
Opening the archive

Opening the archive
Aspect Codex
Clairvoyance is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Clairvoyance has 42 powers ready for character sheets, including 35 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
35 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Clairvoyance has 42 powers ready for character sheets, including 35 with VTT hooks.
Clairvoyance defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Point at a target within range and glimpse a weakness in its defenses. On your next turn, you gain advantage on your first attack roll against that target, provided this effect has not ended. If the attack hits, it deals additional damage equal to your proficiency bonus.
Read a small sign in the immediate moment. Ask the GM whether one simple action you are about to take appears favorable, dangerous, unclear, or mixed. The answer reflects the current situation and does not account for choices made afterward.
When a creature you can see within range is hit by an attack, briefly glimpse the strike before it lands. The target gains +2 AC against the triggering attack, potentially causing it to miss.
Choose a familiar location within range or a location you can clearly describe. You briefly see and hear from a fixed point in that location as if standing there. The vision is hazy beyond 30 ft. and cannot pass through magical concealment.
Choose one creature you can see within range. The target must make a CHA save. On a failed save, you learn its immediate emotional state and whether it intends you harm in the next minute. On a success, you learn only whether it is calm, hostile, afraid, or uncertain.
You cannot be surprised while conscious. In addition, you gain a bonus to initiative rolls equal to half your proficiency bonus, rounded up.
Receive an omen about a course of action you plan to take within the next 30 minutes. The omen indicates good, bad, both, or unclear. This power does not account for choices or circumstances that change after the omen is received.
Create an invisible sensor at a location within range that you can describe or have seen before. You can see through the sensor as if standing there, but cannot hear through it. The sensor cannot move and is blocked by magical concealment.
Choose one creature you can see within range. The target must make a WIS save. On a failed save, you read its surface thoughts and emotional intent for the duration. On a success, you only detect whether it has active thoughts and a general emotional state.
When you are targeted by an attack, glimpse the incoming strike. You gain +2 AC against the triggering attack and may move 5 ft. without provoking opportunity attacks after the attack resolves.
Glimpse the best opening. Your next attack roll before the start of your next turn has advantage. If the attack hits, it deals an additional 9 (2d8) damage of the attack’s type.
Your sight pierces the unseen. Invisible creatures and objects in the emanation are revealed to you, and hidden creatures do not gain advantage against you from being unseen.
When you fail a saving throw, glimpse the consequence a heartbeat early. Add 1d8 to the roll, potentially turning the failure into a success.
Study one creature you can see within range. Learn one of the following, chosen by the GM as most relevant: its weakest saving throw, one damage resistance or immunity, one vulnerability, or one condition currently affecting it.
You add your INT modifier to initiative rolls, and creatures cannot gain advantage on attack rolls against you solely from flanking or surrounding you.
Ask one specific question about events likely to occur within the next 24 hours. The GM provides a truthful but limited answer through a vision, phrase, omen, or symbolic impression.
Name or describe a creature familiar to you. For the duration, you sense the direction to that creature while it is within range. This is blocked by strong magical concealment, planar separation, or areas warded against divination.
Choose one creature you can see within range and reveal its weak point. The target must make a WIS save or attack rolls against it have advantage until the start of your next turn. At the end of each of its turns, it repeats the save, ending the effect on a success.
When a creature you can see within range makes an attack roll or saving throw, impose disadvantage on the triggering roll.
Create a clairvoyant sensor near a creature known to you on the same plane. The target must make a WIS save. On a failed save, you can see and hear through the sensor for the duration. On a success, the sensor fails to form.
Choose one creature you can see within range. The target must make a CHA save. On a failed save, it cannot knowingly lie to you while within range. On a success, you know whether it is attempting to mislead you, but not how.
Once per round, when a creature attacks you, you may impose disadvantage on that attack.
You gain advantage on Perception and Insight checks, and you cannot be blinded or deafened while conscious unless the effect is magical and higher tier than this power.
Ask the GM how one specific choice you are considering is most likely to resolve. The answer is a short phrase, vision, or symbolic impression based on the current situation.
For the duration, you see through illusions, invisibility, and magical darkness within the emanation. Creatures revealed this way cannot benefit from being unseen against you.
When a creature you can see within range is hit by an attack, reduce the damage by 3d8 + your INT modifier.
You always act in the first round of combat while conscious and cannot have disadvantage on initiative rolls.
All hidden and invisible creatures of your choice in the emanation are revealed to you until the end of your next turn. Revealed creatures cannot benefit from invisibility or hiding against you for the duration.
Your next attack before the start of your next turn automatically hits unless the target succeeds on a WIS save or is immune to foresight effects. On a hit, the attack deals its normal damage.
