Wizard: Synergeticist

Functions of Probability

2nd-level Synergeticist feature
By iterating on the mathematical patterns of reality, you can nudge chance to tilt around a creature. When you cast a spell of 1st level or higher that targets at least one creature, you can choose that creature or another creature within 30 feet of it (including yourself) and add one of the following effects:

Diminishing Function. The chosen creature must succeed on a Wisdom saving throw against your spell save DC, or the creature must roll a d6 and subtract the number rolled from the next attack roll or saving throw it takes before the start of your next turn.
Supplemental Function. Once before the start of your next turn, the chosen creature can roll a d6 and add the number rolled to an attack roll or a saving throw of its choice. The creature can roll the d6 after rolling the d20 but must decide before any effects of the roll occur.

You can use this ability a number of times equal to your Intelligence modifier (minimum 1. You regain all expended uses when you finish a short or long rest.

Hammerspace

2nd-level Synergeticist feature
Also at 2nd level, you have learned the fundamental laws of space and matter are more flexible than most believe. Over the course of a long rest, you can implant an extradimensional space inside a bag, pocket, satchel, or other storage item of your choice, called your hammerspace. Your hammerspace lasts until it is destroyed, or you create a new hammerspace.

The hammerspace can hold a number of pounds equal to 100 x your proficiency bonus, with a functionally unlimited amount of volume. Retrieving an item from hammerspace requires an action.

If your hammerspace is overloaded, pierced, torn, or more than 100 feet away from you for more than 24 hours, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the hammerspace is turned inside out, or if you create a new hammerspace while your other one still holds items, its contents spill forth, unharmed, and the hammerspace is destroyed. The space has no oxygen, and living creatures cannot enter your hammerspace; if they enter it somehow, they are immediately ejected to a space within 5 feet of the hammerspace.

Placing the hammerspace inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Dimensional Shift

6th-level Synergeticist feature
You learn to manipulate theoretical formulas and alter the current location of a creature based on subtle differences in timelines. When a creature you can see starts its turn or moves to a space within 30 feet of you, you can use your Reaction to force the creature to make a Charisma saving throw against your spell save DC, which it can choose to fail. On a failure, the creature is teleported to an unoccupied space of your choice that you can see within 30 feet of you.

You can use your Reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Null Equation

10th-level Synergeticist feature
Through careful calculations, you beset your enemies with abstract equations that reduce their might. Once per turn, immediately after dealing damage to a creature, you can force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature has Disadvantage on Strength and Dexterity saving throws, and its weapon attacks deal only half damage. These effects last until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Quantum Tunneling

14th-level Synergeticist feature
Your mathematical expertise extends to altering the foundational equations of your very being. You gain resistance to bludgeoning, piercing, and slashing damage.

Additionally, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage for every 5 feet you move while inside another creature or object. If you end your turn inside a creature or an object, you are shunted into the nearest unoccupied space you last occupied.