At 5th druid level, your rest dice maximum is increased by 1. You can now use mysticism on your own d20 rolls.
You have 1 dire use of mysticism per long rest: you can use it at no reaction cost and at no rest dice cost.
At 5th druid level, an ally may spend 1 rest dice to request a foretelling from you. They may ask a question pertaining to a matter of fate, knowledge, history, or insight, and you must make an arcana or insight check (DC 10 for simple insight, DC 15 for complex, or DC 20 for impossible.)
The GM must reveal this information to you on a success, but they can do it in the following ways:
Via visual metaphor.
By a vision of events or objects in order of the gms choosing.
Via a small set of words or names granted to you as ethereal whispers (No more than 6 words.)
This has no guarantee of perfectly predicting the future (Subject to GM.)
At 6th druid level choose one upgrade from the list below:
Seers curse/blessing - You can spend an action and 1 rest dice to bless or curse a creature within 20ft, granting it a permanent +1 bonus or a -1 penalty to a skill check or saving throw of choice. A creature can attempt to resist the effect by making a DC 20 wisdom saving throw. A creature cannot have more than seer curse or blessing at a time.
The fated number - At the start of every rest, roll a 1d20. If the rolled number appears as a d20 result during a round of combat, you gain a temporary rest dice until the end of the round, which is lost if not spent. You cannot gain more than 1 such temporary rest dice per round.
Forced vision - You may spend an action and 1 rest dice to force a creature within 30ft to make a wisdom save (DC 10 + proficiency + wisdom bonus.) On a failure, you can cause them to see a hallucinatory version of their exact surroundings from a point of choice within the past, or from a potential future(Subject to GM. Requires knowledge of events to come,) blinding and deafening them to the here and now and forcing them remake the save at the start of each of their next turns to exit the effect. This is an illusion effect.
Forewarned - Gain a +2 bonus to saves vs traps, curses, and hexes, a +1 bonus to saves vs spells, and a +2 bonus to initiative checks.
Quander - You can touch an object, creature, or structure and cause parts of it to glow. The parts correspond to a question or request of your choosing. (For example: touching a building to reveal which walls were worked by masons last, touching a mechanism to reveal which parts are broken, or touching a creature to reveal which parts are infected.) You can do so up to a number of times per rest equal to your wisdom bonus (min 1.)
Fate's intent - You druid mysticism ability's refund range for d20 rolls is extended by 1, effectively refunding a rest dice on a natural 2 or 19 alongside a natural 1 or 20.
At 7th druid level, you may spend 1 rest dice to gain a sudden flood of awareness around yourself. Doing so requires concentration and lasts for as long as you maintain it. For the duration, you have unobstructed sight of the area around you in a 100ft radius.
Effectively, corners, obstacles, disguises, walls, and darkness no longer obstruct your perception of the surrounding 100ft area.
Invisible and illusory creatures and objects instead appear to have a slight haze or fog around them, granting you a +5 bonus to checks made to detect them.
All magical runes and writing become detectable to you.
At 8th druid level, choose an extra upgrade from the seer traits list.
At 8th druid level, whenever you gain advantage or disadvantage on a meaningful d20 roll, restore 1 HP.