Rules on Usage & Limits for the Diviners Portents? - Rules & Game Mechanics - Dungeons & Dragons Discussion - D&D Beyond Forums (2024)

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Rules on Usage & Limits for the Diviners Portents?

  • #1 Mar 29, 2020

    Appellion

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    I'm currently running a game where in a prior session, the parties Diviner was surprised by a mimic pretending to be a door, which used the opportunity to successfully strike, damage and grapple him with it's adhesive ability. Later on, the player stated his preference (fairly) that I announce all attacks prior to any rolling due to the fact his portent ability works that way where he determines the roll before it is rolled. But he also stated he should have been able to use his portents in the surprise round, pointing out nothing stated the ability was any kind of action, reaction, etc., and was only limited by sight. This troubles me a bit. Is the only circ*mstance that stops his ability to use a Portent when he is incapacitated?

    Edit: One thing that bothers me the most is this idea that I need to declare every single action involving a d20 roll within sight of the player, and only after he states he's not going to use a Portent can I continue. This similarly would hold true for all the players: everyone needs to look to the diviner before they can roll or not! I would rather ban the class than deal with that. Is that something other DMs and their groups accept, along with the slowdown to the game?

    Wizard School of Divination

    Last edited by Appellion: Mar 30, 2020

  • #2 Mar 30, 2020

    JackOfAllTirades

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    The Portent ability only has three limitations:

    1) the target must be a creature the Wizard can see,

    2) you can replace a roll only once per turn,

    3) the decision must be made before the roll.

    So there are a couple of points to be made in answer to your questions:

    First: if you're rolling dice without giving the Wizard player an opportunity to use Portent, by RAW, he can't use it all. You're effectively taking away his most iconic class feature as a Diviner. Taking things away from the characters results in frustrated players who don't enjoy your game. A good DM knows this.

    Second, this ability doesn't require an action to use; only line of sight to a creature. So no, this would not be stopped by the Incapacitated condition. That prevents him from taking actions and reactions, but he doesn't need either to use Portent. Any condition that Blinds the Wizard or any obstacle, spell, or environmental effect that blocks line of sight would make the use of Portent impossible.

    DICE FALL, EVERYONE ROCKS!

  • #3 Mar 30, 2020

    Appellion

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    To clarify, I understand the rules so I think the problem I have is that I don't believe they are good rules. In my own personal opinion, the class doesn't work by me and so I am personally not going to be allowing it in my games until something changes (either internally with myself and my personal opinions, or otherwise). This isn't so surprising, I imagine, as DM's have any number of Races, Classes, or Items that just don't work for them and their campaigns, be the reasons due to rules or cosmetics: the warforged are a great example. For me, the warforged are well suited to Eberron and/or a Post Apocalyptic campaign, but for what I consider more regular D&D games? They just don't really fit thematically. Again, personal opinion.

    Edit: @JackOfAllTirades - Thanks for the reply and I agree with all your points, I just really do not like the Diviner anymore.

    Last edited by Appellion: Mar 30, 2020

  • #4 Mar 30, 2020

    Pedroig

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    A "decent" compromise is that Portent can be used before the result is known, versus the die is rolled. This is especially good for some mechanics, like the first round of combat. So before anything is know, does something hit or not, at all, if the DM rolls a die, the Diviner can say one of those is a Portent roll instead. However, once a "to hit value", Save DC, AC, or Save bonuses have been determined, the Portent must be used before any roll.

    Not sure why you are so opposed to the class, it can change, at max, three things a day/long rest. That's it. Not sure how three "guaranteed" results a day, can make that big of a difference. If you are allowing one and done days, I guess, but not getting in three to four encounters per long rest in an "adventuring day" means there is something amiss really.

    BTW, on your Mimic, if you had let the Diviner touch the door (rather than the Mimic attacking first), then Portent would be much less useful. Since the Diviner touches the Mimic, no attack roll made,and the Diviner is automatically grappled. Now the Diviner gets to decide to use their Portent to have the Mimic miss on its attack, or to escape the grapple without having disadvantage. The initiative would happen after the Diviner is already grappled as well.

  • #5 Mar 30, 2020

    Tim

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    Sadly a Diviner's Portent ability doesn't always work out the way the Diviner expects it to work. I used it with a roll that I thought was low enough to make the opponent who my Diviner was in melee with miss when he attacked me and I mis-judged his attack bonus so I got smacked. I didn't know what his attack bonus was so I got hurt. The only way it's a guaranteed success or failure is if the roll is a 1 or a 20 or if you know the opponent's AC, saving throw, and/or to-hit bonus.

    It almost always works but when it doesn't work it makes the Diviner's life very unpleasant.

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  • #6 Mar 30, 2020

    SwiftSign

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    Ask your Diviner to interrupt with a potent at the time someone is declaring an attack or rolling but before a result is known. That way you don't have to do a dramatic pause every time and the onus is on them to use their ability.

  • #7 Mar 30, 2020

    OboeLauren

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    There are quite a few abilities that allow PCs to adjust dice rolled by the DM, the Portent just being the most iconic. It can feel frustrating as a DM to have your action canceled out, but remember that you have almost infinite power to do things while your players are limited. I try to celebrate when my players use their iconic abilities to make things more awesome for them. I can always make things harder, but the game feels better when I'm rooting for them.It's also worth remembering that your Diviner only has a few portents (3 at most) and can only use each once.

    I find a good compromise is to be ok with backtracking a few seconds. Do your attack as normal, and if someone wants to alter the roll let them even if you've already called out the result. And remember what is good for your players is good for you. Throw a Diviner NPC at them, or someone with the Lucky feat, or a cleric with Warding Flare. Give a monster one of those abilities. I bet once you get the chance to play with those abilities, and your PCs have to deal with the other side, you'll all feel a bit more comfy working together to be fair about using those kind of powers.

