Diviner (5e Feat)
Jump to navigation
Jump to search
Diviner
Prerequisites: Wisdom 13 or higher, Spell Slots
To be aware is to be prepared, and you are always both. Your magical senses have been expanded through steady practice of gazing upon the past, present, and future.
- Learn 9 Divination, Abjuration, Illusion, Enchantment or Transmutation spells, but no cantrips, from any class list. Spells must be cast with spell slots of the appropriate level as normal.
- Whenever you cast a Divination spell, increase your next saving throw by the level of the spell slot expended. This bonus stacks, but has a maximum of +9.
- Once per long rest, you may replace a Divination spell with any other spell you know appropriate for the spell slot as a bonus action.
- Gain 30ft of Truesight. When you cast a Divination spell, this increases to 90ft until your next turn.
Back to Main Page → 5e Homebrew → Feats