Channel of Divination
Prevents surprise, reveals a fact about each enemy at initiative, forces a reroll as a reaction, boosts initiative, gives a yes-or-no reading and grants a minute of foresight.
Identity
The Channel of Divination is the Riftcraft Tradition of reading what is concealed or being lied about, and the short stretch of the future that is already committed. A Diviner sees seconds and sometimes minutes ahead, and says so before taking a fee. Their notebooks are full of predictions with the timestamps written first.
Features
- L3 Advance Notice
You gain proficiency in the Investigation skill if you do not already have it. When you copy a Divination spell into your Spellbook, the cost is halved. You cannot be Surprised while you are conscious. When you roll initiative, you learn one true fact about each hostile creature you can see, choosing for each creature between its highest ability score and one damage type it resists. The True Strike, Detect Magic, Identify, and See Invisibility spells are always prepared for you and do not count against your prepared spell limit.
- L7 Forced Reroll
When a creature you can see within 60 feet makes an attack roll, an ability check, or a saving throw, you can use your reaction to force it to reroll and use the second result. You can use this feature once per short rest, and twice per short rest from 15th level.
- L11 Initiative Edge
You add your Intelligence modifier to your initiative rolls and cannot have disadvantage on the first attack roll you make in a fight. You act before any creature you observed for at least 1 minute before the fight began, regardless of the initiative order.
- L15 Foreseen Path
Once per long rest, when you cast a Divination spell, you can also ask the GM one yes-or-no question about the coming hour. The GM replies truthfully or says the near future is too unsettled to read. In that case the use is not spent.
- L18 Long Sight Capstone
Once per long rest, you can use an action to read an hour ahead and hold it for 1 minute. For the duration, you have advantage on all attack rolls, ability checks, and saving throws, and attack rolls against you have disadvantage. Once per round, you can also use your reaction to avoid one attack, spell, or effect entirely.