Inevitable Arbiter

Prince Uriel (The Eldarine)
Class: Wizard (Diviner): 23   Proficiency BonusPB: +7
Alignment: Lawful Neutral Speed: 30 feet
Hit PointsHP: 162   Hit DiceHD: 23d6 AC: 19
Resistances: Adv vs Charmed, Immune to Psychic & Sleep
STR: 10 (+0) Save: +0
Athletics: +7
INT: 22 (+6) Save: +13
Arcana: +20, History: +13, Investigation: +13, Nature: +13, Religion: +13
DEX: 18 (+4) Save: +4
Initiative: +11, Acrobatics: +11, Sleight of Hand: +11, Stealth: +11
WIS: 18 (+4) Save: +11
Animal Handling: +11, Insight: +11, Medicine: +11, Perception: +18, Survival: +11
CON: 14 (+2) Save: +9
CHA: 16 (+3) Save: +3
Deception: +10, Intimidation: +10, Performance: +10, Persuasion: +10
Other Info
Height: 6' 0'' Weight: 155 lbs Lineage: Eladrin (humanoid) Gender: Male Size: Medium
AppearanceLooks: Depends upon current season, but always slim and regal looking. Temperament: Depends upon current season, but always aloof. Flaws: You are subject to the affect your current season has upon you.
Traits: Regal, Analytical, Nuanced Ideals: You are bound to resolve the mystery of the Multiversal Glitch. Bonds: Your destiny, your legacy, your people.
Languages: Common, Druidic, Elven, Sylvan, Celestial Proficiencies: Simple Weapons, Light Armor, Shields
Gear
Attuned: Inevitable Edge, Memory Comb, Amulet of Planar Gates
Gear: Dimensional Satchel
Lineage
Elf [Eladrin]
  Darkvision. You have Darkvision with a range of 60 feet.
  Fey Ancestry. You have Advantage on saving throws vs Charmed.
  Keen Senses. You have proficiency with Perception.
  Seasonal Affectation. Your emotional state and appearance are entwined with the four seasons, Autumn (grand, relaxed, warm earth tones), Winter (sad, lethargic, cold pale tones), Spring (glad, enthusiastic, light verdant tones), and Summer (mad, incensed, bright fiery tones). While you are still recognizeable as the same person, your colouring, demeanor, and overall look changes superficially to match your currently chosen season. You choose your initial season when you select this lineage. If you are not Incapacitated and have not already done so in the last hour, you can change to a different season at the start of your turn.
  Fey Step. As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. Your Fey Step has an additional effect based on your season; if the effect requires a saving throw, it is made versus DC 21. Uses: []/LR
   *Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be Charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
   *Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be Frightened of you until the end of your next turn.
   *Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
   *Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes 7 Fire damage.
  Trance. You do not need to sleep and are immune to magical sleep. You can finish a Long Rest in 4 hours if you spend those hours in meditation.
Background
Fey Royalty: +2 Intelligence, +1 Dexterity, Persuasion, History, Sylvan, Druidic, Alert.
Feats
Alert: You have proficiency with Initiative. Immediately after Initiative is resolved, you can swap yours with a willing non-Incapacitated ally in the same combat.
Lightly Armored: +1 Dexterity. You gain proficiency with Light Armor and Shields.
Fey-Touched: +1 Intelligence. You always have Heroism and Misty Step prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat.
Resilient: +1 Constitution. You have proficiency with Constitution saving throws.
Telepathic: +1 Wisdom. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components once per Long Rest. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.
Fortitude: +1 Intelligence. Your maximum Hit Points are increased by 40. Also, when you regain Hit Points you can regain 2 additional Hit Points. If you do, you can't do so again until the start of your next turn.
Truesight: +1 Intelligence. You have Truesight with a range of 60 feet.
Skill: +1 Constitution. You gain proficiency with all skills. You have Expertise with Perception
Recovery: +1 Constitution. When you would be reduced to 0 Hit Points you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit you must finish a Long Rest before using it again. You have a pool of ten d10's. As a Bonus Action you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll's total. You regain all the expended dice when you finish a Long Rest.
Class: Wizard (Diviner)
Class Features: Spellcasting (INT, Spell Save DC: 21), Ritual Adept (Can cast unprepared Ritual spells from spellbook), Arcane Recovery, Scholar (Arcana), ASI: LightlyArmored (+1 Dex), Memorize Spell, ASI: Fey-Touched (+1 Int), ASI: Resilient (+1 Con), ASI: Telepathic (+1 Wis), Spell Mastery (Mind Spike, Mirror Image), ASI: Boon of Fortitude (+1 Int), Signature Spells (Sending, Clairvoyance), ASI: Boon of Truesight (+1 Int), ASI: Boon of Skill (+1 Con), ASI: Boon of Recovery (+1 Con)
Cantrips: True Strike, Mind Sliver, Minor Illusion, Projectile Screen, Mage Hand, Gear [Message]
Spells: Detect Magic [Ritual], Shield, Magic Missle, Feather Fall, Protection from Good and Evil, Blindness/Deafness, Fly, Knock, Dispel Magic, Summon Fey, Banishment, Greater Invisibility, Steel Wind Strike, Teleportation Circle, Bigby's Hand, Mordenkainen's Private Sanctum, Ethrealness, Teleport, Disintegrate, Telepathy, Befuddlement, Foresight, Wish, Gate, Time Stop, Spell Mastery [Mind Spike /LR, Mirror Image /LR], Signature Spells [Sending /LR, Clairvoyance /LR], , Gear [Modify Memory /LR, Dream /LR, Dimension Door /LR, Plane Shift /LR], Telepathic [Detect Thoughts /LR], Fey-Touched [Heroism /LR, Misty Step /LR]
Spell Slots: 1: 2: 3: 4: 5: 6: 7: 8: 9:
Subclass Features
Level 3: Divination Savant: Choose two Wizard spells from the Divination school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Divination school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 6: Expert Divination: Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5.
Level 10: The Third Eye: You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short or Last. You can't use this feature again until you finish a Short or Long Rest.
   *Darkvision: You gain Darkvision with a range of 120 feet.
   *Greater Comprehension: You can read any language.
   *See Invisibility: You can cast See Invisibility without expending a spell slot.
Level 14: Greater Portent: Whenever you finish a Long Rest, roll three d20's and record the numbers you rolled. You can replace any d20 Test made by you or a creature that you can see with one of these fortelling rolls. You must choose to do so before the roll and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused fortelling rolls.
Armor and Attacks
Armor: Studded Leather +3: 19 AC
Attacks: Inevitable Edge [Sap] w/ True Strike
  1h, 5-feet, +13 to hit, 1d8+6 Slashing damage, Versatile
  Accurate (see write up)
  Inevitable Doom (+2d4 Force damage vs chosen creature type)
  ...w/ True Strike: +3d6 Radiant damage
Mind Sliver 60-feet, DC 21 Int save, 4d6 Psychic damage
  on fail target has -1d4 to next save
Spellbook
Tome of Seasons This magical tome is bound in rich leather, and adorned with sylvan details and a quadrant upon the cover marking the seasons and the cyclic rising and setting of a sun and moon.
Cantrips: All Wizard cantrips, plus Projectile Screen
Level 1 Spells: Alarm, Comprehend Languages [Ritual], Detect Magic [Ritual], Expeditious Retreat, Feather Fall, Identify [Ritual], Illusory Script [Ritual], Jump, Mage Armor, Magic Missile, Protection from Good and Evil, Shield, Silent Image, Sleep, Tenser's Floating Disk [Ritual], Unseen Servant [Ritual], Witch Bolt
Level 2 Spells: Alter Self, Arcane Lock, Arcane Vigor, Augury [Ritual], Blindness/Deafness, Blur, Cloud of Daggers, Continual Flame, Darkness, Detect Thoughts, Gentle Repose [Ritual], Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth [Ritual], Mind Spike, Mirror Image, Misty Step, Phantasmal Force, Rope Trick, See Invisibility, Shatter, Spider Climb, Suggestion, Web
Level 3 Spells: Blink, Clairvoyance, Counterspell, Dispel Magic, Fear, Feign Death [Ritual], Fireball, Fly, Gaseous Form, Glyph or Warding, Haste, Hypnotic Pattern, Leomund's Tiny Hut [Ritual], Magic Circle, Nondetection, Phantom Steed, Remove Curse, Sending, Speak with Dead, Summon Fey, Tongues, Water Breating [Ritual]
Level 4 Spells: Arcane Eye, Banishment, Charm Monster, Confusion, Conjure Minor Elementals, Control Water, Dimension Door, Divination [Ritual], Evard's Black Tentacles, Fabricate, Fire Shield, Greater Invisibility, Ice Storm, Locate Creature, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph, Stone Shape, Summon Elemental, Wall of Fire
Level 5 Spells: Bigby's Hand, Circle of Power, Cloudkill, Cone of Cold, Conjure Elemental, Contact Other Plane, Creation, Dominate Person, Dream, Geas, Hold Monster, Legend Lore, Mislead, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond [Ritual], Scrying, Seeming, Steel Wind Strike, Summon Dragon, Synaptic Static, Telekinesis, Teleportation Circle, Wall of Force
Level 6 Spells: Arcane Gate, Chain Lightning, Contingency, Disintegrate, Drawmij's Instant Summons [Ritual], Eyebite, Globe of Invulnerability, Guards and Wards, Mass Suggestion, Otiluke's Freezing Sphere, Wall of Ice
Level 7 Spells: Ethrealness, Forcecage, Mordenkainen's Magnificent Mansion, Plane Shift, Prismatic Spray, Reverse Gravity, Sequester, Simulacrum, Symbol, Teleport
Level 8 Spells: Antimagic Field, Antipathy/Sympathy, Befuddlement, Control Weather, Demiplane, Dominate Monster, Maze, Mind Blank, Telepathy
Level 9 Spells: Astral Projection, Foresight, Gate, Imprisonment, Power Word Kill, Prismatic Wall, Time Stop, Weird, Wish
Expanded Spells
Projectile Screen: Cantrip Evocation (Artificer, Druid, Sorcerer, Wizard), Action, Self, S, Concentration, up to 1 round. When you cast this spell you must declare the facing of the screen relative to you as forward, left, right, or behind. You create a one-way curved screen of Force in a 90 degree arc around your space centered on the facing you declared. This disk deflects non-magical arrows, bolts, and other ordinary projectiles launched from the other side of the screen, causing them to automatically miss anything behind the arc of protection (including you).
  However, boulders hurled by giants or siege engines and similar large projectiles, and attacks that are able to go over or around the arc of protection, are unaffected. Disintegrate and similar effects destroy the screen instantly.
  Upcast. The arc of protection is 180 degrees at 5th level, and 270 degrees at 11th level. At 17th level you no longer declare a facing as the screen provides a 360 degree globe of protection centered on you, and attacks are no longer able to go over or around the screen.