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School of Divination


Hit Points

Hit Dice: d6 per School of Divination level
Hit Points at first Level: See Wizard
Hit Points at Higher Levels: See Wizard

Proficiences

Armor: See Wizard
Weapons: See Wizard
Tools: See Wizard
Saving Throws: See Wizard
Skills: See Wizard

Subclass Options

Divination Savant

At 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.  

Portent

At 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 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.  

Expert Divination

Beginning at 6th level, 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.
  • 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 Portent

Starting at 14th level, you roll three d20 for your Portent feature, rather than two.


Created by

Smiley7789.

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