The discussion revolves around the need for divination spells and their effectiveness in combat. A 7th-level divination wizard with Augury, Clairvoyance, and Divination is currently playing. The Savant skill is essential for divination wizards to choose spells that have a devastating effect when a target fails a save. Expert divination spells are easier to cast at 6th level, expending only a fraction of spellcasting efforts.
Divination is considered the overall best Wizard subclass, but it is not ideal for combat bonuses. Expert divination can help with spell slots while still allowing extra preparation for the party, which is better overall than a Mirror Image. Mage armor and shield are good defensive resources, and abjuration spells are generally better support than utilitarian divination.
The School of Divination magic is the best D and D 5e wizard subclass for players who want to play the expert and go beyond the game’s normal limits. Divination spells can be used for various purposes, such as identifying spells in combat, perceiving, insight, and investigation. Misty Step is another option for divination wizards to bypass obstacles outside combat or escape sticky situations in fights.
In conclusion, the School of Divination is the best D and D 5e wizard subclass for players who want to play the expert and go beyond the game’s normal limits.
📹 Portent is good, not godly 🔮 D&D 5e Divination Wizard reality check
Portent is a fantastic feature that players enjoy very much, but is it worth the hype it receives? Is it good enough to play a …
What is divination magic?
Divination magic is a technique that enables users to gain insight into the unknown, transcending the limitations of time and space. This includes the future, the past, and even dimensions beyond the conventional understanding of reality.
What does divination do in D&D?
The divination school of magic was a branch of magic that allowed casters to reveal information, learn secrets, interpret dreams, predict the future, find hidden things, and foil deceptive spells. It also included abilities to detect magic and scry. A diviner was a wizard specializing in divination, with a less restrictive range of spells and only needing to forsake one other school of magic. There were subschools, such as scrying, which created an invisible sensor that allowed creators to experience events over long distances. In 2nd edition D and D, the divination school was divided into major and minor schools, with lesser divination spells available to all wizards regardless of specialization.
What is the most powerful wizards?
The characters Dumbledore, Grindewald, Voldemort, Spyglass, McGonagall, Bellatrix, and Mad-Eye were all of significant importance within the narrative. Dumbledore was arguably the most powerful, with Grindewald being a close second in terms of influence. Voldemort was a formidable adversary, yet he was not on the same level as Gellart.
What is the most powerful divination spell?
Scrying is a powerful Spell in a Diviner’s arsenal, allowing a Spellcaster to attempt to fend off a target within the same plane of existence. The target can succeed in a Wisdom Save, preventing the caster from using Scry for a day. The better the caster knows the target, the harsher the modifiers of the Wisdom Save. Being familiar with the target and possessing a bit of their body can give the target a -15 Save Modifier. Scrying remains a must-have for late-game campaigns.
What is the most destructive spell in 5e?
The Metamorph Swarm is a formidable ninth-level evocation spell with a range of one mile. Each creature within a 40-foot radius is compelled to make a Dexterity saving throw. In the event of an unsuccessful attempt, the subject will suffer 20d6 points of fire damage and 20d6 points of bludgeoning damage, or half that amount if the attempt is successful. The potential destructive capacity of this spell is such that it could level an entire town. In the aftermath, the surviving citizens may be compelled to worship the deity responsible for the devastation.
What is the most forbidden spell?
The Unforgivable Curses, also known as Avada Kedavra, Cruciatus, and Imperius, are powerful and sinister spells in the wizarding world. First classified as “Unforgivable” in 1717, they were tools of the Dark Arts and were subject to strict penalties. By the 1990s, using any of these curses on a fellow human being would result in a life sentence in Azkaban without parole, unless there was sufficient evidence that the caster did so under the influence of the Imperius Curse.
Many Dark wizards attempted to use this excuse to prevent incarceration, particularly after the First Wizarding War. Exceptions exist, such as Solomon Sallow, who used one on a Dark wizard without legal repercussions, and Aurors were permitted to use them during the First Wizarding War and during the height of the Second Wizarding War under Lord Voldemort’s regime. However, this would have been repealed following Voldemort’s demise.
Why are divination wizards so powerful?
Divination wizards in D and D 5e use their spellcasting and subclass to manipulate foundational mechanics like dice rolls and spell slots, gaining knowledge beyond the DM’s expectations. The School of Divination is the best subclass for players who want to play expertly and go beyond the game’s normal limits. The Divination Savant is a typical wizard subclass feature that makes spells quicker and cheaper to learn. Portent is a powerful wizard ability that allows a wizard to roll 2d20 at the start of each day and replace up to two attack rolls, ability checks, or saving throws with one roll.
Expert Divination recharges a lower-level spell slot every time a wizard spends one to cast a spell, making their signature spells cheaper to cast and providing more effective spell slots than other spellcasters in D and D 5e.
