School of Divination
The counsel of a diviner is sought by kings and generals, merchants and adventurers. Diviners do not merely observe the present — they reach backward into the past and forward into threads of possibility, teasing out truths that should be impossible to know. Their power comes not from force or deception but from clarity: they see what is, what was, and what might yet be.
Diviners often develop an unsettling habit of speaking about future events in the past tense. They carry themselves with the particular calm of people who have already seen how situations tend to unfold, though the wisest among them know that foresight is never certainty — the future is a landscape of probabilities, not a fixed destination.
School of Divination Table:
| Level | Subclass Features Gained |
|---|---|
| 2nd | Divination Savant, Portent |
| 6th | Expert Divination |
| 10th | The Third Eye |
| 14th | Greater Portent |
Subclass Features
Divination Savant
2nd-level School of Divination feature
The gold and time you must spend to copy a divination spell into your spellbook is halved.
Portent
2nd-level School of Divination feature
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.
Expert Divination
6th-level School of Divination feature
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 it can't be higher than 5th level.
The Third Eye
10th-level School of Divination feature
You can increase your mind's ability to process the information around you. When you take an action, you can choose to use one of the following benefits until you are incapacitated:
- Darkvision. You gain darkvision out to a range of 60 feet.
- Ethereal Sight. You can see into the Ethereal Plane out to a range of 60 feet.
- 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.
Once you use this feature, you can't use it again until you finish a short or long rest.
Greater Portent
14th-level School of Divination feature
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.