Eldritch Portent (5e Spell)
6th-level Divination | |
Casting time: | 1 minute |
---|---|
Range: | Self |
Components: | S, M (An item warped or touched by an elder god) |
Duration: | 24 hours |
You make contact with a great old one, and try to extrapolate knowledge of the future from it. Make a DC 20 Intelligence saving throw: On a failed save, your mind fractures from the stress of touching a higher being, dealing 3d6 psychic damage to you. You also suffer from a random long-term madness effect until either the madness expires[1] or until you finish a long rest.
On a successful save, you come away with knowledge of the future. Roll 2d20 and choose one of the results to become a portent die. Until the end of the duration, you can expend this portent die to replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the portent die's result. You must choose to do so before the roll is made, and you cannot replace a die roll with a portent more than once per turn.
The spell ends once the portent die is expended, or when the duration expires.
If you try to cast this spell while you already have a portent die from a previous casting, you automatically fail the saving throw.
Portent Replacement. If you have a class or subclass feature that grants you a similar effect, such as the Divination wizard's Portent feature, you can opt to replace the result of a portent die from that other feature with the result of the portent die in this spell. If you do, you have advantage on the saving throw.
Warlock Patron. If you are a warlock with a Great Old One patron, you can deliberately contact your patron using this spell. Contacting your patron instead of any other elder god using this spell grants you advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you roll one additional d20 for each slot level above 7th. You still choose only one roll to be the portent die.
If you cast this spell using a spell slot of 9th level, the potency of the connection allows you to directly dictate fate. Instead of rolling d20s for the portent die, you may outright choose any result from 1 to 20 for the portent die.
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- ↑ By default, long-term madness lasts for 1d10 x 10 hours.