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Subclass Wizard Diviner

yoonmoonsik edited this page Jun 29, 2026 · 6 revisions

Diviner

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 Portent
6 Expert Divination
10 The Third Eye

Level 3

Portent Glimpses of the future begin to press in on your awareness. 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 Casting Divination spells comes so easily that it expends only a fraction of your spellcasting efforts. 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 one of the following benefits of your choice:

Darkvision — You gain Darkvision to a range of 60 feet.

Ethereal Sight — You can see into the Ethereal Plane within 60 feet.

Greater Comprehension — You can read any language.

See Invisibility — You can see Invisible creatures and objects within 10 feet.

Playstyle Notes

The Diviner is the guaranteed outcome Wizard subclass. Portent dice are the most powerful feature in any Wizard subclass: replacing any d20 roll with a predetermined number is unconditional. 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 is a permanent always-on benefit. See Invisibility is the most universally impactful: invisible creatures (including Rogue Invisible, Darkness zones, and stealth attackers) are visible to you automatically, without requiring action.


Wizard, Abjurer, Bladesinger, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter

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