Divination Wizard 5e: Magic Portents

The Divination Wizard specializes in interpreting the past, affecting the present, and predicting the future by tapping into the school of Divination magic.

Divination Wizard 5e

Playing a Divination Wizard is little more than playing a wizard who chooses Divination magic as their Arcane Tradition at 2nd level. The character is gifted special abilities thanks to their focused study.

Divination Arcane Tradition Bonuses

2nd Level- Gold and time required to copy a Divination spell into your spell book are halved.

2nd Level- Portents: 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.

6th Level- Expert Divination: casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level 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 and can’t be higher than 5th level.

10th Level- The Third Eye: you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated, or you take a short or long rest. You can’t use the feature again until you finish a short or long rest.

  • Darkvision. You gain darkvision out to a range of 60 feet.
  • Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
  • Greater Comprehension. You can read any language.
  • See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

14th Level- Greater Portent: the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

Divination Wizard Build

Building a Divination Wizard is about as straight forward as building any other wizard. The thing that makes Divination wizards special is the Portents Feature. Any builds created should focus around that concept and ways to optimize that feature. The wizard is not limited in spell selection based on the Arcane Tradition chosen so all spell choices are still available.

Broken Divination Build?

The Lucky Halfling Divination Wizard build can be problematic. It’s not really a broken build but it can cause some serious headaches. A Halfling Divination Wizard with the lucky feat can alter 5 rolls per long rest at level 4. Three of them are rerolls and two are value swaps.

  •                 Halfling Luck- When you roll a 1 on a d20 for an attack roll, ability check, or saving throw you may reroll. You have to use the new number.
  •                 Portents- You can replace two results with your rolled portents for the day.
  •                 Lucky Feat- You can reroll a d20 three times per long rest.

This can become a major pain for a DM in a variety of circumstances. It can also be a lot of fun for the player.


The Divination Wizard is just like any wizard – really fun until they are out of spell slots. The ability to manipulate rolls is a really fun feature for the players and the DM. The nice thing about playing a wizard of any kind is knowing what you are getting. Relatively low hit points and spell slot tracking are the tools of this trade. It is also nice to be able to choose any race for the character and not feel like it is a bad one.

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