Precognitive

*Precognitive sensants are able to channel and manipulate apeiron energy to gain the ability of foresight, which allows them to see into the the immediate future during combat, possibly changing the outcome of certain actions, while also being able to see into the far future to learn who or what might come.*

 1st
 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th
 10th

## Class Features

As a precognitive you gain the following features.

### Hit Points

**Hit Dice:** 1d8 per precognitive level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per precognitive level after 1st

### Proficiencies

**Armor**: Light armor
**Weapons**: Pistols, and choose either Melee or SMGs
**Tools**: All ground vehicles and aircraft
**Saving Throw**: Dexterity, Charisma
**Skills**: Choose any three

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) P-10 Predator or (b) SM-5 Shuriken
* (a) Baton or (b) Knife
* Stock Light Armor

### Premonition

Starting at 1st level, quick glimpses of the immediate future grant you the opportunity to possibly change fate. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Additionally, if you or a creature within 30 feet of you that can see and hear you fails a saving throw or misses with an attack roll, you can roll 2d4 as a reaction and add it to the total, possibly changing the outcome.

### Foretelling

Starting at 3rd level, your precognition strengthens, allowing you to attempt to discern future events. After 10 minutes of concentration, ask a single question concerning a person of interest, a place of interest, or a thing of interest that you’re aware of, or will interact with within 7 days. The GM offers a truthful reply. This information appears scribbled on a sheet of paper as an image or in a language that you can understand; your choice. This feature doesn’t take into account any possible circumstances that might change the outcome, such as locale changes or the loss or gain of a person of interest.

Additionally roll a number of d20s equal to your Wisdom modifier (a minimum of 2) and record the numbers rolled. You can 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, and you can only replace a roll in this way once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Once you use this feature, you can’t use it again until after a long rest.

### Elusive

By 6th level, the present and future have begun to blend together allowing you see incoming attacks. No attack roll has advantage against you while you aren't incapacitated.

### Victory Before Battle

Starting at 9th level, you receive a more accurate picture in your mind of what is to come, granting you time to improve your odds of success. When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

Once you use this feature, you can't use it again until after a long rest.