finish a long rest.
You can spend 1 temporal point as a reaction or a bonus action on your turn to gain one of the following effects for 1 round:
- You can use a bonus action on your turn to use the Dash, Disengage, Hide, or Use an Object action.
- Your Armor Class increases by 2.
- You have advantage on the next Dexterity check you make.
Optionally, you can spend 2 temporal points on your action to grant a creature you touch one of the listed effects.
Extended Magic
Beginning at 6th level, when you cast a spell whose duration is 1 minute or longer, you can spend 1 temporal point to double the spells duration, to a maximum of 24 hours.
Haste Mastery
At 10th level, you add the haste spell to your spellbook, if it is not there already. You can cast haste without expending a spell slot. In addition, you never suffer the negative aftereffects of the haste spell and can act normally when the spell ends.
Once you cast haste in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Time Mastery
Starting at 14th level, you can spend temporal points in the following ways:
- When you cast a spell with a casting time of one action, you can spend 2 temporal points to change the casting time to a bonus action.
- When you are about to be affected by a spell that can effect time, such as slow or hold person, you can spend 2 temporal points to remain unaffected, automatically passing any applicable saving throw.
- As a reaction when another creature casts time stop, you can spend 5 temporal points to act during the spell's duration. You and the spell's caster alternate taking turns, with the caster acting first. You have the same restrictions as the caster.
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