DivinerMedium humanoid (any species)
Danger Sense. The diviner gains an uncanny sense of when things nearby aren’t as they should be, giving it an edge when it dodges away from danger. The diviner have advantage on Reflex saving throws against effects that it can see, such as traps and spells. To gain this benefit, it can’t be blinded, deafened, or incapacitated.
Spellcasting. The diviner uses Occult (Int) to cast spells (spell save Difficulty 16, +8 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
2 mana: bestow curse, clairvoyance, commune with nature, danger sense, darkvision, fate link, find the path, fortunes of fate, ghostly gaze, legend lore, memento mori, past impressions, remove curse, seeing eye, seeing
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d8 − 1) bludgeoning damage.
The Third Eye (Recharges after a Short or Long Rest). The diviner can increase its powers of perception. When the diviner does so, it chooses one of the following benefits, which lasts until it is incapacitated or it takes a short or long rest.
Darkvision. The diviner gains darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.
Ethereal Sight. The diviner can see into the Ethereal Plane within 10 meters of it.
Greater Comprehension. The diviner can read any language.
See Invisibility. The diviner can see invisible creatures and objects within 2 meters of it that are within line of sight.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.