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New Spells: Future Divinations

New Spells: Future Divinations

Art Credit: https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=380440

Most divination spells in 5th edition D&D focus on detecting nearby creatures, objects, or effects, and they typically aren't very useful in combat. Today we're previewing some exceptions found in our upcoming homebrew Dungeons and Dragons compendium, Legends of Prestige & Prowess. These divinations, like the 9th-level spell foresight, grant a limited ability to see into the future and bestow combat bonuses from that foreknowledge. Each of them is a great option for subclasses such as the divination wizard or the divination-based druid subclass that we will be soon previewing.

The new cantrip, foretell, is designed to function for both utility purposes and for limited combat purposes, much like the existing gust cantrip. Its main use inside of combat is to protect from a single attack, making it especially useful against enemies that don't possess multiattack or when the caster is seeking to maintain concentration on an important spell. It can also be used either in or out of combat to determine which damage types to use against an enemy and which to avoid, or to determine how many invisible enemies are hiding nearby. The last option in this cantrip gives the DM the opportunity to reassure their players about their choices, but doesn't require the DM to give any information away if they want to keep the players on their toes.

Forewarn is a 2nd-level spell that occupies a similar space as the shield, shield other, and absorb elements spells. Though it is a higher level than shield and absorb elements, it allows the spellcaster to protect one of their allies instead of only themselves. In addition, it can be used to defend against dangerous saving throws instead of only attacks, granting it a unique niche. As a downside, it can't be used as a reaction and must be used proactively, and as a bonus action spell it prevents the spellcaster from casting another spell of 1st-level or higher on the same turn. However, its long duration and lack of concentration allow it to be used before combat if the players manage to anticipate conflict, preventing that limitation from hindering them too greatly.

The 8th-level spell, death vision, can be used for both offensive and defensive purposes, though its defensive side is much more potent. While the caster benefits from death vision, they are nearly invulnerable to attacks, but still fully vulnerable to most saving throw effects, to conditions, and even to simple physical effects such as grappling or shoving. In addition, because the spell requires concentration, this near-invulnerability can't be combined with most other powerful ongoing spells. Comparing this spell to the 9th-level invulnerability or foresight spells reveals its balance. Compared to invulnerability, it leaves the caster much more vulnerable to all non-attack forms of damage, but is offset by its offensive bonus and its reaction casting speed. Compared to foresight, it requires concentration, lasts for only one combat at the longest, and can't be cast before combat, but offers more direct and ironclad defensive power. And death vision leaves open the possibility that the spellcaster can still be critically hit to interrupt their concentration, adding another balancing factor to prevent gameplay abuse.

PDF Link | D&D Beyond: Death Vision, Foretell, Forewarn

Circle of Ages (Druid)

Circle of Ages (Druid)

Arcane Heritage (Sorcerer)

Arcane Heritage (Sorcerer)