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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="Treantmonklvl20" data-source="post: 7463609" data-attributes="member: 55582"><p><strong><span style="font-size: 18px"><span style="color: #00FFFF">Arcane Tradition: School of Divination. Rank 1</span></span></strong></p><p><strong><span style="font-size: 18px"><span style="color: #00FFFF"></span></span></strong></p><p>This shouldn't be a surprise. Portent. Probably just outright broken, and DM's might be well justified in prohibiting it, but they don't because it's so much fun.</p><p></p><p><strong><span style="color: #00FFFF">Portent (2nd level):</span></strong> Changes everything. Makes opponents auto-fail their saving throws. As you might imagine, this only becomes more game changing as the game goes on (though it does not bypass legendary resistance). Makes allies (and yourself) auto-succeed their saving throws. Makes opponents auto-miss. Makes your allies auto-hit, or even auto-crit. Naturally, this all depends on those 2 d20 rolls. Here's my promise, no matter what you roll, even if it's two 10s, this is super-useful, super-powerful and fantastic. 2 Uses per day is thankfully the limitation, otherwise, why even play?</p><p></p><p><strong><span style="color: #00FF00">Expert Divination (6th level):</span></strong> Seems so small next to Portent, but it's actually quite good, and scales wonderfully. When you cast divination spells of 2nd level or higher, you get spell slots back (one level lower than the divination spell, no higher than 5th level). So cast the exceptionally useful Arcane Eye and get a 3rd level slot back. Cast True Seeing and get a 5th level slot back. This is a good deal and will give you more castings than other wizards.</p><p></p><p><span style="color: #800080"><strong>The Third Eye (10th level):</strong></span> Pick and power, and change it later. Darkvision, See Invisibile, Ethereal vision, or permanent Comprehend Languages (reading only). They are all decent. This is no Portent, but it's good to have. You can change it with a short rest.</p><p></p><p><span style="color: #00FF00"><strong>Greater Portent (14th level):</strong></span> It's weird how 2 portent dice is a 2nd level ability, and one portent dice is a 14th level ability isn't it? That said, give me that die! One more portent? Thank you much!</p><p></p><p>OK - so that's my long rant on Arcane Traditions. I'm needed elsewhere, but I promise this will make it to the guide at some point.</p></blockquote><p></p>
[QUOTE="Treantmonklvl20, post: 7463609, member: 55582"] [B][SIZE=5][COLOR="#00FFFF"]Arcane Tradition: School of Divination. Rank 1 [/COLOR][/SIZE][/B] This shouldn't be a surprise. Portent. Probably just outright broken, and DM's might be well justified in prohibiting it, but they don't because it's so much fun. [B][COLOR="#00FFFF"]Portent (2nd level):[/COLOR][/B] Changes everything. Makes opponents auto-fail their saving throws. As you might imagine, this only becomes more game changing as the game goes on (though it does not bypass legendary resistance). Makes allies (and yourself) auto-succeed their saving throws. Makes opponents auto-miss. Makes your allies auto-hit, or even auto-crit. Naturally, this all depends on those 2 d20 rolls. Here's my promise, no matter what you roll, even if it's two 10s, this is super-useful, super-powerful and fantastic. 2 Uses per day is thankfully the limitation, otherwise, why even play? [B][COLOR="#00FF00"]Expert Divination (6th level):[/COLOR][/B] Seems so small next to Portent, but it's actually quite good, and scales wonderfully. When you cast divination spells of 2nd level or higher, you get spell slots back (one level lower than the divination spell, no higher than 5th level). So cast the exceptionally useful Arcane Eye and get a 3rd level slot back. Cast True Seeing and get a 5th level slot back. This is a good deal and will give you more castings than other wizards. [COLOR="#800080"][B]The Third Eye (10th level):[/B][/COLOR] Pick and power, and change it later. Darkvision, See Invisibile, Ethereal vision, or permanent Comprehend Languages (reading only). They are all decent. This is no Portent, but it's good to have. You can change it with a short rest. [COLOR="#00FF00"][B]Greater Portent (14th level):[/B][/COLOR] It's weird how 2 portent dice is a 2nd level ability, and one portent dice is a 14th level ability isn't it? That said, give me that die! One more portent? Thank you much! OK - so that's my long rant on Arcane Traditions. I'm needed elsewhere, but I promise this will make it to the guide at some point. [/QUOTE]
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