Base Class: Wizard
The School of Realities teaches that the laws of time and space are not as restraining as one would think. For example, time is not a linear construct. Once the present becomes the past, it does not become out of reach and space is not restrained by the physicality of the material world. These teachings are not restrained to the Material Plane. All Planes of existance represent different realities, each possessing it’s own realm of possibilities.
The School of Realities teaches its students that the world they see is one of many possible reality but that it need not be the right one. Any combination of a time and a place is a possible reality that can be altered and used to one’s advantage. Those who have chosen this path become masters in the art of controling the battlefield and it’s occupants.
Altering reality is no small feat however. The amount of power necessary to alter reality is proportional to the amount of altering that one wants to do.
Multiverse Savant
At 2nd level, the School of Realities borrows many teachings from the School of Conjuration, but builds upon them. As a result, copying a conjuration spell in your spellbook takes half the regular time and costs half as much in materials.
Also, as part of your studies, you’ve learned a great deal about the different Planes of existance of the Multiverse. When you make an Intelligence (Arcana) check, you double your proficiency bonus (if you are proficient in this skill).
Spatial Shift
At 2nd level, your training has opened the way for new means of transportation. You have the ability to be anywhere you see in the blink of am eye.
You can teleport up to 20 feet before using your movement. You can use this ability only once per turn.
Arcane Displacement
Time is now yours to use and alter to create new realities. This allows you to substitute yourself with a previous version of yourself
Starting at level 6, you can use your action to expand spellslots up to level 3. When you do so, you return to the state you were a number of round ago equal to the level of the spellslot expanded. Your hit points return to the amount you had at the corresponding turn. You also lose any condition you have unless you had it that many turns ago. You do not recover the spellslots or other feature uses you may have expanded on previous turns.
Extraplanar circle
At level 10, you’ve learned how to travel to on the other Planes of existance. You learn the Teleportation Circle spell if you don’t already have it. When you cast the spell, you can ignore the restriction that says you can only travel on the same plane as you are. This means you can travel to different planes with this spell.
Space-Time Anomaly
At level 14, your mastery of the different realities has been perfected. This allows you to change the reality for you and others around you by eliminating the previous outcome and starting anew.
You can use your action to expand up to 5 levels worth of spell slot in any combination you want. When you do so, you restart the current round from the beginning. Everyone within 60 feet goes back to the position they were at the beginning of the round. The hit points of every creature affected goes back to the way it was at the beginning of the round. Affected creatures lose any condition they are suffering from. Spell slots that were expanded are recovered. Expanded feature uses are recovered. Any spell effects that were cast this round are gone. Once everything has been resolved, you can start the round anew from the top of the initiative order.
You cannot use this feature again until you finish a long rest.
Comments