Wizard
Base Class: Wizard

You have begun to harness the mysterious Flow.

Level 3: Green Man

This subclass was made for Green. The only purpose of this extra feature is to meet the requirements for publishing.

Level 2: Go with the Flow

Beginning when you choose this subclass at 2nd level, you learn how to manipulate the Flow as easily as you breathe. Once per turn you can expend up to 15 feet of your remaining movement to teleport the same distance to an unoccupied space that you can see. You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.

Level 6: Time Dilation

Starting at 6th level you develop a keen eye for crucial moments, warping the conditions around them. When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw you can use your reaction and expend a spell slot of 5th level or lower to modify the result of the roll. When you do, you can choose to either increase or decrease the result of the roll by the level of the spell slot expended. This alters the dice roll directly, so it can change a roll into a critical miss or a critical hit.

Level 10: Directed Flow

At 10th level you can reach out towards others with the Flow. When you use your action or bonus action to cast a spell of 1st level or higher, you can cause a willing creature you can see within 30 feet of you to teleport (no action required) to an unoccupied space it can see of its choice within a number of feet of it equal to ten times the spell's level.

Level 14: Feedback Loop

When you reach 14th level you gain a greater control over warping. When you expend a spell slot of 3rd level or lower as part of your Time Dilation feature, make an Intelligence check with a DC of 10 + the expended spell slot's level. On a success the spell slot isn't expended.

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