Is divination a good thing?
Divination has been a subject of criticism for centuries, with scientific community and skeptics dismissing it as superstitious. In antiquity, it faced criticism from philosophers like Cicero and Sextus Empiricus. The Oracle of Amun at the Siwa Oasis, famously visited by Alexander the Great, was a significant figure in divination. Deuteronomy 18:10–12 and Leviticus 19:26 categorically forbid divination, but some biblical practices, such as Urim and Thummim, casting lots, and prayer, are considered divination.
Trevan G. Hatch disputes these comparisons, arguing that divination did not consult the “one true God” and manipulated the divine for the diviner’s self-interest. One of the earliest known divination artifacts, the Sortes Sanctorum, is believed to be Christian-rooted and uses dice to provide future insight. Despite these criticisms, divination continues to be a significant aspect of religious practice.
Why divination is forbidden?
Deuteronomy 18:10-11 proscribes divination, soothsaying, auguring, sorcery, and spell-casting, as it is considered a prohibition in the Bible. This prohibition is part of an extensive list of prohibitions against specific practices, including the sacrifice of a son or daughter to fire or the practice of divination.
What do you do in divination?
Divination is the study of predicting the future, an optional class for Hogwarts students from their third year onwards. It involves various techniques, such as tea leaf reading and palmistry, to determine upcoming events. However, the subject is disputed among the wizarding community due to its legitimacy. Hermione Granger and Professor McGonagall may view it as ‘woolly’ or ‘imprecise’, while students like Lavender Brown and Parvati Patil believe their futures can be divined by gazing into the fog of a crystal ball.
Seers, witches and wizards with the gift of Sight or ‘Inner Eye’, are the most likely to succeed in this subject. Professor Trelawney, a famous Seer, made the infamous prediction about Harry and Voldemort, but her power was watered-down compared to her great-great grandmother, Cassandra Trelawney. Trelawney’s predictions were made in a trance-like state, and her predictions were considered pure luck, guesswork, and showmanship.
Are wizards stronger than sorcerers?
From a lore perspective, sorcerers are regarded as more formidable than wizards, attributed to their inherent aptitude and capacity for magical prowess. Conversely, wizards are seen as having to work their way up, underscoring the ongoing discourse between natural aptitude and arduous effort.
📹 How to Play a Divination Wizard in Dungeons and Dragons 5e
1:43 Why Play a Divination Wizard? 3:20 Party Role 5:55 Divination Wizard Class Features 13:45 Ability Scores 15:02 Races …
While the points are fair, The main reason portent is powerful is saving throws. For the most part, anything below a 10 and certainly anything below an 8 should cause a saving throw failure for an enemy, and anything above a 12 should help you pass a saving throw you have proficiency in. This is key for concentration checks.
I guess the point of portent is getting you into the headspace of knowing what that something is going to happen. Sure it might have happened anyway, but you know it’s going to happen. I like it much more as a roleplay tool. I just started reading an urban fantasy novel called Fated which stars a divination wizard who is constantly looking into the future to help solve problems. I feel like portent can get you to feel like you’re playing that kind of character. So even though most people just discuss the power level, I find the roleplay implications of portent are way more interesting.
Portent is insanely powerful if you’re a good planner and timing. I’ve turned a guaranteed loss to a win. I’ve single-handedly butchered groups of enemies by negating one key target’s saving roll. Turned a melee character’s miss into a crit, ending a massive threat. To evaluate risk and chance when to use portent is difficult as a player but I’ve noticed that it is usually beneficial to use it when it looks as if the DM is going to throw a soak-box on your party. If I as the Wizard can score a critical hit to our opponents then portent is a great tool in achieving this. In 3.5e I could make a better divination wizard but I found that to be harder to achieve than a 5e divination wizard. To me the divination wizard is mainly about roleplay and not combat.
Your points are very valid. But what makes Portent such a godly ability it’s when you have something lower than a 10 and you need the enemy to fail a saving throw. It’s not as useful when talking about replacing attack rolls, specially since in mid tier play onwards, players and enemies are doing multiple attacks per round and you can only affect one. But if you can force the enemy to fail his Saving Throw on Hold Person/Monster, fail his saving throw on Disintegrate or even, at later levels of play, fail his saving throw on Power Word Kill or Banishment or something impactful like that, it is the highest ceiling of power any Wizard subclass ability can reach. That is why it is so powerful. Making a divination Wizard, grab the optional feat Lucky and you are now the DM. No other wizard subclass ability comes even close to comparing to what portent brings to the table. The main point is that you don’t need to change every roll in your favor, but every battle in DnD has what I like to call the Defining Moment, that crucial moment in which everything will align to be a death spiral or a surging victory, in that moment you can take it out of Fate’s hands and take it upon yourself to write your own fate. That is very powerful. And you can break the game if you want: when you can make a Simulacrum, if I’m not mistaken, they inherit all your abilities, so they inherit the Portent dice you rolled for that day, so a Wizard coming to a battle with 3 Portent dice from himself and 3 from his simulacrum plus the Lucky and you can dictate basically everything of how a battle will play out.
