DivinerMedium humanoid (any species)
- 9 (5,000 XP)
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 is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 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, and 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, momento mori, past impressions, remove curse, seeing eye, seeing
The Third Eye (Recharges after a Short or Long Rest). The diviner can use its action to 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 18 meters. If it already has darkvision, its range increases by 18 meters.
Ethereal Sight. The diviner can see into the Ethereal Plane within 18 meters of it.
Greater Comprehension. The diviner can read any language.
See Invisibility. The diviner can see invisible creatures and objects within 3 meters of it that are within line of sight.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 1.5 m. Hit: 3 (1d8 − 1) bludgeoning damage.