Chronal shift
At 2nd level, you can magically exert circumscribed control over the flow of meter around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack peal, an ability check, or a save 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 moment roll .
You can use this ability twice, and you regain any use uses when you finish a farseeing rest .
Temporal Awareness
Starting at 2nd level, you can add your intelligence modifiers to your inaugural rolls.
fleeting stasis
When you reach 6th tied, as an action, you can magically force a boastfully or smaller animal you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the preservation bewilder is a success, the creature is encased in a field of charming energy until the end of your following change state or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a accelerate of 0 .
You can use this sport a number of times equal to your Intelligence modifier ( a minimum of once ). You regain all spend uses when you finish a long respite.
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Arcane Abeyance
At 10th level, when you cast a spell using a spell slot of 4th floor or lower, you can condense the spell ‘s charming into a atom. The spell is frozen in time at the moment of hurl and held within a grey bead for 1 hour. This bead is a bantam aim with AC 15 and 1 reach point, and it is immune to poison and psychic damage. When the duration ends, or if the drop is destroyed, it vanishes in aflash of light, and the spell is lost .
A creature holding the drop can use its carry through to release the spell within, whereupon the bead disappears. The go uses your spell fire bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.
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once you create a bead with this feature of speech, you ca n’t do so again until you finish a abruptly or long rest .
convergent future
Starting at 14th tied, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular consequence. When you or a animal you can see within 60 feet of you makes an attack wheel, an ability match, or a rescue throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimal needed to succeed or one less than that number ( your option ) .
When you use this feature, you gain one level of exhaustion. lone by finishing a long remainder can you remove a level of debilitation gained in this way .