Agree it’s the most overrated wizard subclass, The most slept on sub I 100% the war magic wizard, tactical wit is really nice and arcane deflection giving a +4 to a saving throw is huge! I’m terrified of failing saving throws so many deady effects, and you can do it at-will so you can just spam it. The 10th level feature that just streight up gives you a +2 to AC and a +2 to all of your saving throws is also amazing.
Saved the party’s ass last night as a 4th level divination wizard. I rolled a 5 and 17. We were fighting a group of wizards and one of our party cast hold person on the most powerful member, as the DM’s setting up to roll I declare ‘he rolls a 5’ bang, the BBEG is held. The paladin then proceeds to curb stomp him. At a critical juncture that 5 saved everyone, as the DM later told us he was about to fireball us all, (we were clumped together)
I don’t think Portent is a particularly interesting ability, but that’s personal preference. It doesn’t really change the way you play your Wizard, though you may be incentivized to learn more save-or-suck spells. I generally want to see subclasses open up new possibilities that can shape the playstyles of the core class. I think the level 6 Divination subclass feature is more interesting by comparison, though less powerful. Portent requires no reaction, which is one of the more subtle points in the ability’s favor. I’m glad you covered that. Wizards have incredible reaction options, and the freedom to keep your reaction open when using Portent is underrated IMO. So yeah, Portent is reasonably strong, but I don’t find it super fun. Those dice are limited though, and I guess that rewards players who are paying attention and know which rolls are gonna matter. I think Portent’s strength is dictated primarily by the threat-assessment capabilities of the player. If you expend your Portent dice indiscriminately, it’s a far weaker ability. In that sense, maybe we shouldn’t be so quick to tell everyone that the Divination Wizard is the strongest. Besides, all Wizards are relatively strong, we shouldn’t be ignoring the other subclasses to the degree that I think the online community tends to.
The simple joy of “i look at the biggest dude in the room, cast hideous laughter and I’ve forseen him fall on his ass as the roll you got is a 2” is just so fun to me. Divination wizards can use single target save or suck spells to their max ability and I’ve used it to win combats in a single round at low levels by giving myself a high initiative roll and throwing a sleep spell on an enemy which we then tied up and threw off a cliff.
I think Portent is one piece of a larger puzzle. When you add the Lucky feat, silvery barbs, and counterspell to portent, now you have a lot of tools to shape the outcome of any encounter. Getting a friendly cleric to add guidance further helps. A big advantage for actually playing is that you have to stay engaged in the game to determine a good spot to use portent. Rather than just zoning out, you can jump in and help turn another PC’s action into guaranteed success. This is much more collaborative than just dropping another fireball (but I do like a good fireball).
Personally I prefer it to be after and fixing a bad roll, like you’re seeing possible futures and instead tell someone to duck or swing at the right time thus changing the future to your desired outcome. It can be challenging to be dead focused 100% of the time and not working on your next turn while waiting and you as a player can miss an important action that could have been helpful, someone can have their plans already made out and roll without you getting to speak, plus rolling is fun and they could be excited to see what they want to get first and it sucks to be like “no, we need you to roll this so you rolled this because I made it so.” Personally having DM’d it, I don’t have a problem with it being called after 😋 House rules ftw makings games more fun than the actual rules 😎👉👉
Agreed with most of your points here. it is a bit overrated. i mean it’s 2 free rolls you know ahead of time for a free action. lucky does the same thing but 3x, after the roll and without the offensive benefit. other subclass abilities can impose disadvantage (essentially influencing rolls like portent) continuously like the hound of ill omen or provide continuous advantage such as vow of enmity for a one-time bonus action cost. if i just wanted to use it for initiative or my own saves, i’d rather get a flat bonus and play a war wizard. if i wanted to target saves, it’s just better to play a sorc and choose shadow or wild. if i wanted to boost someone else’s atk roll or save, there’s a myriad ways to do that on other classes such as a bard with bardic inspiration. the strength of portent is in it’s versatility but if you actually know what you want to use it for more often than not, there’s alot of better options out there especially with multiclassing. i do think though diviners are a good 2 level dip especially for crit fishers.
I can see where you are coming from. 6th lv feature can help out with scouting, but Div Wiz really need to plan Spell Slot around it which seems really exausting. Just out of curiosity, what is Wizards’ core ability? Bards have Inspiration, Paladins have SMITE! Barbs go Rage! or Rogues Sneak Atk, but I cannot think of distictive Wizards’ core ability. Please dont say “Spells”, Sorcerers also have access to Spells, but they have Meta Magics.