Convergent Future (lvl 14):
When you or a creature you can see within 60 ft. of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number.
When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Arcane Abeyance:
When you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a bead. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.
A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
Once you create a bead with this feature, you can’t do so again until you finish a short or long rest.
Chronal Shift:
- As a reaction, after you or a creature you can see within 30 ft. of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
-You can use this ability 2 / long rest.
Temporal Awareness:
- You can add your INT modifier to your initiative rolls.
Momentary Stasis:
- As an action, you a Large or smaller creature you can see within 60 ft. of you to make a CON saving throw against your spell save DC. If creature fails, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any DMG. While encased in this way, the creature is incapacitated and has a speed of 0.
-You can use this ability 5 / long rest.
Arcane Recovery:
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is ≤ half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Cantrip Formulas:
Whenever you finish a long rest you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
- You can end concentration at any time (no action required).
- Normal activity (moving and attacking) doesn’t interfere with concentration. The following factors can break concentration:
1. Casting another spell that requires concentration.
2. Taking damage you must make a CON saving throw to maintain your concentration.
DC =10 or half DMG you take, whichever number is higher. You make a separate saving throw for each source of DMG.
3. Being incapacitated or killed.
4. Environmental phenomena can require you to succeed on a DC 10 CON saving throw to maintain concentration on a spell.
- You regain all spell slots when finish a long rest.
- Prepared spells are the wizard spells that are available to cast. Choose a number of wizard spells from your spellbook equal to your INT MOD + your wizard lvl.
- You can change your list of prepared spells when you finish a long rest.
- Spell save DC = 8 + prof. bonus + INT MOD.
- Spell attack modifier = prof. bonus + INT MOD.
-Ritual casting: The ritual takes 10 min longer to cast than normal. It also doesn’t expend a spell slot and can’t be cast at a higher level.
- Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare. For each level of the spell, the process takes 2 hours and costs 50 gp.
Clenched Fist: Strikes one creature or object within 5 ft. of it. Make a melee spell attack using your game statistics. On a hit, the target takes 4d8 force DMG.
Forceful Hand: Push a creature within 5 ft. of it in any direction. Make STR contest. If the target is MED. or smaller, you have ADV. If you succeed, the hand pushes the target up to 30 ft. The hand moves with the target.
Grasping Hand: Grapple a HUGE or smaller creature within 5 ft. of it. Use the hand's STR to grapple. If the target is MED. or smaller, you have ADV. While grappling the target, you can use a bonus action to crush it. The target takes 2d6 + 5 BLG DMG.
Interposing Hand: The hand moves itself between you and a target creature. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its STR is ≤ 26.
If its STR ≥ 26, the target can move through the hand's space, but that space is difficult terrain for the target.
- You control each target until the spell ends or until reduced to 0 hit points.
- Choose up to 10 nonmagical objects:
-Medium count as 2 objects.
-Large targets count as 4 objects.
-Huge targets count as 8 objects.
Animated Object Statistics,
Size HP AC Str Dex Attack
Tiny 20 18 4 18 +8 to hit, 1d4 + 4 dmg
Small 25 16 6 14 +6 to hit, 1d8 + 2 dmg
Med. 40 13 10 12 +5 to hit, 2d6 + 1 dmg
Large 50 10 14 10 +6 to hit, 2d10 + 2 dmg
Huge 80 10 18 6 +8 to hit, 2d12 + 4 dmg
Con 10 / Int 3 / Wis 3 / Cha 1.
Speed 30ft. Blindsight (30ft).