Chapter 1: Divination for Wizards

School of Divination

Divination is magic which reveals secret knowledge. Students of this magic—diviners—are able to witness the past and future; to see through walls, shadows and illusions; to scry distant places and otherworldly planes; to probe hearts and minds; to master skills instantaneously; and of course, to guess trivia.

Unlike other magicians, who do the impossible, diviners merely do the improbable. There's no obvious difference between a True Strike and a lucky swing, or between a Prophecy and a lucky guess. But make no mistake: the power to cheat the odds is the power to win against all odds. The unseeming diviner is often the most formidable of her comrades.

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Speed of Thought

Starting at 2nd level, when the casting time of divination spell is an action, you can cast it as a bonus action instead.

Likewise, when the casting time of a divination spell is a bonus action, you can cast it on your turn without expending any action at all.

Expert Divination

Beginning at 6th level, casting divination spells only expends a fraction of your spellcasting efforts.

When you use a spell slot to cast a divination spell of 2nd level or higher, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

Psychic Medium

Starting at 10th level, when you cast a divination spell which normally targets you, it can target a willing creature that you touch. If the spell normally requires your concentration, your target must concentrate in your place. For example, you can let a creature that you touch communicate telepathically using Message or create a sensor using Clairvoyance.

The Third Eye

Starting at 14th level, you gain 30 ft of Truesight. Any sensors that you create using divination spells share this benefit.

Cantrips
  • Cold Reading
  • Hunch
  • Lucidity
  • Message
  • Spook
  • Tingle
1st Level
  • Comprehend Languages (Ritual)
  • Detect Magic (Ritual)
  • Forewarning
  • Identify (Ritual)
  • Premonition
  • Preparation
  • Prophecy
  • Speak Truth
  • Think Fast
  • True Strike
2nd Level
  • Alarm
  • Borrowed Knowledge
  • Detect Thoughts
  • Locate Object
  • Mind Spike
  • See Invisibility
  • Forensics
  • Recall
3rd Level
  • Clairvoyance
  • Combat Prowess
  • Sending
  • Tongues
  • Size Up
  • Visions of the Past
4th Level
  • Arcane Eye
  • Blindsight
  • Detect Lies
  • Locate Creature
5th Level
  • Contact Other Plane (Ritual)
  • Legend Lore
  • Rary's Telepathic Bond (Ritual)
  • Scrying
6th Level
  • True Seeing
7th Level
  • Revelation
8th Level
  • Telepathy
  • Visions of the Future
9th Level
  • Foresight

Chapter 2: Divination for Clerics

Prophecy Domain

Prophets are clerics who recieve divine knowledge. Many prophets are divine messengers who recruit the chosen to their masters' causes, and who guide them to victory by sharing wisdoms and speaking warnings. Other prophets, however, are sent to wield divine knowledge themselves: to perform all manner of spectacular miracles in an effort to fulfill prophecy.

Besides the vast knowledge of their divine masters, prophets possess the divine power to command creation and change fate directly. Prophets are not merely diviners who predict the future, but also agents of fate who decide the future, in accordance with their gods' plans.

Prophecy Domain Spells
Cleric Level Spells
1st Forewarning, Premonition
3rd Detect Thoughts, See Invisibility
5th Size Up, Visions of the Past
7th Arcane Eye, Detect Lies
9th Contact Other Plane, Dream

Ready for Anything

As a prophet, you do not prepare a list of cleric spells when you finish a long rest. Instead, you can spontaneouly cast any cleric spell of a level for which you have spell slots.

Only after you cast a spell in this way do you retroactively add it to your list of prepared spells. Once you have prepared a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell), your list is full.

Your spell list resets when you finish a long rest.

Channel Divinity: Portent

Starting at 2nd level, when you finish a short or long rest, roll a d20 and record the result. Before you or a creature that you can see rolls an attack roll, ability check or saving throw, you can expend one use of your Channel Divinity to replace their roll with your foretelling roll.

