So, I recently started in a campaign which begins at 13th level. I decided, 'Hey, people say Divination is a powerful wizard subclass' so decided to pick just that, then came up with a character that boils down to 'Mysterious fortuneteller who seems to know all'. I love the flavor of it, but it is obviously hard to make a nigh-omniscient character in a game like DnD. Through ASIs i managed to max Intelligence, and get the Alert feat since I think it fits, but other than that i have no idea how to make him into what I would like him to be. My stats so far are:
Be a Halfling to get Halfling's Luck, get the Lucky feat, and ask your DM if they will allow you to get some Chronurgy (Dunamancy) spells that will help you roleplay this through mechanics.
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Please check out my homebrew, I would appreciate feedback:
Seriously though, did you session zero this with your DM? Since divination is heavily dependent on the DM actually telling you the plot, not having yours on board with the concept can really mess up the group's energy. I've seen plenty of groups fall apart because the DM and the diviner didn't set boundaries beforehand. I find that the best divination wizards are also pseudo-dms and help the DM along with the plot while not obliterating the story for the rest of the group. Unless, of course, you're just doing it for the DPT and re-rolls, but that's pretty boring IMO.
We did in fact do a session zero, and we came up with a homebrew ritual spell I could use, called Premonition, that essentially gave me a cryptic riddle that relates to upcoming major events every time I use it, so that I can try to figure it out to gain some insight into the game. However, this post is more asking about more active uses of my character's Divination, something similar mechanically to RDJ's Sherlock Holmes predicting the exact outcome of a fight a split second before it starts, or Ozymandias being able to predict the trajectory of bullets in The Watchmen movie (at least, it seems like he can do that, as he's so smart).
So, I recently started in a campaign which begins at 13th level. I decided, 'Hey, people say Divination is a powerful wizard subclass' so decided to pick just that, then came up with a character that boils down to 'Mysterious fortuneteller who seems to know all'. I love the flavor of it, but it is obviously hard to make a nigh-omniscient character in a game like DnD. Through ASIs i managed to max Intelligence, and get the Alert feat since I think it fits, but other than that i have no idea how to make him into what I would like him to be. My stats so far are:
Any ways that could make my character more like I wish him to be?
Well, this is probably the best advice I could offer for a new character, but since you're already playing a character I would suggest getting the Lucky feat, Keen Mind is also useful as well as Observant. Skilled or Prodigy (if you can get it) are nice. What race do you play?
Except for that, use scrying, detect thoughts and contact other plane a lot.
We did in fact do a session zero, and we came up with a homebrew ritual spell I could use, called Premonition, that essentially gave me a cryptic riddle that relates to upcoming major events every time I use it, so that I can try to figure it out to gain some insight into the game. However, this post is more asking about more active uses of my character's Divination, something similar mechanically to RDJ's Sherlock Holmes predicting the exact outcome of a fight a split second before it starts, or Ozymandias being able to predict the trajectory of bullets in The Watchmen movie (at least, it seems like he can do that, as he's so smart).
Gotcha. Just wanted to make sure the bases are covered. A lot of players come up with cool character concepts that fail to pan out because they forget to bring their DM into the mix. Glad you're not one of them.
Alert is a good feat. With any investigative archetype I would also definitely pick up Keen Mind. The photographic memory that the feat gives you is what any aspiring Poirot or Holmes needs to weave clues together into a successful accusation. If your trying to go the Robert Downey Jr. Holmes route then I would also recommend either Martial Adept or Grappler as a feat as well. Remember, the Holmes in that version was also a combat master and having either of those feats would help accurately depict your character analyzing hand-to-hand combat at breakneck speed and applying their fundamental knowledge of the human body to do damage. Lucky is honestly one of the best, if not most broken, feats in the game and works on almost any character if you want to incorporate that as well.
Also, I'd recommend taking insight and investigation as your skill proficiencies. If you can find a background can fits thematically with your character that would be great!
