Portent
After each Long Rest, roll two d20s and record the numbers. You can replace one d20 roll you or a creature you can see makes with one of these rolls. You must choose to do so before the roll, and you can use each portent roll only once.
After each Long Rest, roll two d20s and record the numbers. You can replace one d20 roll you or a creature you can see makes with one of these rolls. You must choose to do so before the roll, and you can use each portent roll only once.
When you cast a divination spell of level 2 or higher using a spell slot, you regain one expended spell slot. The recovered slot must be of a level lower than the spell you cast and can be no higher than 5th level.
You prepare a number of wizard spells each day from your spellbook. Your spellcasting ability is Intelligence. You can also cast ritual spells from your spellbook if they have the ritual tag.
Aurex’s chosen background represents a scholar of charts, omens, and lost maritime histories. He is trained in Arcana and History and carries the habits of an obsessive researcher.
After finishing a Short Rest, you can recover expended spell slots. The recovered slots’ combined level can be no more than half your wizard level, rounded up.
Aurex knows two additional wizard cantrips and one 1st-level wizard spell that he can cast once per Long Rest without expending a spell slot.
You don’t need to sleep. Instead, you meditate deeply for 4 hours a day and gain the same benefit a human does from 8 hours of sleep.
Your studies focus on reading possible futures, recognizing patterns in chance, and steering events toward the outcome you want.
You have Advantage on saving throws you make to avoid or end the Charmed condition, and magic can’t put you to sleep.
You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
You know one extra wizard cantrip of your choice.
You have proficiency in the Perception skill.
Aurex keeps a private spellbook full of route-breaking divinations, battlefield control, and escape magic. In battle, he begins with Mage Armor and defensive positioning, then uses control spells to split the party, buy time, and force costly decisions.
Creates a spectral hand that can manipulate objects at range.
Creates a sound or image no larger than a 5-foot cube.
Performs minor magical effects useful for subtle manipulation and presentation.
A frigid beam of cold damages a target and reduces its speed.
A mote of fire strikes a target and can ignite unattended objects.
Protects a willing creature with an invisible magical barrier, setting AC to 13 + Dexterity modifier.
Grants a +5 bonus to AC until the start of your next turn and protects against magic missile.
Summons a spirit in an animal form to scout, deliver touch spells, and spy.
Changes your appearance, including clothing, for 1 hour.
Detects the presence of magic within range and reveals magical auras.
Teleport up to 30 feet to an unoccupied space you can see.
Creates illusory duplicates that can cause attacks to miss.
Influences a creature to follow a course of action that sounds reasonable.
Lets you see invisible creatures and objects for the duration.
Interrupts a creature casting a spell, possibly negating it.
Creates a dazzling pattern that can charm and incapacitate creatures in an area.
Grants a flying speed to a willing creature for the duration.
Ends spells and magical effects within range.
Creates a magical sensor to observe a creature or location at a distance.
Creates an invisible barrier of force that is difficult to destroy.
Reveals lore about a person, place, or object of legendary significance.
Aurex identifies the most accurate chart in enemy hands and dispatches agents to steal or alter it.
Preserve the false chart network to keep rivals divided.
Burn the network and go all-in on open control.
Aurex tests shard combinations in secret and records the effects on gravity, memory, and morale.
Refine the resonance with safer but slower methods.
Overclock the resonance and risk collapse.
Aurex learns the forge can be shut down through a coordinated sequence of bell codes, shard placement, and starfire exposure.
Use the safe method and surrender the wish.
Refuse the safe method and seize the wish anyway.
Expose the truth publicly and force a temporary alliance.
Retreat and accelerate the ritual rather than stand and fight.
Surrender the wish forge instead of claiming it.
Gain a persistent bonus to checks involving false routes, omens, or coerced negotiations.
Prioritize divination and control magic over direct damage.
Use terrain, summons, and status effects before committing to direct damage.
Retreat routes and contingency plans become part of every encounter.
Gain access to the final alignment sequence or the ability to redirect it if redeemed.
At low health, he prioritizes ritual completion over survival.
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