School of Divining and Soothsaying
Description
Compare to the core book's School of Divination
Divination is said to be the oldest of the magical arts as it defends against mortals’ greatest fear: that of the unknown. Necromancy, pyromancy, geomancy, all come from manteia, different methods of seeing that which cannot be seen by normal means. So, whether you are reading tea leaves or interpreting charred scapula bones, your magic allows you to perceive things beyond the normal boundaries of space and time. Kings and commoners ignore your warnings only at their own peril and you are an asset in any party undertaking risky endeavors, though your comrades might get sick of hearing your refrain, "I told you so."
Class Features
Expert Diviner
Level 2
Starting at 2nd level when you choose this school, you only need to spend half as much time and gold as normal in order to copy a spell into your spellbook if the spell is from the divination school.
Premonition
Level 2
Also at 2nd level, you begin to see in your dreams brief images of events yet to unfold. After finishing a long rest, you can make two d20 rolls and keep track of the results for later. Any time before the next time you complete a long rest, when you or a creature visible to you is about to make an ability check, attack roll, or saving throw, you can choose to stop the roll from happening and instead use one of the results from your premonition.
You can only use this feature once per turn, and after you have used a result from your premonition, you cannot use it again. Any result not used before your next long rest are lost as false premonitions and cannot be used either.
Soothsaying Savant
Level 6
Starting at 6th level, you are so skilled at soothsaying that you gain more spellcasting power when you use your divinations. Any time you use a spell slot to cast a divination spell of at least 2nd level, you regain one of your spell slots that you’ve expended for the day. A spell slot regained in this way must be lower than 6th level as well as lower than the spell level you used to activate the feature.
Extrasensory Perception
Level 10
Beginning at 10th level, you can extend your senses beyond their normal capabilities. At any time, you may choose one of the following options and gain the associated benefit until you take a short or a long rest or are incapacitated. You can only use this feature once per short or long rest.
Ether Sight. You can see creatures and objects on the Ethereal Plane up to 60 feet away.
Script Sight. You can comprehend writing in any language as if it were written in your native tongue.
Shadow Sight. You get darkvision with a range up to 60 feet, or increase the range of your darkvision to 60 feet if you already have it.
Unseen Sight. You gain the power to see invisible creatures and objects as if they were visible at a range of 10 feet within your line of sight.
Premonition Addition
Level 14
Beginning at 14th level, when you use your Premonition feature, you may roll and record the results of three d20s as your resting hours fill with further visions.
About School of Divining and Soothsaying
The School of Divining and Soothsaying is a None hit die class .
Subclasses & Specializations
Explore paths
Subclasses & Specializations
School of Divining and Soothsaying has 0 subclasses for customization.
{Build Tips & Playing Guide
{Role in Party
The School of Divining and Soothsaying excels at leveraging their unique strengths.
Quick Build Tips
- Focus on your primary ability score during character creation
- Choose feats that complement your class features
- Consider your subclass features when selecting multiclass options
- Review your class features at each level-up for optimal choices
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