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In 168澳洲幸运5开奖网:Dungeons & Dragons Fifth Edition, wizards of the school of divination see into the future, peer into the present, and can find the lost amulet that your adventuring party has been questing for. But being a diviner is more than merely seeing things that haven't happened yet--it's about manipulating events so that they play out in your favor.
As a school of divination wizard, you can influence the dice rolls of you and your group to be higher than they otherwis𝓡e would, or alter the attacks of your opponents to be a lot lower. Be the fulcrum of your party as a school of divination w🍸izard.
School Of Divination Wizard Features
As a school of divination wizard, you specialize in divination spells. At lev🦋el two, you can half the amount of time and gold required to copy a divination spell into your spellbook, and at level six, you can regain a spent spell slot of a lower level everyꦇ time you cast a divination spell.
The key feature of the divination wizard, however, is Portent. After every long rest, you roll two d20s, record those numbers, and then use them to replace any d20 roll you or someone else makes that day. Miss your Fire Bolt? Just replace it with that 18 you rolled earlier. Getting struck by a gnoll's hammer? Replace their attack roll with the three you rolled.
Portent arrives at level two when you join the school of divination. At level 14, Greater Portent lets you roll three d20s rather than just two, letting you potentially replace𒁏 three rolls in total.
At level 10, The Third Eye lets you use an action to acquire one of the 🎃foꦯllowing abilities every time you finish a rest:
- Darkvision (up to 60 feet)
- Ethereal Sight (see into the Ethereal Plane up to 60 feet)
- Greater Comprehension (read any language)
- See Invisibility (see invisible creatures or objects up to 10 feet away)
Best Species For School Of Divination Wizards
As always, you can choose 🍸to play a school of divination wizard as any species and still be reasonably effective (especially when using the custom origins rules). However, there are a few species that lend themselves to wizarding more than others.
Aasimar |
Healing hands provides a healing option if you're the only support caster in the party, but the real draw here is Radiant Soul. Flight and extra damage on your spells are both fantastic bonuses for any wizard. |
Autognome |
Wizards don't get armor proficiency, so some extra AC is very helpful. Two resistances are also nice, and Built for Success can help make some crucial rolls when you're out of Portent dice. |
Mountain Dwarf |
Two +2 ability scores and proficien♓cy in medium armor are great for wizards. Resilience and Darkvision are also nice to have. |
Fairy |
You can fly. Also, you can cast Faerie Fire, which isn't something that many wizards can do. |
Goblin |
Darkvision, charm resistance, and being able to disengage as a bonus action are all great, but Fury of the Small is just so good that Go💖blins really can be pretty much anything. |
Harengon |
Move early in the turn order thanks to Hare-Trigger, and then use Lucky Foot🍎work to save yourself a Portent die. Rabbit Hop lets you escape melee combat whenever you get caught o𝐆ut. |
Owlin |
Stealth and Darkvision is nice, but the real reason to play Owlin is to fly. And because you're a wizard. It makes sense to be an owl wizard. |
Tortle |
Natural armor gives you 17 AC right off the bat--an unheard-of armor class for wizards. Shell Defense can keep you alive if your party abandons you, but if that happens, you've probably got bigger proble |
Best Ability Scores For School Of Divination Wizards
You're a wizard. As such, you're in the back line, far away from the fray, casting buffs at friends and damage spells at enemies. You need two things and two things only: Intelligence and Constitution.
Dexterity is nice to have as a wizard, but it's not crucial.
Strength, Charisma, and Wisdom are all dump stats. As such, a school of divination wizard using D&D's points buy system might have a starting ability score that looks like this:
Strength |
Dexterity |
Constitution |
Intelligence |
Wisdom |
Charisma |
8(-1) |
14(+2) |
16(+3) |
16(+3) |
10(0) |
10(0) |
Best Starting Equipment For School Of Divination Wizards
For your starting equipment, your initial weapon is largely irrelevant since your damage will come almost exclusively from spells, so pick the one that might have some use outside combat--that being the dagger.
Most find an arcane focus to be a little more convenient than a component pouch. An explorer's pack is a bit more useful for adventuring than a scholar's pack, so pick that.
And of course, every wizard gets a spellbook.🌺 Be sure to keep it safe and accounted for at all times.
Best Spells For A School of Divination Wizard
Even though you can easily learn divination spells, you're still a wizard with access to a wide variety of spells. Here are a few suggestions that might help a schoo༺l of divination wizard on their journey.
Spell Level |
Spells |
Cantrip |
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First Level |
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Second Level |
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Third Level |
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Fourth Level |
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Fifth Level |
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Sixth Level |
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Seventh Level |
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Eighth Level |
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Ninth Level |
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Fire Bolt or Toll the Dead are your best damage-dealing cantrips. Augury can be a lot of fun digging the DM for hints, and both Clairvoyance and Arcane Eye are great ways to spy on people until you learn Scrying.