Wizard
Base Class: Wizard

These wizards put their lives work in to studying the past world and universe and unfolding its secrets some are said to be servants of gods of knowledge and are rare through out the cosmos for they are the few who can carry the burdens of the past

Level 3: point of recollection

2nd-level  Recollection feature

As a bonus action you may select where you are standing as a point of recollection

When you are hit by an attack or affected by a magical effect that targets only you, you may use your reaction to teleport back to your Point of Recollection if you are in 1000 feet of it. When you do so:

  • You take half damage from the triggering effect
  • You may immediately move up to half your movement speed

the amount of time you can use this feature without consequence is equal to your proficiency bonus

Temporal Backlash

If you use this feature more than your proficiency bonus between long rests, you begin tampering with the past.

After using this once you face temporal backlash you must roll on the temporal mishap table once per every time you use this ability to much

Temporal Mishap Table

When you roll on this table, the effect occurs immediately.

d20

Mishap

1

The effect fails. You lose your reaction.

2

You misjudge your return point. You appear in a random space within a 50-foot cube centered on the Point of Recollection (roll percentile dice to determine location).

3

You are trapped in a magical limbo for 24 hours. All effects on you end, and you gain no benefit from long rests during this time you re appear at your point of recollection normally.

4

The teleport succeeds, but the strain hurts you. You take Xd6 psychic damage, where X equals your wizard level.

5

Your memories flicker. Until your next long rest, flip a coin for each prepared spell if tails you lose it you may select one spell to keep if you lose the spell your concentrating on you break concentration.

6

You lose one 2nd-level or higher spell slot. If none remain, reroll this result.

7

Your eyes are damaged. Your vision is reduced to 60 feet, and you lose all special senses (such as darkvision) you also have disadvantage on perception checks, cant see color and must be in blight light to see. until your next long rest.

8

A temporal flash erupts. You and all creatures within 10 feet must make a Constitution saving throw against your spell save DC or be blinded until the start of your next turn.

9

You mistime your return. You are removed from play until the start of your next turn.

10

You smell a wooden board soaked in piss. Make a DC 15 Constitution saving throw or take 25 psychic damage.

11

The timeline stabilizes briefly. You gain one free use of Point of Recollection that does not trigger backlash.

12

A random creature within 25 feet (including yourself) is teleported to your Point of Recollection.

13

Excess magic detonates. A fireball spell appears at your original location. You take the damage, then teleport as normal.

14

Time drags. you are effected by the slow spell till the end of your next turn

15

Time speeds up. you get haste till the end your your next turn

16

You leave something behind. A random item you were carrying remains at your original position.

17

Your feet fuse with the ground. You are restrained until the end of your next turn.

18

DM’s choice.

19

You lose access to Point of Recollection until the end of your next short rest.

20

Roll twice on this table. If this result appears again, ignore it and roll once more.

additional spells

you learn these spells for being a recollection wizard

For me in 2000 years

6th-level Recollection feature

Your recall of past research grants you immediate tactical insight.

When you roll initiative, you gain one random piece of information about each hostile creature you can see if you don't have any knowledge on any you can make a investigation check as an action the dm decides if you fail or succeed. if you succeed you learn one of the following DMs choice:

  • One of the creature’s ability's
  • ability scores
  • Any damage resistances, immunities, or vulnerabilities

other recollection

you are able to target another creatures past and send them to their recollection
when you create your point of recollection you target another creature within 50 feet on any subsequent bonus action you can try to force them back to that space this will take a charge of point of recollection
you can only force the creature back to the spot if you are within 120 feet of them and they are in 1000 feet of the point
the target if unwilling makes a wisdom saving throw if they succeed it does not go off and you lose your charge
you take all down sides in temporal backlash

improved point of recollection

10th-level Recollection feature

As a bonus action you may select where you are standing as a point of recollection

When you are hit by an attack or affected by a magical effect that targets you, you may use your reaction to teleport back to your Point of Recollection if the point of recollection is within 1000 feet. When you do so:

You take no damage from the triggering effect
You may immediately move up to half your movement speed
you can now as a reaction touch an ally within 5 ft and send them back to the point of recollection. they take the downsides. if you are both targeted by the same AOE you may teleport together. This counts as only one use of this feature

Temporal Backlash
If you use this feature more than equal to your proficiency bonus between long rests, you begin tampering with the past.

After using this once you face temporal backlash you must roll on the temporal mishap table once per every time you use this ability, not including the safe uses.

 

d20

Mishap

1

The effect fails. You lose your reaction.

2

You misjudge your return point. You appear in a random space within a 50-foot cube centered on the Point of Recollection (roll percentile dice to determine location).

3

You are trapped in a magical limbo for 24 hours. All effects on you end, and you gain no benefit from long rests during this time you re appear at your point of recollection normally.

4

The teleport succeeds, but the strain hurts you. You take Xd6 psychic damage, where X equals your wizard level.

5

Your memories flicker. Until your next long rest, flip a coin for each prepared spell if tails you lose it you may select one spell to keep if you lose the spell your concentrating on you break concentration.

6

You lose one 2nd-level or higher spell slot. If none remain, reroll this result.

7

Your eyes are damaged. Your vision is reduced to 60 feet, and you lose all special senses (such as darkvision) you also have disadvantage on perception checks, cant see color and must be in blight light to see. until your next long rest.

8

A temporal flash erupts. You and all creatures within 10 feet must make a Constitution saving throw against your spell save DC or be blinded until the start of your next turn.

9

You mistime your return. You are removed from play until the start of your next turn.

10

You smell a wooden board soaked in piss. Make a DC 15 Constitution saving throw or take 25 psychic damage.

11

The timeline stabilizes briefly. You gain one free use of Point of Recollection that does not trigger backlash.

12

A random creature within 25 feet (including yourself) is teleported to your Point of Recollection.

13

Excess magic detonates. A fireball spell appears at your original location. You take the damage, then teleport as normal.

14

Time drags. you are effected by the slow spell till the end of your next turn

15

Time speeds up. you get haste till the end your your next turn

16

You leave something behind. A random item you were carrying remains at your original position.

17

Your feet fuse with the ground. You are restrained until the end of your next turn.

18

DM’s choice.

19

You lose access to Point of Recollection until the end of your next short rest.

20

Roll twice on this table. If this result appears again, ignore it and roll once more.

paradoxical recollection

you are now able to stop the past from happening
as an action you cancel one thing that happened making it so like it never did they must make a wisdom saving throw vs your spell save dc.
this allows them to do it again though for example if you stopped a meteor swarm from happening the caster would get their 9th level spell back but all damage would be canceled
when you use this ability roll 1d6 and take that many effects on the temporal backlash table
you can use this once per long rest no charge is expended if you fail
120 ft range

Previous Versions

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10/23/2026 2:23:16 AM
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