Wizard
Base Class: Wizard

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Fortune Telling

Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).

Visions of the Future

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.

Weave Manipulation

Seers are masters of manipulating the weave to their will. As such, when you reach 6th level, your mastery of the weave grows in great ways. You can select one of any of the abilities below. You can use the selected option a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Magical Balance. When you make an attack roll or an ability check and roll a 9 or lower on the d20, you can balance fate and treat the roll as a 10.
  • Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d10s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.
  • Decimate. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
  • Spellbreaker. You can store magical energy within yourself to later empower your magic. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain an equal number of spell slots to the spell that your countered, or dispelled. 

     

Awakened 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 short or long rest.

Darkvision. You gain darkvision out to a range of 120 feet.

Weave Sight. You can see into the Ethereal Plane and Astral Planes within 60 feet of you.

Greater Comprehension. You can read any language or writing.

Truesight. You gain truesight out to a range of 30 feet of you.

Magic Eye. You can cast either Detect Magic, Detect Poison & Disease, or Detect Good & Evil at their lowest levels at-will. The spell you select does not count against your spells known or prepared. 

Heart Sight. You touch a creature and magically knows the creature's current emotional state, basic thought detection, and alignment.

Oracle

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 100 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). You can do this three times, then regain the ability on a long rest. 

 

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