Wizard
Base Class: Wizard

There are many motivations to becoming a wizard some for dark purposes and some for light. One of the most common themes is the want to control time. These wizards may explore different means of controlling time for various reasons. They may want to become an immortal being and look toward necromancy. They may want to use the flow of time to change the past, or future, and look towards transmutation. Very few actually discover the correct combinations to explore the flows of time by combining transmutation and divination.

Those who discover this whether a divine reason or sheer intellect become known as temporal mages. Legends claim that time mages are born and only certain ones can learn the magic to control time. Even the most powerful of mages can struggle with the spells that control larger aspects of time. They often end up as phantoms or shunted into some distant plane of existence. Those who explore this path can become powerful wizards but not unstoppable. Temporal magic is one of the rarest forms of magic and one of the least explored. It is a taboo practice many wizards avoid the magic and view temporal mages as dangers to society. Even necromancy is often more approved of than temporal magic.

 

Temporal Rewind

At 2nd level, you have learned the innate ways to rewind time by several seconds granting yourself and your allies a moment to prepare for anything. When you or an ally, in line of sight, makes a saving throw you can use a reaction to grant advantage on that saving throw. You can do this a number of times equal to your Intelligence modifier + 2. This refreshes at the end of a long rest.

When you use this feature you can't cast any spells, other than cantrips, until the end of your next turn.

Temporal Recovery

Your understanding of the flow of time and your study in medicine allows you to heal wounds using these skills. At level 2, you gain access to the spell cure wounds and the cantrip mending.

You also gain proficiency in the medicine skill if you don't already have it.

Halt

Starting at 6th level, you are able to stop time for yourself and get pulled into the time stream for a brief moment healing yourself.

Once per long rest you are able use your action to stop time for yourself for one round. In this time you are removed from combat for one round thus removing any effects on you. You also recover health equal to your wizard level x 2 + your intelligence modifier. 

Upon the start of your next turn you are returned to your original space or the nearest open space. This feature refreshes at the end of a long rest.

Accelerated Magic

Beginning at 10th level, the magic you cast can be augmented by the flow of time. You gain a number of temporal points equal to your intelligence modifier plus 1 (minimum of 1). These points can be sent to accelerate the casting time of spells. If the spell takes an action to cast it now takes a bonus action, any other spell has it's casting time cut in half.

Each spell costs a number of points equal to the spell level and you can only accelerate spells up to 5th level. You regain all spent points at the end of your next long rest.

Temporal Fortitude

At 14th level, your understanding of time has grown to such a point that you can now create a mote of temporal energy. As a bonus action you are able to give your self or a willing creature within line of sight a mote of temporal energy. The mote can be used to add your Intelligence Modifier (Minimum of +1) to any roll or it can be used to grant temporary hit point equal to your Intelligence modifier plus 10 (Minimum of 11).

You can give out a number of motes equal to Intelligence Modifier plus 1 (minimum of 1). You regain all expended motes at the end of a long rest.

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