Portent is an awesome ability, and my divination wizard because of it. How do you roleplay it? Especially in times of PC/PC conflict?
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls."
I recently had one of my team members take a cursed item out of my hands, and there was an opposed check (which I expected to lose because he had like a +4 and had -1). Before we rolled there was a pause and I think some people expected me to use it. If I had, I would have won, but it just didn't feel right using it on another player. Especially because it's technically a vision that your character has, and not something they do.
When I was playing a Wizard with the School of Divination I used my portents to either defend myself against an attack that would have seriously hurt me if it would have hit or to guarantee that an important attack by myself or someone else in the party would hit. I didn't use them for skill checks very often, but sometimes making a Dexterity check to not fall was important.
Two d20 rolls a day isn't that many, I saved them for important rolls where we the party wanted the roll to either succeed or fail.
The character is smug, confident and sure of themselves at all times, just before you make your roll or opponent makes their save state 'You've already lost' use portent and smirky twit is proved right again.
The character spends time spacing out studying stars luminaries and classic mathematical / magimatical texts. When the moment comes. The world shifts and those nearby remember slivers of 10, 20, a 100 different interactions before the result occurs. The diviner whispers 'As foreseen'
The character prays and inhales narcotic fumes to enter a higher state. When the moment comes the world freezes into crystal clarity and the diviner flicks through the cosmic deck of cards shaking the reality they wish from the deck. 'Ah reality 23, an unlikely but not impossible outcome'
I think could definitely do better expressing what's going on in my character's (Reno's) head. Just feels weird to at the moment mention a vision that has already occurred.
The ability seems pretty powerful, and I'm loving it. I want to learn to make it interesting to everyone rather than just saying "I play my trump card."
Especially because Reno isn't technically making it happen. I as the player am retroactively assigning what his vision/divination was. Hmmmm great way to be hostile to other characters and not allow them to blame Reno! snicker snicker... revenge plot...
Think about combining it with lucky feat later on and claim its part of your natural divination. Cant recommend hobbling players, that can lead to bad feelings later :)
Unfortunately, the president has already been set. We're longtime friends, and there's enough roleplaying awareness that some contention between characters will be just fine. I'm just trying to figure out how to appropriately do that. My character was fairly significantly slighted, so for there to be no consequences of that doesn't feel right as far as roleplaying goes. I'm just figuring out the right way for that to happen without letting it be petty and annoying to everyone at the table.
I like the lucky feat idea, that's clever. Unfortunately, I need my next stat increase, as my 2 main stats will get an increase to their bonus.