Base Class: Wizard
Wizards of the School of Fractured Foresight do not divine the future through calculation or prophecy.
They feel it—briefly, painfully, and never completely.
To them, knowledge is not power.
It is a wound that never quite closes.
This tradition is rare, feared, and quietly suppressed by governments who understand that uncontrollable foresight is more dangerous than fireballs.
School of Fractured Foresight Features
| Wizard Level | Feature |
|---|---|
| 2nd | Fractured Foresight, Cost of Knowing |
| 6th | Forewarned Mind |
| 10th | Threads of Inevitability |
| 14th | The Golden Ring |
Level 3: Fractured Foresight
Foresight Dice
You gain a number of Foresight Dice equal to your equal to your intelligence modifier.
Each die is a d6.
You regain all expended Foresight Dice when you finish a long rest.
Using Fractured Foresight
When you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can expend one Foresight Die to roll it and add or subtract the number rolled from the result.
You must decide to do so after the roll is made, but before the outcome is known.
Cost of Knowing
If using Foresight Die, once per long rest, you take psychic damage equal to your proficiency bonus.
Whenever you expend a Foresight Die, you take psychic damage equal to your proficiency bonus.
This damage ignores resistance and immunity.
You saw it coming.
That doesn’t mean it didn’t hurt.
Cost of Knowing
Whenever you expend a Foresight Die, you take psychic damage equal to your proficiency bonus.
This damage ignores resistance and immunity.
You saw it coming.
That doesn’t mean it didn’t hurt.
Using Fractured Foresight
When you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can expend one Foresight Die to roll it and add or subtract the number rolled from the result.
You must decide to do so after the roll is made, but before the outcome is known.
Level 6: Forewarned Mind
Your fractured visions sharpen your reactions to danger.
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You gain advantage on Initiative rolls.
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When initiative is rolled, you may expend one Foresight Die to grant advantage on initiative to one ally you can see.
Additionally, when you are surprised, you may expend one Foresight Die to act normally during the first round of combat.
Level 10: Threads of Inevitability
Your visions now reveal patterns rather than moments.
Improved Foresight
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Your Foresight Dice become d8s.
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When you expend a Foresight Die, you may do so after the outcome is known, but before consequences occur (such as damage being applied).
Glimpse the Thread
Once per long rest, you may ask the DM one yes-or-no question about an outcome that will occur within the next minute of narrative time.
The DM must answer truthfully, though cryptically if the outcome is uncertain.
Improved Foresight
Improved Foresight
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Your Foresight Dice become d8s.
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When you expend a Foresight Die, you may do so after the outcome is known, but before consequences occur (such as damage being applied).
Overextension
When you expend a Foresight Die, you may choose to roll two dice and use the higher result.
If you do, you must succeed on a Constitution saving throw (DC 12) or gain one level of exhaustion.
You can overextend once per short rest.
Level 14: The Golden Ring
Your foresight reaches its most dangerous form: inevitability.
Your Foresight Dice become d10s.
Rewrite the Moment
When a creature you can see within 60 feet makes an attack roll, saving throw, or ability check, you may expend two Foresight Dice to declare the result inevitable.
Choose one:
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Treat the roll as a natural 20
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Treat the roll as a natural 1
You can use this feature once per long rest.
The Price
When you use Rewrite the Moment:
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You immediately gain two levels of exhaustion
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You cannot regain hit points until you finish a long rest
You knew this would happen.
You chose it anyway.
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