Paracausality
Started by wizards studying the effects of concept bombs and their disruption of the natural flow of time, as well as the lingering effects of Broken Causality's presence near Godsfall, the school of Para-causality focuses its efforts on understanding and manipulating the local flow of time, while not causing paradoxes that might bring the Archon of Time's wrath down on them.
Features
Escape the Moment
Starting when you choose this tradition at level 2, you gain the ability to force yourself slightly out of sync with the local time stream. As a reaction when you would fail a saving throw against an effect that deals half damage on a success, you can make an Intelligence saving throw against the same DC. The result of this Intelligence saving throw replaces the failed saving throw, potentially turning the failure into a success. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after a long rest. You can gain additional uses by expending a spell slot of 1st level or higher as part of the reaction used to trigger the feature.
Past is Present
Starting at 6th level, you can bring visions of the past into the present day. After touching a location or creature for 1 minute, state an event or a time period within that location or creature's history you would like to view. If the target is a creature, it can make a Charisma saving throw against your spellcasting DC. On a success, your attempt to see its past fails and the creature is immune to this ability for 24 hours. If the target is a location, make an Intelligence (History) check against a DC of 10 + 1 for every 50 years that have passed since that event or time period. A failed check means that you cannot attempt to see the same event or time period again until 24 hours have passed.
If you succeed at seeing the past, the requested event or time period overlays itself over present reality and plays out. You can choose to play it forward at normal or double speed, pause it, or rewind it (back to the starting time), and the vision lasts for 10 minutes of real time. You cannot interact with anything in the event, but you can see or hear anything you would normally be able to see or hear from the location you were standing when you activated the feature and you can walk around the scene, passing through creatures and objects as if they were not there. If the target was a creature, the point of view is limited to the creature's perceptions. Once you successfully use this feature, you cannot use it again until you finish a long rest.
Group Escape
Starting at 10th level, you can use your Escape the Moment feature when a creature you can see within 30 feet of you meets the trigger conditions. When you do so, make the saving throw as if you were the one targeted and apply the result to the affected creature. If more than one creature within range would benefit, it applies to all of them. Only make one saving throw and apply it to all affected creatures.
Echoing Spell
Starting at 14th level, you can cause a spell you cast to re-occur at lower strength. When a spell of 5th level or lower you cast ends, you can use your reaction to cause it to echo as if it had just been cast. None of the echoed spell's parameters (targets, spell level, or any choices made when casting the spell initially) change, but new saving throws and attack rolls must be made. If the spell dealt damage, it deals half as much damage and any saving throws against it are made at advantage. Once you use this feature, you cannot use it again until you finish a short rest.