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. To be effective in your roll, you must be a wizard of the people- able to effectively communicate and establish relationships with people from all walks of life. 

Your charisma may be seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divination Wizard may, intentionally or not, undermine their partners by reveling divinations contradictory to their goals or orders. 

Charisma is your spell casting ability.

Charming & Portent

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.

You have worked to gain knowledge because of your deep understanding of people and what makes them tick. 

Your spell casting ability is charisma. 

You have proficiency in Charisma saving throws.

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. 

Expert Diviner

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.

 

Divine Aura

Beginning at the 10th level you are able to sense hostile spells and prepare yourself and allies. Divine energy clings to the air around you so heavily it provides you with a magic ward. You and friendly creatures within 15 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

Previous Versions

Name Date Modified Views Adds Version Actions
6/6/2024 3:06:15 AM
3
2
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes