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
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.