For the duration, you automatically know when a creature in the emanation knowingly lies, and you know the emotional intent of creatures you can see.
During the first round of combat, you have advantage on attack rolls, ability checks, and saving throws.
Ask the GM two detailed questions about events likely to occur within the next 7 days. Answers may be symbolic, partial, or framed as visions, but are truthful according to the current situation.
Observe any location within range as if present, including sound and visual detail. Nonmagical obstructions do not block this perception, but magical wards against divination can block it.
Choose one creature you can see within range. The target must make a WIS save or attack rolls against it have advantage and it has disadvantage on saving throws until the start of your next turn. At the end of each of its turns, it repeats the save, ending the effect on a success.
Once per round, you may reroll one d20 roll you make and use the higher result.
You instantly learn the position, condition, and immediate intent of all creatures of your choice in the emanation, including hidden and invisible creatures.
Choose one creature you can see within range. The target must make a WIS save or automatically fail its next attack roll, saving throw, or ability check before the end of its next turn.
For the duration, illusions, invisibility, disguises, and hidden effects of your choice in the emanation are revealed and suppressed against your senses.
Creatures of your choice in the emanation cannot be surprised, have advantage on attack rolls, ability checks, and saving throws, and attack rolls against them have disadvantage. A creature can benefit from only one Perfect Foresight effect at a time.
Ask the GM up to three questions about events likely to occur within the next 24 hours. The GM answers each with a short truthful omen, symbol, phrase, or vision. After receiving the answers, choose one d20 roll you make before your next long rest. You may treat the roll as a 20 before modifiers.
For the duration, you gain truesight out to 120 ft., can see invisible creatures and objects, automatically detect illusions, and may create a clairvoyant sensor at any location you have seen before on the same plane. As a bonus action, you may move your perception between your body and the sensor.
Creatures of your choice in the emanation cannot benefit from invisibility, illusions, mundane disguises, or magical concealment against you. When a creature in the area knowingly lies, you know it is lying.
Forespoke - Horton
VQU Faculty / Clairvoyance
Horton, known as Forespoke, has spent decades at Von Queef University watching futures arrive badly, early, or not at all. A former Centrum archivist during the Drakkuskan War and brother to Poe, Jericha’s leading astrologian, he now teaches divination with a calm precision that unsettles even seasoned faculty. His Witchborn precognition grants glimpses of possible outcomes, but Horton treats prophecy as evidence, not destiny. As overseer of predictive combat simulations and student foresight training, he stands as one of VQU’s quiet defenses against timeline corruption. Some say he already knows the date of his death.
Fortune - Magala
Centrum (-2099 MB) / Clairvoyance
Foulcrum — Ash Stonefist is a disciplined monk from the Temple of the Equinox Vale whose void-tentacle mutation forces him to test balance, restraint, and spiritual control against powers that may have been engineered around him. His importance to My Alchemical Romance comes through his loyalty, trauma, and unresolved origin, with active hooks around Wisdom/Charisma instability, Salvatore Mentali, Soldier, counterfeit scrying, and the revelation that his power may not truly come from the Aboleth.
Garrik Tim-Tam
Point Pringle / Clairvoyance
Garrik Tim-Tam is a former warlock in Point Pringle who watches reality the way other men watch weather. With a golden ocular implant and a chess piece always in hand, he studies patterns most citizens never notice: civic coincidences, broken sequences, and distortions tied to Trixie’s games.
Jezz
Elf / Clairvoyance
Jezz is a high elven oracle whose golden eyes seem to look through the present rather than at it. Born under a rare celestial event in the Ivory Glades, they carry a gift of precognition that arrives as blessing, burden, and interruption. Jezz wanders Jericha offering fortunes to those brave or desperate enough to ask, often appearing at the Pink Pony Tavern in robes stitched with celestial symbols. True Neutral and rarely direct, they prefer riddles, sly warnings, and half-smiles to clean answers. Jezz is drawn to people who defy fate, though they know better than most that destiny may bend without ever fully breaking.
Whispers-in-Smoke - Madame Sharza
Smokeweaver's Circle / Clairvoyance
Madame Sharza, known as Whispers-in-Smoke, is a gnoll oracle of the Sand-Shadow Caravan and a respected voice within the Smokeweavers Circle. Her divinations rise through ash, bone incense, and conjured smoke, revealing visions only to those whose destinies are tangled together. Sharza does not claim fate is fixed; she reads where lives cross, knot, and pull each other toward consequence. Travelers seek her before desert crossings, trade decisions, and dangerous bargains, though she refuses readings when the threads vanish into darkness. In caravan lands, her smoke is not entertainment. It is warning, witness, and judgment.