Starting when you reach 6th level in this class, you roll two d20s when you finish a short or long rest. And starting when you reach 18th level, you roll three d20s. You can use each foretelling roll only one time, and any unused foretelling rolls are lost when you finish a short or long rest.

Channel Divinity: Fated Discovery

Starting 6th level, immediately before you enter an area or open a vessel, you can use your action to foretell that an inanimate object of your choice lies waiting therein.

The object can be no larger than 3 feet on a side and weigh no more than 10 pounds. It can be either a generic and non-magical object (e.g. a longsword, a chest, a rope) or a specific object that you have seen before (e.g. the jailer's keys, your stolen pack, a winning lottery ticket).

If the object could plausibly find itself where you foretell it to be, you discover it there (although the DM decides how it arrived, and in what condition). Otherwise, you discover a superficially similar creature or object of the DM's choice.

Divine Strike

Starting at 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage . When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Fated Encounter

Starting at 17th level, immediately before you enter an area or open a vessel, you can use your action to foretell that a creature of your choice awaits therein.

The creature can be either a generic creature (e.g. a doctor, a dog, a pixie) or a specific creature that you have seen before (e.g. the captain of the guard, the mayor's wife, your lost cat).

If the creature could plausibly find itself where you foretell it to be, you encounter it there (although the DM decides how it arrived, and in what condition). Otherwise, you encounter a superficially similar creature or object of the DM's choice.

Cantrips
  • Cold Reading
  • Guidance
  • Hunch
  • Lucidity
  • Spook
  • Tingle
1st Level
  • Comprehend Languages (Ritual)
  • Detect Evil & Good
  • Detect Magic (Ritual)
  • Detect Poison & Disease (Ritual)
  • Identify (Ritual)
  • Preparation
  • Prophecy
  • Speak Truth
  • True Strike
2nd Level
  • Augury (Ritual)
  • Borrowed Knowledge
  • Find Traps
  • Knack
  • Locate Object
3rd Level
  • Clairvoyance
  • Combat Prowess
  • Sending
  • Tongues
4th Level
  • Blindsight
  • Divination (Ritual)
  • Locate Creature
5th Level
  • Commune (Ritual)
  • Legend Lore
  • Scrying
6th Level
  • Find the Path
  • True Seeing
7th Level
  • Revelation
8th Level
  • Visions of the Future
9th Level

Chapter 3: New & Updated Spells

Divination Cantrips

Cold Reading

Divination cantrip


  • Casting Time: Action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

Touch a willing creature (e.g. shake its hand, embrace it, read its palm, etc). You probe the creature's mind and retrieve two of the following details about it.

  • You learn the creature's prefered name (which may be a nickname or pseudonym).
  • You learn the creature's background (including one of its personality traits, ideals, bonds or flaws).
  • You learn the creature's current emotional state.
  • You learn whether the creature's alignment is the same as, adjacent to, or distant from your own.

    If you are neutral, every other alignment is adjacent to your own. You instead learn whether your target is neutral, part neutral, or not-at-all neutral.

Hunch

Divination cantrip


  • Casting Time: Reaction
  • Range: Self
  • Components: None
  • Duration: Instantaneous

You glimpse the immediate future.

When you make an attack roll, make an ability check, or force a creature to make a saving throw, you can decide that you are not satisfied with the result and undo your action, allowing you to act differently.

If you take the same action, you automatically experience the same results. For example, if you make an unarmed strike against a particular creature and miss, undo it, then make an unarmed strike against the same creature, you miss again.

Lucidity

Divination cantrip


  • Casting Time: Special
  • Range: Self
  • Components: None
  • Duration: Indefinite

You remain aware of your surroundings and able to speak softly to creatures within 5 feet of you, even when you are unconscious. In addition, you can cast divination spells even when you are incapacitated.


Message

Divination cantrip


  • Casting Time: Action
  • Range: 30 feet
  • Components: None
  • Duration: 1 round

You look at a creature within range and think of a message. Your message can be either the sound of your voice or the image of your handwriting. The target recieves the message telepathically, and can reply telepathically as well.

