Base Class: Wizard
A revised subclass meant to increase strength and versatility in combat and roleplay while keeping the identity of the original.
As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Divination Savant
Starting at 3rd level, the gold and time you must spend to copy a Divination spell into your Spellbook is halved, and you learn Guidance in addition to the following spell list.
These spells count as known, are always prepared, and don't count toward your maximum number of prepared spells.
If you already know any of these spells when you gain this feature you can remove them from your Spellbook and replace them.
Despite the tooltips showing 2014 spells, you do get the 2024 versions.
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1st |
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3rd |
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5th |
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7th |
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9th |
Portent
Starting at 3rd level, whenever you finish a Long Rest, roll a number of d20s equal to your Proficiency Bonus and record the numbers rolled, these become your Portent die.
You can replace any D20 Test made by you or a creature that you can see with any of these rolls. You must choose to do so before the roll concludes.
Each Portent die can be used only once, and you can have a maximum equal to your Proficiency. When you finish a Long Rest you can choose to keep the rolls of any unused Portent die, but must reroll any used die.
Expert Divination
Starting at 6th level, you can cast 1st level Divination spells without requiring or consuming a spell slot, and when casting a Divination spell at 2nd or higher level you can choose one expended spell slot of a lower level to restore.
Third Eye
Starting at 10th level, your third eye is awakened granting you 120ft of Truesight.
Greater Portent
Starting at 14th level, when rolling your Portent die, you instead roll twice as many die and choose which dice to keep from the total pool.
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