Base Class: Wizard
The young wizard takes a moment to study the movements of the miniature bird spirit that flits through the room. He waits, then suddenly reaches out and snatches at what appears to be empty air, only to have the bird fly toward his fingers and be plucked from the air. It was as if he knew where the bird was flying before it did.
A stonefaced caster wades into a battlefield under the protection of a series of wards. Around her, chaos erupts, with enemies suddenly dropping their weapons, and allies delivering massive and improbable strikes. Confidence turns to horror as the enemy forces are routed.
Anomaly Detection
In order to collect information on anomalies, it is necessary to be skilled at data collection. When you become a member of this school at second level, you gain proficiency in the investigation skill.
Model Construction
As a bonus action, you can perform an investigation check against any creature (DC = 8+ that creature’s CHA+Deception) within 30 feet that you can see. On a success, you may build a model of that target’s behavior that will allow you to predict its actions. The target is not aware that you have built a model. Having a predictive model provides the following effects.
- Attacks by the target against you get -1 to hit
- Attacks by you against the target gain +1 to hit
- Opposed skill checks against you by the target get -1
- Opposed skill checks by you against the target gain +1
Building a model disrupts your ongoing concentration on any spells, though new concentration spells can be cast after the model has been created. The model lasts until you take a short or long rest.
This feature may be used once per short or long rest.
These bonuses increase to +/-2 at wizard level 17.
Outlier Trimming
At sixth level, if a creature causes a critical hit or rolls a 1 on an attack roll within 30 feet that you can see, you can spend your reaction to reduce the critical to an ordinary hit, or the natural 1 to an ordinary miss.
Extreme Value Replacement
At tenth level, when rolling damage for a spell, you can replace any 1s rolled with the rounded up average for that damage die. This effect can only take place for one spell per turn. For example, you hit a target with a level 10 fire bolt for 2d10, and roll a 1 and a 7 on the damage roll. The 1 can be replaced by a 6 (average of d10=5.5, rounded up to 6) for a damage total of 13.
Scale Invariance
Once you reach tenth level, ranged spell attacks no longer receive disadvantage against targets within 5 feet.
Anomaly Amplification Zone
Once you reach level 14, your control over anomalous events passively warps the probabilities in your vicinity. Critical successes against targets of your choice within 10 feet can occur on a roll of 19 or 20, and opponents making an attack within 10 feet suffer a critical failure when rolling a 1 or a 2.
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