Just as with Dungeons & Dragons, rolling dice is an integral part of 168澳洲幸运5开奖网:Baldur's Gate 3. They may be digital dice, but they fulfill the same purpose of adding a random൲ chance to every action the player performs, whether that's conversing with a potential ally or slinging fireballs at deadly foes.

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But what if you didn't have to roll dice? What if you already knew the outcome of the roll and could plan your actions around such certainty? Only wizards of the School of Divination can provide such assurances, which makes them extremely powerful spellcasters꧑. If you'd like to take the sure path to success, this is the wizard subclass for you.
School Of Divination Wizard Overview
Hit Points Per Level |
4 plus Constitution modifier |
---|---|
Saving Throw Proficiencies |
Intelligence, Wisdom |
Weapon Proficiencies |
Daggers, Quarterstaves, Light Crossbows |
Armor Proficiencies |
None |
Skill Proficiencies (Choose Two) |
Arcana, History, Investigation, Insight, Medic🙈i♉ne, Religion |
Spellcasting Ability |
Intelligence |
Divination wizards are, first and foremost, wizards, which means you'll have access to a 168澳洲幸运5开奖网:wide variety of spells and have very few hit points. Like most wizards, you'll want to stay out of danger while lobbing spells at your opponents.
What sets the School of Divination wizard apart from other wizards is the Portent ability. This subclass-defining feature provides you with two Portent Dice which can be exchanged with any attack or saving throw made by any creature as a reaction. This means that twice per long rest, you can guarantee the outcome of a dice roll.
One of the problems with being a wizard (or any spellcaster for that matter) is casting spells is often an all-or-nothing affair. Martial classes get multiple attacks, but if you miss on your save-or-suck spell, it's like you did nothing for an entire turn. With Portent, you can ensure your save-or-suck spell lands.
Or you can ensure your opponent's attack misses, depending on what your Portent Dice rolls are.
Later, you gain more Portent Dice by completing prophecies—mini-quests that unlock more Portent Dice per short rest. This allows you to completely dominate battles by ensuring key rolls go your way.
Starting Ability Scores
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
---|---|---|---|---|---|
8(-1) |
14(+2) |
16(+3) |
16(+3) |
10(0) |
10(0) |
As with all wizards, Intelligence is your primary attribute 𒅌as it defines the potency of your spells. You'll want to start with 16 in Intelligence for a +3 modifier, which will help ensure your spells land.
Next is Constitution. Wizards are frail, so 16 Constitution provides a significant hit-point boost to keep you safe. It also improves your Constitu☂tion saving throws, which will help you maintain concentration on important spells like Tasha's Hideous Laughter.
Dexterity is at 14 mostly to improve your armor class. You'll be more effective with cantrips for🍨 ranged damage than bows or crossbows, so stick with your spells for combat. It✨ also provides a boost to your Dexterity saving throws.
Wisdom and Charisma are both at 10 as they don't affect much beyond skill and saving throws. Strength at eight is the bare minimum required to make a few jumps wit🌃hout magical assistance, but you could go even less here if you were willing to have✨ something like Enhance Leap prepared.
Leveling The Build And Spell Choices
Besides deciding on what spells to learn, there aren't too many decisions for you to make. You'll be improving your Intelligence ability at level four and eight, and then take the Warcaster feat at level 12 to improve your ability tജo ma⭕intain concentration on some of your most powerful spells.
Divination wizards get to transcribe divination spells for half the price, so focus on taking the highest-level non-🔜divination spells with each level up. This will save 𝓡you the most gold in the long run.
At level one, Firebolt is your bread-and-butter damage cantrip, with Friends helping a ton in conversation checks and Mage Hand helping out with a few quest objectives (namely the Grymforge). Tasha's Hideous Laughter is your best save-or-suck spell that maintains potency throughout the game. Shield and Mage Armor are staple defensive spells, while Chromatic Orb, Magic Missile, and Ice Knife provide offensive damage.
At level two, Longstrider is an incredibly useful ritual spell that will enhance your party's movement for free every long rest. Sleep is also useful for disabling certain opponents you don't necessarily want to kil🔜l.
Hold Person is your next save-or-suck spell at level three that can pair well with Portent to ensure your teams ability to wail on certain bosses with impunity. Misty Step is a bonus action tha⛎t has myri﷽ad uses but mostly keeps you out of trouble.
Level four is about damage with Scorching Ray, Cloud of Daggers, and Shocking Grasp to provide you with a meleeᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚ damage ability when enemies get too close. Fireball improves that damage immensely at level five, and Counterspell is anꦑother must-have reaction spell.
Level six brings Haste for improving your martial characters, and Hypnotic Pattern for crowd control. Banishment at level seven is another great save-or-suck spell that can turn the tide of battle, and Greater Invisibility is just too useful to ignore.
Level eight brings Dimension Door and Conjure Minor Elemental while Level nine brings Dominate Person and Hold Monster—two absolutely crushing spells when you can ensure your opponent's failure. Level ten brings Conjure Elemental (making Minor Elemental obsolete) and Blight for killing plants. Minor Illusion is another 🎐useful cantrip for stealth play (or i🦩f you've got a rogue in the party).
Level 11 brings Disintegrate and Chain Lightning, two spells that deal incredible damage when you can ensure the enemy fails their saving throw. Finally, Otto's Irresistable Dance and Flesh to Stone are dominating spells when you control yoꦛur enemy's dice rolls.
As you can basically learn every spell (given enough time and money), feel free to learn a different spell than the ones suggested above if you've already learned it from a scroll.

