Visions Of Time Image

You are both blessed and cursed with visions of possible futures and distant places. These visions are difficult to interpret and lead you astray just as often if not more than they guide you to success. With intense training and methodical rituals, you can manifest the visions with some modicum of success. You gain the following benefits. 

  • Choose two spells of the Divination or Dunamancy schools. They must be of a level you are capable of casting. You learn these spells and can cast them at their lowest levels. Once you cast them, you must finish a long rest before you can cast it again using this feat. When you level up, you may replace these spells following the previous rules.
  • You learn the spell Augury. You may cast it as an action without material components by expending a Hit Die. When you do it in this fashion make an Intelligence saving throw(DC13). On a success you take psychic damage equal to the roll. If you fail, roll a D6 Hit Die and reference the chart below.
    • 1: Your mind retreats into itself and you become Paralyzed for 1D6 minutes. The effect ends if you take any damage or someone spends an action to shake you.
    • 2: You become Frightened of the first creature you see after the spell ends and must use your action and Movement each round to flee from the source of the fear. This fear lasts 1 minute or until you take any damage.
    • 3: You experience vivid hallucinations and have disadvantage on Ability Checks for the 1d6 hours.
    • 4: You must use your action each round to Attack the nearest creature for the next 1d6 rounds.
    • 5: You begin babbling and are incapable of normal speech or casting spells with verbal components for the next minute.
    • 6: The mental toll is more taxing than normal. You gain one level of exhaustion. 
Visions Of Time Image

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