Rogue
Base Class: Rogue

You gain the following Divination spells, and can use them by spending Divination Points. Wisdom is your Spellcasting ability.

Arcane Eye, Clairvoyance, Detect Magic, Detect Thoughts, Find Traps, Identify, Telepathic Bond and Scrying.

Additionally, you become better at using your Wisdom to aid you in fighting and tracking.

Master of Divination

Gaining magical knowledge, you get arcane points called Divination Points, that scales with your levels. You can use these to cast any of the spells unlocked at will, without material components. You start with 2 at level 3, then get one more point every other level, up to 7 at level 13. You regain points equal to 1d4 + you Wisdom Modifier every short rest, and replenish all spent Points upon a long rest. The spells you gain access to are: Arcane Eye, Scrying, Find Traps, Clairvoyance, Detect Magic, Detect Thoughts, Identify and Telepathic Bond. You can cast these spells as rituals, but it still consumes a Divination Point.

Wise Movement

You may add your Wisom modifier to any Dexterity (Acrobatics) check after you've made the roll, but before the DM decides if it succeds or not.

 

Fortified Mind

With extensive mental training, you have reinforced your mind to the point of near invunerability. You have resistance to Pshycic damage, and have advantage on all Wisdom saving throws. You also get to do a Wisdom saving throw agains Illusions and Divinations direted at you.

Focused Mind

With boatloads of experience, you've become adept at findig your target. You have advantage on Wisdom (Perception) and Intelligence (Investigation) check for finding a person, creature or object that you are familiar with.

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