Precognition
Clairsentience
Manifesting Time: 1 bonus action
Range: Self
Maintenance: Concentration, up to 1 minute
Detection: Psychic, Visual (glow)
Entering a hyperaware state, you can glimpse an event moments before it occurs, allowing you to better react to it.
While the power is in effect, when you make an ability check, you can use your reaction to roll a d4 and add the number rolled to your d20 roll, after seeing the roll but before knowing its results. In addition, when you fall no more than 20 feet, you aren’t knocked prone from the fall.
0. When you augment the power with at least 1 power point, once each round you regain the use of your reaction at the end of the turn when you activate the power. The number of times you can regain your reaction increases when you reach 5th level (twice), 11th level (thrice), and 17th level (four times).
1. You can use your reaction to roll a d4 and add the number rolled to your d20 roll to attack rolls and saving throws as well.
2. When you use the power to modify a d20 roll, you never have disadvantage on that roll. When you use the power to increase your AC, each attack roll made against you never has advantage for the remainder of the turn.
3. Your AC increases by 4 against opportunity attacks and when you are hit by an attack which requires a d20 roll, you can use your reaction to roll a d4 and add the number rolled to your AC, potentially turning a hit into a miss.
4. The die you add to a d20 roll increases to a d6.
Empower. When you spend 4 power points (8), the die increases to a d8.
5. Once while the power is in effect, you can choose to reroll one d20 roll made by you or against you. You choose which roll to keep.
Empower. When you spend 8 power points (13), once each round, you can use your reaction repeat this effect when you modify a d20 roll.
7. While the power is in effect, you have proficiency in Dexterity saving throws and whenever you succeed on a Dexterity saving throw to take half damage, you instead take no damage.
8. When you use the power to modify a d20 roll on a saving throw or to increase your AC, you reduce any damage resulting from the effect or attack by 2d10.
Empower. For every 4 additional power points you spend, the amount of damage reduced increases by 1d10.