Base Class: Wizard
Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.
Psionic Casting
At 2nd level, you gain the Psionic Casting feature. When manifesting a power (i.e. casting a spell), you ignore any verbal and somatic components, and any material components that are not both consumed by the spell and have a listed gold cost.
This allows you to ignore spellcasting limitations based on components, such as not having a hand free, having your hands bound or being gagged. However, this feature does not allow you to cast spells when you are explicitly prohibited from doing so, such as when wearing armor you are not proficient with or when you are Polymorphed.
However, unless you use any abilities to hide it (such as the Subtle Spell metamagic feature), manifesting a power (i.e. casting a spell) is still readily obvious to onlookers, as it is accompanied by a telltale auditory, material, mental, olfactory or visual display emanating from you. Auditory displays can be, for example, a strange hum or ringing; material displays could consist of a short appearance of ectoplasmic residue; mental displays, a flash of static or aura that onlookers notice around you; olfactory, the sudden appearance of a familiar scent, or a smell of burning; and visual displays often involve scintillating colours or your eyes lighting up with psionic energy.
Whatever the form, these displays are never significant enough to create immediate consequences for the psionic creatures, allies, or opponents during combat, but they do indicate the use of magic and its user.
Typically, the nature of a display depends on the kind of spell components are being ignored: Verbal components result in an auditory or mental display, somatic components result in a visual display, and material components result in a material or olfactory display.
Any feature or effect that would allow you to ignore spell components other than this ability, also allows you to conceal the corresponding displays.
Premonition
Starting at 2nd level when you choose this discipline, you can gain brief glimpses of imminent danger. Once per long rest, you can use your reaction to add your proficiency bonus to your AC and to Dexterity saves until the end of your next turn. You can use this ability after you learn the result of the roll and whether or not it succeeds.
Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
The Third Eye
Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.”
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Greater Premonition
Starting at 14th level, you become more used to trusting your flashes of insight. You can use your Premonition ability once per short rest instead of per long rest.
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