Wizard
Base Class: Wizard

..WHAT YOU ACHIEVE AND WHAT YOU ARE
IS RECORDED BY ME, THE CHRONICLER.
LETTERS UNCHANGEABLE AND DEAD
FREEZE WHAT THE LIVING DID AND SAID.
The ladder poem, The Neverending Story - Michael Ende

Chroniclers list the events that occur in the world. Great wars, assassinations and plagues are all committed to paper by chroniclers, but also more mundane events: the birth of every child, every death, every kindness, every cruelty. Chroniclers record every event that matters to anybody, and work tirelessly to do so. But for some chroniclers, those of great power and much experience, the reverse is true. What they write down is what occurs - they act as gods, and become unstoppable, for how can one defeat a creature that can grant its own immortality and the deaths of others with a flick of the pen?

Adept learner

At 2nd level, the time you have spent detailing facts about certain spells has paid off. Choose the Bard, Cleric or Druid spell list. When your Spellcasting feature lets you learn a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the chosen spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.

As much as I have tried, I could not get it so that you could gain an additional spell list in this way on Dndbeyond. This feature only works for pencil-and-paper characters.

Writing style

Also at 2nd level, you have a specific way of writing that influences your character and capabilities. Choose one of the following options:

Block letters

You gain advantage on Intelligence(History) checks and you have proficiency in Constitution saving throws. In addition, you add the Shield of Faith spell to your spellbook, and can cast it once as a 1st level spell without expending a spell slot. You cannot cast it again in this way until you finish a Long Rest.

Cursive script

You gain advantage on Charisma(Persuasion) checks and have proficiency in Charisma saving throws. In addition, you add the Charm Person spell to your spellbook, and can cast it once as a 1st level spell without expending a spell slot, whether or not you have it prepared. You cannot cast it in this way again until you finish a Long Rest.

Illegible handwriting

You gain advantage on Charisma(Deception) checks and have proficiency in Dexterity saving throws. In addition, you add the Illusory Script spell to your spellbook, and can cast it once without expending a spell slot or material components, whether or not you have it prepared. You cannot cast it in this way again until you finish a Long Rest.

Sharp letters

You gain advantage on Charisma(Intimidation) checks and have proficiency in Strength saving throws. In addition, you add the Magic Missile spell to your spellbook, and can cast it once as a 1st level spell without expending a spell slot, whether or not you have it prepared. You cannot cast it in this way again until you finish a Long Rest.

Writer's block

At 6th level, you gain the ability to make a creature incapable of coming up with new ideas. As a reaction when a creature within 30 ft. of you takes an action, you can force it to make a Wisdom saving throw. On a failure, it must take the same action on its next turn, although not necessarily against the same targets (for an action such as Attack or Help).

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a Long Rest.

Adaptability

Beginning at 10th level, your excellent memory allows you to reinforce yourself temporarily from recent blows. You can use a bonus action on your turn to become resistant to any damage type that was dealt to you since the end of your last turn. This resistance lasts for 1 minute or until you use this feature again. You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a Long Rest.

Foreknowledge of the Author

Starting at 14th level, your experience of the past gives you insight into the future. As a reaction when you or a creature within 30 ft. of you makes a saving throw, you can grant advantage on that saving throw. If the saving throw succeeds:

  • The duration of the effect is halved if it has a duration that is not instantaneous.
  • If a creature was the cause of the saving throw, the next attack roll against that creature has advantage.
  • Any damage dealt by the effect is halved.
  • If the effect involves any of the following conditions, that condition is ignored: Blinded, Charmed, Deafened, Frightened, Paralyzed, Stunned.

You can use this feature twice. You regain 1 expended use whenever you finish a Short or Long Rest.

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