Wizard
Base Class: Wizard

Whether you were simply born with the ability, worked and studied hard to obtain it or if it was a gift from the divine, the Diviner uses their magical power to assist their party and hinder their foes - as well as predicting the future. Diviners are few in number due to the harrowing task it is to gain the ability or to use it.

Arcane Divination

Beginning when you reach 2nd level, you may use an action to roll a 1d20 and attempt to predict the near future at the discretion of the DM*. The higher the number you roll increases the accuracy of the prediction and how easily you can react. This action will allow you to know what a creature is about to do and react before the creature does it.

Divination examples:

  • If you roll a nat20, the DM might allow you to spin around and catch an arrow or a bullet mid-flight.
  • You may end up finding out that a beast is about to charge forward from behind. You can use this action to step out of the way or warn your party before the beast charges.
  • If you roll a 1, the DM might make you predict the wrong future.

Divination only predicts the future at the time you attempt to divine. If a character does something significant, it may make the future differ from what you predicted. You may only attempt Arcane Divination twice each long rest.

* The DM will tell you what you predicted via a private message or a whispered message. It is your choice to decide whether or not to tell your party of the prediction.

Divine Intervention

Starting at 5th level, you may use your action to do one of the following:

  • Increase the walking speed of every creature within 15 feet of you by 10.
  • Grant advantage to the next Attack roll a selected party member attempts.
  • Heal a selected party member by one-fourth of their maximum hitpoints.
  • Give disadvantage to the next roll an enemy makes.
  • Deal psychic damage equal to 1d6 to any enemy within sight.
  • Roll a 1d8. The next amount of damage dealt to a party member is subtracted by the number you rolled -one-eighth of your maximum hitpoints, rounded up. 

You may use each of these only one time until the dawn after you use them. For example, if you use the first option, you may not use that option again until dawn.

Devastation Translocation

Beginning at 10th level, you may take damage for a party member. For example, if a magic attack hits your party member for 10 hitpoints, you may take 10 hitpoints of damage instead of them, leaving them unharmed.

Psionic Overcharge

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. If you choose to do this, the damage type of that spell becomes psychic.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 psychic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the psychic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Also, you gain advantage on rolls relating to Arcane Divination and no longer need to rest to use it more than twice. However, if you use it more than twice, you will have disadvantage instead of advantage until you complete a long rest.

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