Base Class: Sorcerer
The counsel of a divination wizard is highly sought after by royalty and commoners alike, as all seek a clearer understanding of the past, present, and future. Unlike divination wizards though, you are not sought out for a clear understanding of the future. Though your divination abilities are more innate, they are often erratic, uncontrollable, and unintentional. As a result, the best many divination sorcerers are able to hope for is to give a cryptic message to someone at their time of need, without being asked to. Some divination sorcerers can of course climb the ranks of society, become well renowned for their council, and gain control over their visions of course, but many unfortunately don't.
The nature of divination in sorcerers is interesting because they have the ability to naturally perceive the different planes of reality, and receive visions divining fates and destinies of all who live, but it can radically alter how someone exists from second to second. One minute, a divination sorcerer might be buying food, and the next they could be hunched over and afflicted with the soon to be memories of some extremely bad gas without any idea of when or why it would be triggered. The next day, they might receive a vision of what will occur in a decade to someone who isn't yet born, and be forced to either live with that knowledge until the time comes to act on it, or they will discard and simply forget it.
The visions of the future that divination sorcerers receive can be erratic, uncomfortable, and similar to nightmares. They might be meticulous and detailed like planning processes. They might be vague, incoherent, and abstract, like dreams and prophecies. They could be something else entirely.
As you're a sorcerer, your divination knowledge and magic has stemmed from the same thing or something similar to what gave you your magic. It may be your bloodline, it may be a freak accident, or it may be something else. Whatever the reason, this will undoubtedly affect how you feel about and use your divination powers, whether you see them as a positive boon to be wielded as often as you possibly can, or a nightmarish curse, to be used spitefully and only as a last resort
Waking Dreams
Your glimpses into the future have coalesced into more coherent perspectives of what could happen, and now affect you during your waking life frequently. This means that you are given the chances that very few other people have: the ability to change the future. Although divination Wizards are able to change the outcomes of a given situation to a desired result with their magic, your divination magic is very different. You can use your reaction during a given turn when you want someone to change whatever number they rolled, a specific number of times per day. Your waking dreams will recharge on a long rest.
During combat, you may utilize your reaction to force someone to roll another die and then average the two rolls together as the roll that will be counted, through the use of up to half your movement speed, and a previously chosen action or interaction depending on the situation.
Ex: one may have decided that casting guidance will be how they alter an ally's ability check, while a cantrip is how they'll alter an enemy's ability check or saving throw.
You are allowed to have two of these abilities chosen to cast as your reaction when you use a waking dreams, and you may not change them during combat. Outside of combat, you may switch them out as you see fit.
Future Frights
Your brief glimpses of the future become more vivid and clear, though still not always easily understandable. You can more quickly react when in combat, increasing your AC and reaction speeds.
Greater Waking Dreams
At fourteenth level, you will have enough mastery of your divination powers to be able to cast your Waking Dreams abilities more frequently each long rest.
Portent die
With a mastery of your divinatory powers, you are now able to fully control how you react to the futures you see and don't see, and gain a broader understanding of situations presented to you in your brief glimpses of the future. You are now able to manipulate the outcomes of a roll, once per long rest. You roll your portent die once after a long rest, and you can replace any roll made by a creature you can see with what you rolled with your portent die.
Previous Versions
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7/30/2024 1:25:15 AM
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7/30/2024 1:27:27 AM
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14
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1.1
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Coming Soon
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