Starting stats: 8-STR/12-DEX/13-CON/17-INT/14-WIS/10-CHA
Racials
ASI - +2 INT, +1 CON
Class Skill Proficiencies: History, Religion
Traits
Darkvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
Radiant Soul: Starting at 3rd level, you can use your bonus action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your proficiency bonus.
Once you use this trait, you can't use it again until you finish a long rest.
Background
Prisma: +1 WIS or INT, +1 to any other stat (+1 INT, +1 CON)
Cursed Prodigy: You’re good at a lot, maybe being around here helped with that, but there is something you are just awful at. You gain 3 skill proficiencies of your choice. You are proficient with 2 tools of your choice (except thieves’ tools), and you are proficient with 2 musical instruments. (Music instruments swapped to one skill; Arcana, Investigation, Medicine, Survival, Glassblower's Tools, Herbalism Kit)
BURDEN: YOU MUST CHOOSE 3 SKILLS TO BE DENIED IN, AND YOU CAN’T CHOOSE PERFORMANCE. (Athletics, Deception, Intimidation)
Mage of Quandrix
Quandrix Spells:
You learn the cantrip guidance and the 1st-level spell Guiding Bolt. You learn additional spells when you reach certain levels in this class, as shown on the Quandrix Spells table.
Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. If you are a wizard, you can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.
Functions of Probability:
By iterating on the mathematical patterns of reality, you can nudge chance to tilt around a creature. When you cast a spell using a spell slot 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 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.
Velocity Shift:
You learn to manipulate kinetic formulas and alter the velocity of another creature. 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.
Feats
Skill Expert:
Increase one ability score of your choice by 1, to a maximum of 20. (+1 INT)
You gain proficiency in one skill of your choice. (Perception)
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Arcana Expertise)
Training Arc
More Smarts:
+1 Intelligence. Also, choose an Intelligence based Skill to add a +1 bonus to.
Krysta’s Essence Sight: The ability to analyze something in almost an instant. The general “make-up” of that something, if it’s good/bad, and the complexity. (At will, 3 Minutes of Safe Usage)
In combat: Up to Proficiency Bonus you’re able to identify 2 “specifics” like capabilities, stats, abilities, etc. Also, expose a “weak point” from the chosen target till the start of your turn granting advantage. This refreshes on a long rest, and this counts as an at will/inherent action.
Restructing of Magic/Making Spells non-lethal:
All spells and cantrips of 1st level or lower can be chosen to be non-lethal
Once per long rest, you can “down cast” a spell, meaning you can cast a spell at a lower level spell slot by 1 instead. In the case of a 1st level spell, it would be free of cost instead.
Magic Mixing:
Using both Action and Bonus Action, Krysta can combine two cantrips together to create a unique effect.