Is there an interesting reason behind that name or is it just random?
We find out in this article.
But what if you didn’t have to roll dice?
What if you already knew the outcome of the roll and could plan your actions around such certainty?
Only wizards of the School of Divination can provide such assurances, which makes them extremely powerful spellcasters.
If you’d like to take the sure path to success, this is the wizard subclass for you.
Like most wizards, you’ll want tostay out of danger while lobbing spellsat your opponents.
What sets the School of Divination wizard apart from other wizards is thePortentability.
This means that twice per long rest, you canguarantee the outcome of a dice roll.
With Portent, you canensure your save-or-suck spell lands.
Or you might ensure your opponent’s attack misses, depending on what your Portent Dice rolls are.
Later, yougain more Portent Dice by completing propheciesmini-quests that unlock more Portent Dice per short rest.
This allows you tocompletely dominate battles by ensuring key rollsgo your way.
Wizards are frail, so16 Constitution provides a significant hit-point boostto keep you safe.
Dexterity is at 14 mostly to improve your armor class.
It also provides a boost to your Dexterity saving throws.
This will save you the most gold in the long run.
Fireball improves that damage immensely at level five, and Counterspell is another must-have reaction spell.
Finally,Otto’s Irresistable DanceandFlesh to Stoneare dominating spells when you control your enemy’s dice rolls.
Below we have thepotential races ranked best to worst.
Half-Elf
All the benefits of human and elf in one place.
Human
Humans are next best to half-elves.
Elf
Go high elf and you get afree cantrip.
Go wood elf and you getfaster movementandStealth proficiency.
Both haveDarkvision,Perceptionproficiency,advantage against being charmedandimmunity to sleep.
Drow
Drow provides several spells, includingFaerie Fire,Dancing Lights, andDarkness.
You also have the samecharm and sleep advantagesas regular elves,Perception proficiency, andsuper Darkvision.
The weapon proficiencies aren’t particularly helpful.
All three haveadvantage on Intelligence, Wisdom, and Charisma saving throws, which can be very helpful.
Halfling
Halfling Luckis great to add to Portent for controlling dice.
Bravery providesadvantage against being Frightened, and then you have your choice ofadvantage on Stealth rollsor against being poisoned.
Some sweet rewards if you find this particular key.
N/A
Armor
Amulet
Robe Of Summer
Resistance to cold damage.
Silver Pendant
Cast Guidance once per long rest.
Ring Of Color Spray
Cast Color Spray at level one once per short rest.
Crusher’s Ring
Increase movement speed by 3m/10ft.
Cast Melf’s Acid Arrow once per long rest.
Bow of Awareness
1d6 + Dexterity Modifier piercing damage, +1 to initiative rolls.
And theSilver Pendantcan help hit some early-game skill checks.
Replace the Bracers of Defence with Gloves of Missile Snaring or the gloves of your choice.
Do what barbarians do best: hit things.
Cast Absorb Elements once per short rest.
Robe of the Weave
12 AC Clothing.
Gain +1 to spell save DC and spell attack rolls.
Regain 1d6 hit points whenever you successfully succeed in a saving throw against a spell.
Spellcrux Amulet
Restore any expended spell slot as a bonus action once per long rest.
Quickspell Gloves
Cast a Cantrip as a bonus action once per short rest.
Orphic Ring
Cast Confusion at level five once per long rest.
Helldusk Boots
You cannot be forcibly moved, and you ignore difficult terrain.
You may use your reaction to succeed on a failed saving throw.
Shifting Corpus Ring
Cast Invisibility or Blur at level two once per long rest.
Markoheshkir
Gain +1 to spell save DC and spell attack rolls.
Arcane Battery: Once per long rest, the next spell cast doesn’t cost a spell slot.
Darkfire Shortbow
1d6 + 2 + Dexterity Modifier pricing damage, resistance to fire and cold damage.
Cast Haste at third level once per long rest.
Helldusk Bootsare mostly there for the free bonus action teleport and immunity to difficult terrain.
It’s not recommended to go teleporting into groups to get the most out of that 2d8 fire damage.
Humans and half-elf wizardsshould definitelylook for Viconias Walking Fortress or Ketheric’s Shieldto further improve their defenses.
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