Base Class: Wizard
Wizards of the School of Astrocosmology find magic in the absurd, the improbable, and the utterly confusing. Their spellbook contains a mix of standard arcane arts and strange, non-Euclidean incantations that manipulate logic and reality itself.
Additional Spell List:
1st Level: Chaos Bolt, Comprehend Languages, Tasha's Hideous Laughter
2nd Level: Alter Self, Blur, Enlarge/Reduce, Levitate
3rd Level: Blink, Confusion, Counterspell, Dispel Magic
4th Level: Dimension Door, Polymorph, Resilient Sphere
5th Level: Animate Objects, Contact Other Plane, Telekinesis
6th Level: Globe of Invulnerability, Otto's Irresistible Dance, Tasha's Otherworldly Guise
7th Level: Forcecage, Mordenkainen's Magnificent Mansion, Plane Shift
8th Level: Antimagic Field, Telepathy
9th Level: Foresight, Imprisonment, Wish
Don't Panic
You've learned to remain calm in the face of absolute cosmic horror and baffling realities. You have advantage on saving throws against effects that would cause you to be frightened or mentally incapacitated. Additionally, whenever you make a saving throw against a spell or magical effect, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of one) and you regain all expended uses when you finish a long rest.
Mostly Harmless Divinations
You have an uncanny knack for stumbling upon useful, albeit bizarre, information. As a bonus action, you can expend a spell slot to gain a random, helpful piece of knowledge. Roll a d4:
1: You learn a random, useless fact about the nearest creature with a CR of 1 or more (e.g., "This ogre's favorite food is lemon-scented soap.").
2: You learn the nearest source of potable water or the location of a towel within one mile.
3: You learn the general direction and distance to the nearest point of cosmic significance (e.g., an elder evil, a crashed starship, or a powerful artifact).
4: You learn a random, but potentially useful, piece of advice from the Guide (e.g., "Never try to hitch a ride from a Vogon.").
The Infinite Improbability Drive
You learn to channel the improbable nature of the universe into your spells. When you cast a spell that requires a creature to make a saving throw, you can choose one creature targeted by the spell and impose disadvantage on its saving throw. You can use this feature once per short or long rest. At 14th level, you can use it twice between rests.
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You have reached a deeper, albeit incomprehensible, understanding of the universe. You can now use your reaction to force an enemy to reroll a single attack roll or saving throw. The enemy must use the new roll. You can use this ability three times per long rest.
You've Got to Know Where Your Towel Is.
Your connection to the absurd has granted you unparalleled resilience. When you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. You can't use this feature again until you finish a long rest. In addition, you gain proficiency with improvised weapons and can use your Intelligence modifier, instead of Strength, for attack and damage rolls with them.
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