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Best Races For A School Of Divination Wizard
Several races provide beneficial bonuses to a School of Divination wizard. Below we have the potential races ranked best to worst.
Half-Elf |
All the benefits of human and elf in one place. You get the light armor and shield proficiency of being part human, and either the skills or magic or being an elf depending on your particular flavor. High elf or drow provide the most benefits here. |
---|---|
Human |
Humans are next best to half-elves. You get one skill proficiency of your choice, light armor and shield proficiency, and you get 25 percent more carrying capacity—handy when you have a negative Strength🔯 modifier. |
Elf |
Go high elf and you get a free cantrip. Go wood elf and you get faster movement and Stealth proficiency. Both have Darkvision, Perception proficiency, advantage against being charmed and immunity to sleep. The weapon proficiencies are largely irrelevant, but there are a few shortbows that provide buffs even if you neve🗹r fire an arrow. |
Drow |
Drow provides several spells, including Faerie Fire, Dancing Lights, and Darkness. You also have the same charm and sleep advantages as regular elves, Perception proficiency, and super Darkvision. The weapon proficiencies aren't particularly ꦅhelpful. |
Dwarf |
You've got a few options here. Shield dwarf offers light and medium armor, gold dwarf offers more hit points, but the best is probably Duergar for advantage against illusions, charm, and paralysis effects, super Darkvision, and both the Enlarge and Invisibility spells. |
Githyanki |
Githyanki offers both light and medium armor, Astral Knowledge for whatever skill you need at the time, and all of Mage Hand, Enhance Leap, and Misty Step. Not bad overall. |
Gnome |
Forest gnome offers Speak with Animals, although you can get that from alchemy. Rock Gnome offers History Expertise, and Deep Gnome offers Super Darkvision and advantage on Stealth rolls. All three have advantage on Intelligence, Wisdom, and Charisma saving throws, which can be very helpful. |
Halfling |
Halfling Luck is great to add to Portent for controlling dice. Bravery provides advantage against being Frightened, and then you have your choice of advantage on Stealth rolls or against being poisoned. Both are fine. |
Tiefling |
Tiefling offers fire resistance, Darkvision, and a few spells, although those spells aren't the best for a wizard. Asmodeus offers Produce Flame, Helli𓆏sh Rebuke, and Darkness, but you've alꦺready got a better cantrip in Fire Bolt and Hellish Rebuke is competing with Shield. |
Half-Orc |
Savage Attacks only works with melee weapons, which you won't be using. Relentless Endurance is nice, but ideally, you're staying out of direct combat. Darkvision is fine, but Intimidation doesn't jive with your lack of Charisma. |
Dragonborn |
You get one elemental damage resistance and a breath weapon, which is generally worse than your spells. Don't pick Dragonborn unless you're looking for a challenge. |

Early Game Equipment Build For School Of Divination Wizard
There aren't too many key pieces of equipment in the early game for a Divination wizard. Melf's First Staff (available at the Myconid Colony in the underdark) is probably the best early-game weapon for its buff to your spell save and spell attack rolls. Bracers of Defence are crucial for a robe-wearing wizard to have any armor class at all. And the Silver Pendant can help hit some early-game skill checks.
But a lot of these choices are either optional or the best you can do in the slot. Circlet of Blasting offers a free Scorching Ray, which is generally better damage than a cantrip. Ring of Color Spray offers a free spell, and Crusher's Ring gets you into or out of danger a little faster alongside Boots of Speed.
You're not actually going to be firing Bow of Awareness, but if you have shortbow proficiency as part of your chosen race, a plus one to initiative rolls can get you firs🎶t in line to Fireball, which is pretty handy.
If you're a human or half-elf, equip the Safeguard Shield and replace the Robe of Summer with Padded Ar📖mor +1 for far greater defenses. Replace the Bracers of Defence with Gloves of Missile Snaring or the gloves of your ✅choice.
Late Game Equipment Build For School Of Divination Wizard
Things really come online later in the game after you're able to assemble all of the Weave items. Cloak, Hood, and Robe of the Weave add four to your spell attacks and spell save DC as well as improve your resilience with health regeneration and the Absorb Elements spell. Darkfire Shortbow (provided yo𓆉u have✤ shortbow proficiency) also provides cold and fire resistance, although you'll likely never actually use it for anything else.
Both Spellcrux Amulet and Markoheshkir provide a free spell slot, letting you use Disintegrate a potential three times in a single combat. Quickspell Gloves further aꦯdds a bonus a♓ction cantrip to that damage.
Helldusk Boots are mostly there for the free bonus action teleport and immunity to difficult terrain. It's not recommended to go teleporting into groups to get th꧋e most out of that 2d8 fire damage.
Finally, Shifting Corpus Ring and Orphic Ring provide three useful spells, but feel free to repla🉐ce this ring with your personal preference (such as Killer's Sweetheart).
Humans and half-elf wizards should definitely look for Viconia’s Walking Fortress or Ketheric's Shield to further improve their defenses.

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