Base Class: Wizard
Trained in magic and espionage, the Eyes of Merlin are Camelot's first line of defense, even though few know of their existence. They are the first to act in matters of great danger and report directly to the Grand Wizard, using both divination and instinct to ensure the safety of the land.
Prevention
When you join this school at the 2nd level, you learn that the way to end problems is to prevent them from ever happening. When initiative is rolled, you know the exact roll of every creature you can see. In addition, you can reroll your initiative, choosing either of the two results.
Warn the Kingdom
Also at 2nd level, you've become an adept protector of those in danger, warning against threats you've already identified. As a bonus action, you can grant a creature advantage on saving throws against spells and abilities of any creature that you've damaged or that has damaged you since the end of your last turn. This benefit lasts until the start of your next turn.
You can use this ability a number of times equal to your Intelligence modifier (minimum of 1) before you must complete a long rest.
Inquisitive Magecraft
At 6th level, a creature's failure to resist your abilities tells you something about it. Whenever you successfully hit a creature with a spell attack or a creature fails a saving throw against one of your spells, you can choose to learn one of the following characteristics about it:
• Any ability score
• One proficiency (if any)
• Its highest spell level (if any)
• A spell it can cast (if any)
You can use this ability a number of times equal to your Intelligence modifier (minimum of 1) and regain all uses after completing a short or long rest.
Codebreaker
Also at the 6th level, you've gained an insight into secret codes, being able to decipher phrases, not just people. You learn Thieves Cant and three other languages of your choice, and you have advantage on checks to break codes and solve riddles.
Waiting Game
Starting at 10th level, you've learned to bide your time and counteract what is laid out in front of you. If you hold your action to cast a spell, you can choose up to three spells to hold. Once the held action is triggered, you can choose which of the three spells you cast and at which level. You must declare which spells and at what level you are holding them. If you don't release any of the spells with your reaction before the start of your next turn, the lowest level spell slot you are readying is lost. If one of the held spells is a cantrip, no spell slot is conusmed. In addition, you gain a +2 to your AC and Intelligence, Charisma, and Wisdom saving throws while holding an action.
Exact Action
At the 14th level, you know the exact moment to strike. After rolling initiative, you may exchange initiative rolls between you and any other willing creature. If the exchange puts you lower in initiative order, your movement speed is doubled during the first round of combat.
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