Base Class: Sorcerer
Many divination sorcerers were originally called "hedge wizards" as they would often come to some note in their communities for their ability to predict events, find lost things, and as highly competent advisors in general. These sorcerers usually find a type of focus that works best for them at a young age; some use tarokka decks, others crystal balls or pendants, others still use different items for different tasks, depending on the breadth of their knowledge.
Divination Spells
1st-level Divination feature
You can learn divination spells, of the appropriate level, from any class when you level in this class. Each of these spells counts as a sorcerer spell for you, and it does count against the number of sorcerer spells you know.
Gift of Greater Alacrity
1st-level Divination feature
You are constantly being assaulted by visions of possible futures, especially those that present a threat to your person. As a result, you are very difficult to get the drop on. Whenever you roll initiative, you may roll a second d20 and use either value to determine your initiative score.
The Sight
6th-level Divination feature
When you cast any divination spell of 1st level or higher, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. Additionally, all divination spells you learn or already know may be recorded into a spellbook. While this spellbook is on your person you may cast any of the divination spells it contains as a ritual. Any spell with a casting time of less than 1 minute has a ritual casting speed of 1 minute.
Psychic Fortitude
6th-level Divination feature
The constant sensations and visions that assault your mind have strengthened your mental defenses. You gain resistance to psychic damage and have advantage on saving throws against being frightened. Additionally, while not incapacitated you cannot be surprised.
Ethereal Visions
14th-level Divination feature
You can see the ethereal connections between things on your plane of existence. As a bonus action, you can spend 1 or more sorcery points to magically learn information about something you are holding/touching or it's owner. To learn information about the owner you must speak the owner's name as part of the bonus action. It must be the owner's name, not alias or title. For each sorcery point you spend, you can gain one of the following insights of your choice:
- Location of the object's owner or the location of the rest of the object, if it is a piece of something larger. If it a piece of an object broken into multiple pieces the location of each piece can be divined by spending an additional sorcery point per piece.
- The location where the object was created.
- The objects age.
- Notable events related to the object (e.g., if the object was a sword the Diviner may learn that it was used to slay an Ancient Red Dragon, or that when it was created it was forged in the blood of orphans, to the DMs discretion).
If this is performed on a magical item, the Diviner may spend a number of sorcery points to learn all of it's magical properties. Including if the item is sentient and what it's alignment is, if applicable.
Common - 2
Uncommon - 4
Rare - 6
Very Rare - 8
Legendary - 10
Artifact - 12
Unerring Sight
18th-level Divination feature
You gain Truesight out to a range of 120 feet.
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