You can cast this spell without seeing your target if you are familiar with the target and know it is within range. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell.

Spook

Divination cantrip


  • Casting Time: Action
  • Range: 5 feet
  • Components: None
  • Duration: 1 round

You create an invisible sensor within range, which hovers in place for the duration, until you move, or until you cast this spell again. The sensor cannot be interacted with.

Choose one of your senses. You can use the chosen sense through the sensor as if you were in its space. For example, you can use a sensor to see around a corner, to listen through a wall, or to feel the contents of a locked chest.

3 feet of wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks the sensor, preventing you from seeing, hearing, or otherwise sensing through such a barrier.

A creature that can see the sensor (such as one benefitting from See Invisibility or Truesight) sees a luminous, intangible eye, ear, hand, or other sense organ.

Tingle

Divination cantrip


  • Casting Time: Action
  • Range: 30 feet
  • Components: S, V
  • Duration: 1 minute

You awaken a subtle sixth sense, which warns you of danger.

If a hostile creature, a trap, or another hazard (such as a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole) can be found anywhere within range, and if you are not already aware of this danger, a tingle runs up your spine, and this spell ends.

This spell merely reveals that danger is present. You don’t learn the location or the number of the dangerous forces: only that danger is nearby.

1st-Level Divinations

Forewarning

1st-level divination


  • Casting Time: Special
  • Range: Self
  • Components: None
  • Duration: 1 hour

When you roll initiative, you can cast this spell to awaken a powerful sixth sense, which warns you of danger.

If you are surprised, this spell allows you to act during the surprise round. If you are not surprised, this spell springs you into action, surprising your enemies and allies alike.

In either case, this spell guides you out of harm's way. Your base AC equals 13 + your Dexterity modifier for the duration.

Premonition

1st-level divination


  • Casting Time: Reaction
  • Range: Self
  • Components: None
  • Duration: Instantaneous

You gaze into the immediate future.

At any moment on your turn, you can undo the events of your turn and return to the start, allowing you to move, act and speak differently.

If you repeat the same movements, actions or interactions, you automatically experience the same results. For example, if you make an unarmed strike against a particular creature and miss, undo it, then make an unarmed strike against the same creature, you miss again.

If you undo a divination spell that you cast, you do not regain the spell slot, because the spell's effect—the knowledge that you gained—is not lost.

Preparation

1st-level divination


  • Casting Time: Action
  • Range: Self
  • Components: None
  • Duration: Instantaneous

This spell compels your past self to prepare for an event you could not have foreseen otherwise.

You can cast this spell whenever you wish. From a player's perspective, this spell lets you retroactively take one action at any moment during the last 24 hours. You might purchase, sell, pack or discard an item; speak or write a message; cast a spell, or take any other action.

From a character's perspective, on the other hand, this spell urged you to take an action long ago in anticipation of the present moment.

You cannot use this spell to take any action that contradicts history as you know it. For example, you cannot use this spell to discard an item that you later used, to attack a creature that you did not battle, or to gain a statistical bonus that you did not benefit from.


Prophecy

1st-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: S, M (cards, dice, or similar games of chance)
  • Duration: Instantaneous

You glimpse the distant future.

Describe one action that a creature could perform within the next 8 hours. The DM describes the outcome using as few words as possible. If the outcome is uncertain, the DM rolls on the creature's behalf and describes the result.

For example, if you say "I cross the bridge," the DM might respond "A troll appears". If you say "Ali leaps the precipice," the DM might roll a Strength (Athletics) check on Ali's behalf to determine whether he succeeds or plummets.

If the creature performs the action within the next 8 hours, the outcome is exactly as predicted. Only (dis)advantages and modifiers not mentioned by the prophecy can defy it.

Speak Truth (Ritual)

1st-level divination


  • Casting Time: Bonus Action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

As part of this spell, speak one honest sentence to a creature within range. Your target knows that you are telling the truth.

