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Subclass Wizard Diviner

yoonmoonsik edited this page Aug 19, 2026 · 8 revisions

What Is the Diviner?

The Diviner is a Wizard subclass that bends fate using foreknowledge. Portent at Level 3 rolls two d20s each Long Rest — you can replace any attack roll, saving throw, or ability check (yours or another creature's) with one of those numbers. Expert Divination at Level 6 recovers a lower-level spell slot each time you cast a Level 2+ Divination spell. The Third Eye at Level 10 grants a permanent vision enhancement — darkvision, ethereal sight, or see invisibility.

Class Features

Progression Overview

LEVEL FEATURE
3 Savant, Portent
6 Expert Divination
10 The Third Eye

Level 3

Savant Choose two Divination spells from the Wizard spell list, each no higher than Level 2, and add them to your spellbook for free. You add one more Divination spell whenever a new tier of spell slots opens — at Levels 5, 7, 9, and 11 — and that spell may be of any level you have slots for.

The Wizard list holds only three Divination spells: Detect Thoughts, Mind Spike, and See Invisibility. Once you know all three, the picker offers a placeholder Dummy Spell instead so the level-up can still be confirmed; it does nothing if cast. Every Diviner runs into this by Level 7 at the latest.

Portent When you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.

Level 6

Expert Divination When you cast a Divination spell of Level 2 or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast.

Level 10

The Third Eye You gain two Actions, each usable once per Long Rest:

Third Eye: Darkvision — you can see in the dark out to 24 m.

Third Eye: See Invisibility — you can see Invisible creatures, and may reveal them to others.

Playstyle Notes

The Diviner is the guaranteed outcome Wizard subclass. Portent dice replace any d20 roll with a predetermined number — unconditionally. A natural 1 Portent die guarantees failure on an enemy's death save, saving throw, or attack roll. A natural 20 Portent die guarantees success on your most important save, spell attack, or ability check of the day.

The key is holding high-value Portent dice for the right moments. Rolling a 2 and a 19: the 2 goes on an enemy's Wisdom save against Hold Monster (the target automatically fails), the 19 goes on your attack roll against the toughest enemy of the day (automatic hit). Used this way, Portent effectively pre-decides the two most important rolls of each Long Rest cycle.

Expert Divination at Level 6 creates a slot-recovery loop: casting Divination spells (Identify, Detect Magic, Divination, True Seeing) recovers a lower-level slot. At Level 9, casting a Level 5 Divination spell recovers a Level 4 slot. If you cast multiple Divination spells per day, this sustains your slot economy better than Arcane Recovery alone.

The Third Eye at Level 10 gives you two once-a-day utility casts rather than a passive. See Invisibility is the one that decides fights: turn it on before walking into a room you expect ambushers in, and the invisible attackers lose their opening.

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