Base Class: Wizard
Prophetic Wizard: Visions of a more horrifying future as given you insight into what needs to be done in order to save everyone... or at least as many as you can.
No Option Off the Table
At level 3 when you gain this feature, and on every level you gain in this class you may choose an additional spell to add to your spell book. This spell must be from the Druid or Cleric spell list and is treated as a Wizard spell for you. Additionally when learning spells to add to your spell book from scrolls or other sources, you can add spells from the Druid or Cleric spell lists and they count as Wizard spells for you.
Precognition
You can add your intelligence modifier to your initiative rolls
A Guardian of Their Fate
You learn the spell Spirit Guardians and you always have the spell prepared, this does not count against your prepared spells count. When you cast Spirit Guardians or any other spell that has a range of Self you can instead project that casting onto another willing creature within 30 feet of you and act as if the creature is the one casting that spell. For any spell that requires concentration, you still maintain concentration on that spell.
A Better Alternative
When a creature you see goes down within a range of 60 feet, you can use a reaction to change their fate, bringing them up at 1 HP and moving them to a position within 30 feet horizontally from where they went down. You can do this once per Long Rest and can recharge this feature by consuming a level 3+ spell slot (no action required).
Our Fates Aligned
When you uses your Change of Our Fates feature, you may choose to duplicate the spells casting to target yourself as well, excluding Wish. If the spell has concentration on it, you maintain concentration for both spells. If you lose concentration, you drop both spells.
Parallel Covergence
As a magic action, you can enter a trance of timelines flowing through your being for 10 minutes. Once on each of your turns you can allow a willing creature other than yourself to take an additional turn immediately after yours. This additional turn has the following restrictions:
- The creature is only able to take one action, bonus action, or movement during this turn.,
- The creature does not regain their reaction at the start of this turn.,
After entering this state, you cannot do so until 2d4 days. You may do so again during this cool-down by taking 4 levels of exhaustion and putting this ability on cool-down for 4d4 days.
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