Think Fast

1st-level divination


  • Casting Time: Reaction
  • Range: Self
  • Components: S
  • Duration: Instantaneous

When you are hit by an attack or you fail a Dexterity saving throw, you can tap into a powerful, protective sixth sense.

You gain a +5 bonus to AC against to the triggering attack or a +5 bonus to your Dexterity save against the triggering effect. If the attack nonetheless hits you, you take half damage and suffer no other effect.

Alternatively, you gain a +5 bonus to your Dexterity save against the triggering effect. The damage that you take on a failed save is halved, and you take no damage on a success.

True Strike

1st-level divination


  • Casting Time: Bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration (up to 1 minute)

Once before the spell ends, you can cause one attack that you make to hit and to deal an extra 1d8 damage.


At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st.

2nd-Level Divinations

Forensics

2nd-level divination


  • Casting Time: Action
  • Range: 5 ft.
  • Components: S
  • Duration: Concentration (up to 1 minute)

This spell allows you to deduce a creature's identity using a trace of its presence. The precise effects of this spell depend on the type of trace you examine:


Bloodstain. Taste droplet of blood. You immediately add the blood to your memory, allowing you to recognize it the next time that you taste blood from the same creature.

On each of your turns while you are concentrating on this spell, you can use your action to learn one of the following details: the creature's race; the creature's sex; one poison or disease affecting the creature (if any).


Fingerprint. Examine a fingerprint. You immediately add the print to your memory, allowing you to recognize it the next time that you spot a print from the same creature.

On each of your turns while you are concentrating on this spell, you can use your action to learn one of the following details: the creature's race; the creature's sex; how the creature was handling the printed object.


Footprint. Examine a set of footprints. You immediately add the print to your memory, allowing you to recognize it the next time that you spot prints from the same creature.

On each of your turns while you are concentrating on this spell, you can use your action to learn one of the following details: the creature's build; the creature's model of footwear; whether the creature was walking, dancing, fighting, etc


Recall

2nd-level divination


  • Casting Time: Action
  • Range: Self
  • Components: None
  • Duration: 1 hour

This spell allows you to access one of your memories with perfect detail. The precise effects of this spell depend on the type of memory you choose:


Photographic memory. Choose a moment from your past. For the duration, you can remember this scene in perfect detail, as if you were looking at it now.

Details that were plain to see (e.g. the exact text of a scroll, the exact shape of a key) are obvious to you. In addition, you can use the Search action or cast divination spells to retro-actively scour this scene.


Phonographic memory. Choose a minute from your past. For the duration, you can hear this scene, as you were listening to a recording.

Details that were plain to hear (e.g. the exact words of a conversation, the exact tune of a song) are obvious to you, and you can use the Search action or cast divination spells to notice more obscure details.


Labyrinthine recall. Choose up to 24 hours of your past. For the duration, you can re-trace any path you traveled during this journey, as if you were lead by a map.

If you choose a period longer than 1 minute, you only recall the general path (e.g. the route from one town to another). If you choose a period of 1 minute or less, you remember your exact footsteps (e.g. the safe route across a minefield)

3rd-Level Divinations

Combat Prowess

3rd-level divination


  • Casting Time: Action
  • Range: Self
  • Components: None
  • Duration: 1 minute

This spell draws encyclopedic knowledge of martial arts into your mind. You gain the following benefits for the duration:

  • You gain proficiency with all forms of armor, shields, simple weapons, and martial weapons.
  • You gain proficiency in Strength and Constitution saves.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature that gives you extra attacks.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can attack three times when you take the Attack action on your turn. When you cast this spell using a spell slot of 9th level, you can attack four times.

Sending

3rd-level divination


  • Casting Time: Action
  • Range: Unlimited
  • Components: None
  • Duration: 1 round

You send a message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, regonizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Size Up

3rd-level divination


  • Casting Time: Action
  • Range: Self
  • Components: None
  • Duration: 8 hours

For the duration, you learn the current and maximum hit points of every creature that you see.

