Clairvoyance
Clairvoyance shapes a character's supernatural focus, training, and power set.
Power index
Clairvoyance Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
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.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Concentration, up to 1 Round
- Effect
- PB
- Roll
- Attack

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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant
Tier 1
4
You cannot be surprised while conscious. In addition, you gain a bonus to initiative rolls equal to half your proficiency bonus, rounded up.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- Half PB

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.
- Action
- Action
- Use
- At-Will
- Range
- 1 Mile
- Duration
- 1 Minute

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.
- Action
- Reaction
- Use
- At-Will
- Range
- 30 ft.
- Duration
Tier 2
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant

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.
- Action
- Action
- Use
- At-Will
- Range
- 1 Mile
- Duration
- 10 Minutes

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.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
Tier 3
4
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round
- Effect
- 2d8
- Type
- Attack Type
- Roll
- Attack

When you fail a saving throw, glimpse the consequence a heartbeat early. Add 1d8 to the roll, potentially turning the failure into a success.
- Action
- Reaction
- Use
- At-Will
- Range
- Self
- Duration
- Instant
- Effect
- 1d8

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.
- Action
- Action
Tier 4
4
You add your INT modifier to initiative rolls, and creatures cannot gain advantage on attack rolls against you solely from flanking or surrounding you.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Effect
- INT

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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant

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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
Tier 5
4
Once per round, when a creature attacks you, you may impose disadvantage on that attack.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent

When a creature you can see within range makes an attack roll or saving throw, impose disadvantage on the triggering roll.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant

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.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Minute
- Save
- CHA
Tier 6
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant

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.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent

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.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
Tier 7
4
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.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Round
- Type
- Attack Type
- Roll
- Attack
- Save
- WIS

You always act in the first round of combat while conscious and cannot have disadvantage on initiative rolls.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent

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.
- Action
- Action
- Use
- At-Will
Tier 8
4
During the first round of combat, you have advantage on attack rolls, ability checks, and saving throws.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent

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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Roll
- Attack
- Save
- WIS

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.
- Action
- Action
- Use
- At-Will
- Range
Tier 9
4
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.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Round
- Save
- WIS

Once per round, you may reroll one d20 roll you make and use the higher result.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent

You instantly learn the position, condition, and immediate intent of all creatures of your choice in the emanation, including hidden and invisible creatures.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Instant
Tier 10
4
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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Concentration, 1 Hour

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.
- Action
- Action
- Use
- At-Will
- Range
- Self
- Duration
- Instant

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.