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  • #8 Mar 30, 2020

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  • #9 Mar 30, 2020

    JackOfAllTirades

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    Quote from RangerDeadeye >>

    One of my current players is a Diviner. First time for me and there was definitely a learning curve to get used to it.

    It's come to mostly be the responsibility of the player, though I've adjusted the "before the roll" to be "before the result is announced."

    In an early session, I made sure to prompt the player that I was rolling a d20 and asked the other players to do so as well. Haven't done it again since that session as we all learned well enough how the flow should be and how much attention the divider needs to pay during the whole session.

    Also, the first few times, I described in detail how the portent worked (ex. you have a vision of a giant white spider impale the NPC behind you, you turn around and tell him to move to the side and as you do, a Giant white spider crashes down where they just were). It makes the player feel epic but doesn't surprise them any less and doesn't take away from the encounter.

    So far, he's used them well enough to never disrupt the flow of the game given the adjustment of wording I've ruled. Actually, I've recently reminded him that he can use them during any situation as he tends to not use them outside of combat and I'm pretty light on the combat in my campaigns.

    This right here.

    Game masters should be encouraging players to do epic stuff with their class features instead of being afraid of them and banning or removing them from the game.

    And after reading this thread, I'm going to have a second look at some of the class features I've had problems with in the past.

    DICE FALL, EVERYONE ROCKS!

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FAQs

Rules on Usage & Limits for the Diviners Portents? - Rules & Game Mechanics - Dungeons & Dragons Discussion - D&D Beyond Forums? ›

Portent is the level 2 ability for the divination school of wizards. At the end of each long rest roll 2 d20s and record them. Before the end of your next long rest you may replace any attack roll, saving throw, or ability check from any creature you can see with one of your rolls.

What are the rules for portent in D&D? ›

Portent is the level 2 ability for the divination school of wizards. At the end of each long rest roll 2 d20s and record them. Before the end of your next long rest you may replace any attack roll, saving throw, or ability check from any creature you can see with one of your rolls.

What are D&D rules as written? ›

D&D Rules As Written (RAW) Rules As Written (RAW): In Dungeons & Dragons, RAW refers to the strict interpretation and application of the game's rules as they are explicitly stated in the official rulebooks and publications.

How does diviners portent work? ›

Portent allows you to "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..." (Compare with Lucky, which allows you to "reroll a die" when "you roll a 1 on the d20.")

What are the rules for reactions in D&D? ›

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs.

What is rule 0 of DND? ›

Known as 'Rule 0', the principle has existed throughout all of D&D's history, with varying wordings in official publication. In short, it states that the DM is the final arbiter of the rules; the world belongs to them and their players, and the rules of the world are created by them.

What is the hidden rule in D&D? ›

Hiding in D&D 5e takes an action to do. To hide, roll a Dexterity (Stealth) check for your character and tell the DM (Dungeon Master) the result. The Hide action grants PCs advantage on their first attack roll against an enemy. It also forces enemies to roll attacks against hidden creatures with disadvantage.

What can you not do in D&D? ›

D&D: 10 Things No Player Should Ever Do
  1. 1 Take Out Their Frustration On The Dungeon Master.
  2. 2 Mess With Other Player's Characters Without Their Consent. ...
  3. 3 Rely On The Dungeon Master To Know The Character's Abilities. ...
  4. 4 Come Completely Unprepared To The Session. ...
  5. 5 Try To Take All Of The Spotlight. ...
  6. 6 Be Greedy With The Loot. ...
Jan 14, 2022

What is the golden rule of D&D? ›

The golden rule of D&D is that the word of the DM is the final say on any matter when it comes to rules.

What is the 1 20 rule in D&D? ›

Two reciprocal rules which go with such a system are seldom, if ever mentioned: 1) opponents scoring a natural 20 will likewise cause a double damage hit or critical hit upon player characters; and 2) as a 20 indicated a perfect hit, a 1 must indicate a perfect miss, so at any time a 1 is rolled on the "to hit" die, ...

How many times can you use Portent? ›

It's also worth remembering that your Diviner only has a few portents (3 at most) and can only use each once.

How many times can you use Portent 5e? ›

You can only portent a die roll *before* the roll, when the result is not yet known. Once it has been portented, the die is effectively rolled and the result is known, so you can no longer apply another portent to it. The first portent counts, and that's that.

How do you use Portent 5e? ›

The wizard has to use their Portent before the dice are rolled the way it's written. That means it can't be used the way the Lucky feat is used where you get to see the result of the die roll first, you have to use Portent instead of rolling the dice. It also overrides disadvantage.

What is the 60 second rule in D&D? ›

A practice I find makes combat feel fast and intense, the 60 second rule makes it so players (not including the dm) only have 60 seconds to decide and act during their turn. In addition, other players are not allowed to interject. The DM tells a player when their time starts.

What is the squeezing rule in D&D? ›

Squeezing into a Smaller Space. A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide.

What is the first rule of D&D? ›

Rule #1 =The DM is God. The DM can change anything at any time for any reason. If you don't like the way the DM has ruled, you might be able to argue but the DM's final ruling is the final ruling. Even if the rulebook has an entirely different rule from the one the DM just used, the DM's ruling is final.

Does Portent replace the roll or the result? ›

Portent lets the diviner substitute a pre-rolled result for a roll. If used on the monster's saving throw, it is presumably used to force a failure. But it's exactly when a save is failed that Legendary Resistance can be used to succeed instead.

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