When you see a creature make an attack roll, ability check or saving throw, you learn what modifiers it added, and what damage dice it would roll or did roll on hit.

And when you see a creature cast a spell or use a feature, you can use your reaction to learn the description of that spell or feature description.


Visions of the Past

3rd-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 10 minutes

You call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for the duration.

  • Object Reading. You see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and owner.

    If the object was owned by any other creatures within a number of days equal to your spellcasting ability score, you can take 1 additional minute for each owner to learn the same information about that creature.

  • Area Reading. You see visions of recent events that took place in your immediate vicinity (eg. a room, street, tunnel, clearing, etc, up to a 50-foot cube), going back a number of days equal to your spellcasting ability score. Each minute you meditate, you witness one significant event, beginning with the most recent.

    Significant events typically involve powerful emotions, such as battles, betrayals, marriages, murders, births and funerals. They also include more mundane events that are nevertheless important in your current situation.

4th-Level Divinations

Blindsight

4th level Divination


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

This spell gives the willing creature you touch the ability to perceive its surroundings without relying on sight. For the duration, the creature can see the shape (but not colour) of its surroundings out to a range of 60 feet.

Transparent but tangible objects (e.g the surface of water, a glass window, or an invisible creature) appear opaque to this sense, while opaque but intangible objects (e.g fog or an illusory image) are invisible to this sense. Flat images (such as drawings or text) are also invisible to this sense.

Detect Lies

4th-level divination


  • Casting Time: Action
  • Range: Self
  • Components: None
  • Duration: 1 minute

For the duration, you become aware if you hear a creature or read a document that deliberately and knowingly speaks a lie.

This spell does not detect unintentional inaccuracies or reveal the truth.

7th-Level Divinations

Revelation

7th-level divination


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Touch a creature. You expose your target to a mind-shattering revelation, such as the face of your god, the landscape of the afterlife, the scale of the universe, or the naked thoughts and feelings of all living things.

Your target must make a Wisdom saving throw. Your target adds its Intelligence modifier to the DC of this saving throw, because the more intelligent a creature is, the harder it is to remain blissfully ignorant of the revelation. On a failed save, your target suffers one of the following effects of your choice:

  • Your target exchanges its personality traits, ideals, bonds and flaws for a different set provided by the same background.
  • Your target's alignment changes by up to two degrees, so that it is more lawful, more chaotic, more evil, and/or more good that it was originally
  • Your target takes 10d6 psychic damage and is stunned. Your target can repeat the saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

The effects of this revelation can be undone by greater restoration, heal, or wish.


If you cast this spell on yourself, you do not need to make a saving throw. Instead, you can duplicate any other divination spell of 6th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Whatever spell you duplicate is added to your list of spells known or prepared until you complete a long rest, allowing you to cast it again by expending spell slots.


At higher levels. When you cast this spell on yourself using a spell slot of 8th level or higher, you can replicate any other divination spell of a lower spell level.

8th-Level Divinations

Telepathy

8th-level divination


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: None
  • Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Visions of the Future

8th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: M (A 1000 gp crystal ball, which is destroyed)
  • Duration: Until you finish a long rest

You take a moment to gaze into the distant future.

At any moment before your finish your next long rest, you can undo the events that have transpired since you cast this spell and return to that moment, allowing you and your party to act differently.

If you undo a divination spell that you cast, you do not regain the spell slot, because the spell's effect—the knowledge that you gained—is not lost.


At higher levels. When you cast this spell with a spell slot of 9th level, you can gaze even further into the future. At any moment at all, you can undo the events that have transpired since you cast this spell and return to that moment.

Streamlining Visions of the Future

A lot can happen in one adventuring day. To make sure that players remember precisely where they left off, every player should make a copy of their character sheet and document the state of the adventure the moment that this spell is cast.

As you continue your adventure, you will edit one version of your character sheet. But if you ever return to the "save point" created using Visions of the Future, you can retrieve your old sheets and continue where you left off.