War Prophet
While strategy allows someone to prepare themselves against their enemies and reach victory, some warriors attempt to instead witness their foes incoming actions in order to better fight against them. These warriors are known as War Prophets, their sense of sight having been altered in order to grant them glimpses of the future. Through this targeted sight, you can strike against a foes defense before they even had the chance to set it up.
Far-Seeing Trance
When you choose this archetype at 3rd level, you can enter a prophetic trance to see seconds into the future and witness a foe's incoming actions. As a bonus action, choose a creature within 60 feet of you. That creature must succeed a Charisma saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or have their immediate future seen by you. For the next minute, you magically gain the following benefits:
- You have advantage on attack rolls made against that creature and on saving throws provoked by the target of this feature.
- The target has disadvantage on attack rolls against you and on saving throws provoked by you.
- Whenever the target would make an attack against a creature other than you, you can use your reaction to increase the creature's AC by an amount equal to your proficiency bonus against that attack.
- If you were blinded when you use this ability, you ignore the condition when interacting with the target of this feature.
This trance ends early if you fall unconscious, if you are blinded, if you use this feature again towards another creature, or if you end it as a bonus action. A creature immune to divination magic cannot be targeted by this feature.
While you are under this trance, you are incapable of concentrating on spells, and you can't gain the benefits of advantage when attacking anyone other than your target.
You can successfully use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon finishing a long rest.
Combat Foresight
Also at 3rd level, your partial sight to the future grants you a quick reaction to combat and encounters, as well as the ability to aid your allies ahead of time. You gain a bonus to your initiative rolls equal to your Wisdom modifier.
Additionally, you know the Guidance cantrip. When you target yourself with the spell, you gain the following benefits while the spell remains active.
- It does not require concentration, but you can't cast it again until the current casting ends.
- You can cast it as a bonus action, rather than an action.
- The die used for this spell increases to 1d6 when you reach 5th level, 11th level (1d8) and 18th level (1d10) in this class.
You can cast Guidance on yourself in this manner a number of times equal to your Wisdom modifier, and regain all expended uses after finishing a long rest.
Future Sense
At 7th level, your ability to see ahead grants you an easier time in preparing against danger. You can't be surprised, and the first time you would take damage in combat, you have resistance against that instance of damage.
Improved Trance
At 10th level, your connection to the future has permanently affected you, allowing you to focus your trance on multiple creatures at once. You can target up to two creatures with your Far-Seeing Trance feature, and your target range increases to 90 feet. Your Far-Seeing Trance now no longer ends if you are blinded during its duration.
Additionally, When you make a Wisdom (Insight) or Wisdom (Perception) check, you can treat a d20 roll of a 9 or lower as a 10.
Guided Vision
At 15th level, you can communicate with otherworldly beings to aid your foresight. When doing so, you cast the Divination spell as a ritual spell.
You can also attempt to do so by casting the Commune or Contact Other Plane spell, without using a spell slot or material components. Casting either of these spells require you to succeed a DC 15 Constitution for you to successfully contact this otherworldly being, replacing any similar DC either of these spells may already have. On a failure, the casting fails.
After you cast either spell in this way, you can't cast either of them again until you finish a long rest.
Greater Trance
At 18th level, your future sight has expanded even more. You can target up to three creatures with your Far-Seeing Trance feature, and whenever one of these targets would drop to 0 hit points before this feature ends, you can use a bonus action on a subsequent turn to target a new creature.

