Wizard
Base Class: Wizard

After dedicating most of your life to the pursuit of knowledge, you have gained the attention of Destiny, oldest of the Endless. You have received a blessing of knowledge and power; the sheer scope of this blessing would break the minds of most mortals, but Destiny has expanded your mind to accommodate, allowing you to continue your path to greater knowledge.

Font of Knowledge

Starting 2nd level, your mind has expanded, your potential for knowledge with it; you can probe into the minds of others and attempt to gain an insight into their future.

You know the spell Detect Thoughts, it does not count against your number of prepared spells; when you probe deeper into a target's mind using this feature you find out an important event in the target's past or future.
You can cast this without using a spell slot once per short rest; you gain an additional use at levels 6, 10 and 14.
Also, your maximum intelligence score increases by 2.

Hedge Maze of Time.

Starting 6th level, your mind's power has expanded to the point that you can leave your physical form for a short while. Your consciousness travels to Destiny's Garden and attempts to navigate his Hedge Maze; choosing a pathway through time.

When you short rest, you can enter a trance state, closing you off from the world around you while your consciousness visits Destiny's Garden. You can choose one of the 3 following paths and roll a DC13 INT saving throw, and on a successful save, you navigate the Maze successfully, leading to one of the following:

  • The Past: you can choose an event you know of that has occurred and see things as they actually happened for 1 minute; you also gain proficiency in History or a different related ability at the DM's discretion until your next long rest;
  • The Present: you can cast the Scrying spell but you can choose to take your spellcasting modifier away from the target's roll instead of the ones associated with the spell; also when you use your Blindfold of Foresight feature to impose disadvantage on an enemy, the ally can be within 10ft of you instead of 5ft until your next long rest.
  • The Future: you can use the effects of the spell Divination and speak to Destiny himself to use his endless font of knowledge. Alternatively, you can roll 2d20, record them and replace any roll that you or a creature that you can see makes with one of the stored d20s. You lose these when you use them or next look into the future in this way.

On a failed save, you get lost in the Maze; your consciousness effectively falls through time; catching random glimpses of events in the path you chose, giving you a random modifier at your DM's discretion. (Such as a proficiency or (dis)advantage).

After the visions finish your consciousness is thrown back to your physical self.

Blindfold of Foresight

Starting 2nd level, when you receive your blessing from Destiny, he gifts you with a Blindfold imbued with his power that helps you channel your ability to see time.

While you wearing your Blindfold, you cannot see, but your ability to receive small premonitions is increased. You do not receive attacks with advantage as a result of the blindness if there is an ally within 5ft of you, or if the attacker is within your blindsight radius; you do however make attacks with disadvantage.
Additionally, you have a +2 AC bonus and you can spend your reaction to impose disadvantage on an attack made against a creature within 5ft of you.

You gain blindsight up to 10ft while wearing the Blindfold at 6th level. This increases by an additional 5ft at 10th, 14th and 18th levels.
Your AC bonus increases by 1 at 10th and 16th levels.

Focused Mind

Starting 10th level, your ability to view the flow of time and foresee snippets of your future allows you to prepare in advance for different potential outcomes.

When you long rest, instead of dreaming, you view many of the endless different possible outcomes of the near future, including some trials you may face the next day.
You can spend some time when you wake up to prepare yourself, for some of these different possibilities.
Roll a d4, you get a bonus spell slot of a level equal to what you roll, or several slots of levels totaling what you roll.
You roll an additional d4 at 14th level.

Additionally, your Intelligence score increases by 1.

Channeled Visions

Starting 14th level, your connection to the flow of time allows you to channel it through yourself while wearing your Blindfold, and grant yourself or an ally visions of their possible immediate futures.

While you have your Blindfold equipped, you can spend an action to grant a willing creature that you touch with the following:

  • Advantage on attack rolls and saving throws,
  • attack rolls made against the target have disadvantage,
  • the target cannot be taken by surprise,
  • advantage on checks of an ability that you choose when you give them this effect.

You can spend a bonus action to move this effect to a different ally that is within your blindsight radius.

You are unable to take reactions while channelling visions in this way. 
When you remove your Blindfold this effect is lost, and you cannot use this feature again until you finish a long rest.

 

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