Wizard
Base Class: Wizard

Grasp the very height of power and become emperor over time and even fate itself!

Temporal Anchor

Beginning when you select this school at 2nd level, your power over the flow of time allows you to leave behind relics of your own actions. When you cast a spell of 1st level or higher, you can choose to create a temporal anchor. This anchor remains in the space you occupied when you casted the spell until the end of your next turn. While this anchor exists, you can use your bonus action to teleport to the anchor's location with the same hit points you had when you created it, erasing the anchor. You can only have one anchor at a time, and creating a new one causes the old one to disappear.

Epitaph's Insight

Beginning at 2nd level, You gain the ability to see brief glimpses of the future, allowing you to evade or prepare for certain doom. You can't be surprised while you are conscious. Additionally, as a reaction, you can impose disadvantage on an attack roll made against you or an ally within 30 feet. 

You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain all uses after a long rest.

Time Erasure

Starting at 6th level, you gain the ability to skip through time. As an action, you can erase up to 6 seconds (1 round) of time. During this period, you also see the actions of other creatures as forecast-esque images. When time is erased, no creatures affected by this ability will experience this period of time, and they will retain no memories of it. Until the end of your next turn, you are free to move and act normally. Additionally, you, along with anything you are wearing or carrying, become intangible to all creatures affected by this ability. While intangible in this way, you are unable to physically interact with a creature and can pass through any creature's space as though it were unoccupied. If erased time ends while you are occupying another creature's space, you and the creature take 1d10 force damage and you are pushed to the nearest unoccupied space. You cannot pass through objects or structures.

During erased time, you have advantage on spell attacks against any creature within 10 feet. Additionally, those creatures have disadvantage on saving throws against your spells. The creatures you target to do not suffer from any damage or other effects you inflict until the erased time has elapsed.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a long rest, and half as much on a short rest (rounded down).

Precognition

Beginning at 10th level, the precognitive powers of your Epitaph allow you to overcome your own destiny. As a bonus action, you can choose to see up to 10 seconds into the future. Until the end of your next turn, you can treat one failed attack roll, ability check, or saving throw of your choice as a success. Alternatively, you can cause a creature's attack roll against you to miss if it would have hit you.

You can use this feature once, and can't use it again until you finish a short rest.

Pinnacle of Eternity

Starting at 14th level, you gain the ability to fully conquer time and fate in an instant. As an action, you can erase up to 1 minute of time, during which you gain all the same benefits as Time Erasure, as well as the ability to completely eradicate a creature of your choosing by obliterating their future self. Make a Melee Spell Attack against the creature's forecast, whose AC is equal to the creature's + their intelligence modifier. On a hit, the creature's hit points are reduced to zero, their body disappears along with the erased time. On a miss, the creature instead takes 7d12 force damage and become stunned until the end of their next turn. Pinnacle of Eternity ends immediately after you make this attack.

Once you use Pinnacle of Eternity, you cannot use it again until you finish a long rest.

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