Finally, all that's left to do is Role Play. If you want to your character to be Sherlock Holmes than act like Sherlock Holmes. Create personality traits, ideals, bonds, and flaws as a way to give yourself parameters so your RP is consistent. No one is perfect -- one of the most remarkable things about Sherlock was his ability to overcome his crippling Opium addiction (with Watson's help of course) and still get the job done. Feats and skills are great and all, but it's way you play the character that everyone ultimately remembers.
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So, I recently started in a campaign which begins at 13th level. I decided, 'Hey, people say Divination is a powerful wizard subclass' so decided to pick just that, then came up with a character that boils down to 'Mysterious fortuneteller who seems to know all'. I love the flavor of it, but it is obviously hard to make a nigh-omniscient character in a game like DnD. Through ASIs i managed to max Intelligence, and get the Alert feat since I think it fits, but other than that i have no idea how to make him into what I would like him to be. My stats so far are:
9 Strength, 17 Dex, 15 Con, 20 Int, 11 Wis, and 10 Cha.
Any ways that could make my character more like I wish him to be?
Edit: This is a High Elf character.
Get your DM to tell you as much as possible about the campaign and what is happening in a very sneaky way?
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Use divination spells like Scrying heavily. And also take a level or two in Rogue or Bard for the extra skill proficiencies and expertise.
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Take the lucky feat and flavor it as divination or visions of the future instead of luck.
Be a Halfling to get Halfling's Luck, get the Lucky feat, and ask your DM if they will allow you to get some Chronurgy (Dunamancy) spells that will help you roleplay this through mechanics.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
DMs hate him for this one weird trick!
Seriously though, did you session zero this with your DM? Since divination is heavily dependent on the DM actually telling you the plot, not having yours on board with the concept can really mess up the group's energy. I've seen plenty of groups fall apart because the DM and the diviner didn't set boundaries beforehand. I find that the best divination wizards are also pseudo-dms and help the DM along with the plot while not obliterating the story for the rest of the group. Unless, of course, you're just doing it for the DPT and re-rolls, but that's pretty boring IMO.
We did in fact do a session zero, and we came up with a homebrew ritual spell I could use, called Premonition, that essentially gave me a cryptic riddle that relates to upcoming major events every time I use it, so that I can try to figure it out to gain some insight into the game. However, this post is more asking about more active uses of my character's Divination, something similar mechanically to RDJ's Sherlock Holmes predicting the exact outcome of a fight a split second before it starts, or Ozymandias being able to predict the trajectory of bullets in The Watchmen movie (at least, it seems like he can do that, as he's so smart).
Well, this is probably the best advice I could offer for a new character, but since you're already playing a character I would suggest getting the Lucky feat, Keen Mind is also useful as well as Observant. Skilled or Prodigy (if you can get it) are nice. What race do you play?
Except for that, use scrying, detect thoughts and contact other plane a lot.
He's a high elf.
Gotcha. Just wanted to make sure the bases are covered. A lot of players come up with cool character concepts that fail to pan out because they forget to bring their DM into the mix. Glad you're not one of them.
Alert is a good feat. With any investigative archetype I would also definitely pick up Keen Mind. The photographic memory that the feat gives you is what any aspiring Poirot or Holmes needs to weave clues together into a successful accusation. If your trying to go the Robert Downey Jr. Holmes route then I would also recommend either Martial Adept or Grappler as a feat as well. Remember, the Holmes in that version was also a combat master and having either of those feats would help accurately depict your character analyzing hand-to-hand combat at breakneck speed and applying their fundamental knowledge of the human body to do damage. Lucky is honestly one of the best, if not most broken, feats in the game and works on almost any character if you want to incorporate that as well.
Also, I'd recommend taking insight and investigation as your skill proficiencies. If you can find a background can fits thematically with your character that would be great!
Finally, all that's left to do is Role Play. If you want to your character to be Sherlock Holmes than act like Sherlock Holmes. Create personality traits, ideals, bonds, and flaws as a way to give yourself parameters so your RP is consistent. No one is perfect -- one of the most remarkable things about Sherlock was his ability to overcome his crippling Opium addiction (with Watson's help of course) and still get the job done. Feats and skills are great and all, but it's way you play the character that everyone ultimately remembers.