Fighter
Base Class: Fighter

You seem to have a peculiar instinct of predicting the outcomes of a situation, or a weird ability to peer into the future. Whatever it is, you have no clue of its origin, perhaps you were exposed to magic from foreign planes and it mixed into your mind, or maybe you have an ancestor skilled in Divination Magic, and its energy manifested in you after having laid dormant. This power may be less pronounced and possibly weaker than the magic divination school wizards possess, yet you know that in combat, being able to predict even the near future will be more than enough to take down any opponent, before they could ever know what to expect. 

 

Swift Precognition

At 3rd level, you learn the true strike cantrip and can cast it as a bonus action instead of an action, and you don't have to concentrate on it. In addition to its usual effects, you have advantage on Dexterity saving throws against the target's spells and they'll also have disadvantage on all attack rolls against you. 

Supportive Precognition

Starting at 7th level, you learn the message cantrip. You also gain an additional way to use true strike. On an allied creature's turn, you can use your reaction to cast true strike on a target, and relay the information through message, as part of the same reaction. You then grant your chosen ally the benefits of Swift Precognition. Both the target and the ally have to be within 30 feet of you and within sight. 

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after a long rest. 

Prophetic Dream

At 7th level, your divination powers reach into the dream realm, reporting to you vague details pertaining to shortly incoming events. During a long rest, you can choose to cast divination once without material components. You will then receive a prediction concerning a specific goal, event, or activity to occur within 2 days. Taking this action does not replace a long rest's benefits. 

Taking this action will precede any dream spell effects on you. 

As per usual, the spell doesn't take into account any possible circumstances that might change the outcome, and thus said predictions about the same event may vary on each long rest. 

Inerrancy, Insight, Instinct

At 10th level, you learn more ways to utilize your ability in non-combat situations:

  • You can easily unmask the intentions of others. You gain proficiency in Insight if you haven't already. Deception and Persuasion checks against you are made with disadvantage.
  • Occurrences become more predictable to your eyes. You gain proficiency in Perception if you haven't already and can't be surprised.
  • Every so often, you can react quickly enough to prevent failures. When you roll an ability check, you can forgo the roll and instead treat it as a 10 + your proficiency bonus. You can use this feature after rolling, but before the roll's results are applied. You can only do this once every short or long rest. At 18th level, you can do this twice every short or long rest, and can add your Wisdom modifier to the roll. 

Preemptively perceiving others' intentions allows you to mentally strengthen yourself as well. You make saving throws against being charmed and frightened with advantage. 

Skilled Premonition

At 15th level, you can target an additional allied creature to grant the benefits of Swift Precognition to. The second ally may have a different target from the first. The same restrictions apply to this new set of targets. This still expends an extra use of the Supportive Precognition feature. 

Additionally, your ability blends naturally with your actions, allowing for easier and longer control. The effects of Swift Precognition and Supportive Precognition last 1 minute instead of 1 round. 

Masterful Foresight

At 18th level, you can deeply channel your precognition, constantly seeing every possible outcome in an instant with near perfect accuracy. As a bonus action, you gain the effects of the foresight spell for 1 minute, as well as other benefits:

  • Once per turn, you can guarantee an attack to hit and deal maximum damage.
  • You gain a special reaction that you can take on every creature's turn except yours. You can only use this reaction either to force an attack to miss or to automatically succeed a saving throw that doesn't use Strength or Constitution. You can’t use this on the same turn that you take your normal reaction. You can take this reaction a number of times equal to your Wisdom modifier (minimum of once). 

In this state, you can also grant this crucial information with no effort. At the end of your turn, choose a creature within 30 feet of you. You impart them the necessary knowledge to succeed, giving them one of the following effects:

  • Said ally gains advantage on attack rolls, saving throws and ability checks, and all attacks against them are made with disadvantage.
  • Said ally receives a bonus to all rolls and their AC equal to your proficiency bonus and your Wisdom modifier (minimum of one).
  • Said ally acquires a one-time use to automatically succeed on one roll, and if it's an attack of any kind, deal maximum damage or force a miss. This effect is consumed after use or when the duration expires. 

Whichever perk you choose, it lasts until the start of your next turn, during which you can apply this feature again. 

Once you use this feature, you can’t use it again until you finish a long rest.

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