Diviner

Volo's Guide to Monsters p. 213

Size
Medium
Type
humanoid (any race)
Alignment
any alignment
AC
12 (15 with mage armor)
Hit Points
67 (15d8)
Speed
walk 30 ft.
Saving Throws
Int +7, Wis +4
Skills
Arcana +7, History +7
Passive Perception
11
Languages
any four languages
Challenge
8
Environment
urban
STR
9
−1
DEX
14
+2
CON
11
+0
INT
18
+4
WIS
12
+1
CHA
11
+0

Traits

Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)

When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

Spellcasting

The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:

  • Cantrips (at will): fire bolt, light, mage hand, message, true strike
  • 1st level (4 slots): detect magic*, feather fall, mage armor
  • 2nd level (3 slots): detect thoughts, locate object, scorching ray
  • 3rd level (3 slots): clairvoyance*, fly, fireball
  • 4th level (3 slots): arcane eye*, ice storm, stoneskin
  • 5th level (2 slots): Rary's telepathic bond*, seeming
  • 6th level (1 slots): mass suggestion, true seeing*
  • 7th level (1 slots): delayed blast fireball, teleport
  • 8th level (1 slots): maze
  • Divination spell of 1st level or higher

Actions

Quarterstaff

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.

Spells

fire bolt, light, mage hand, message, true strike, detect magic, feather fall, mage armor, detect thoughts, locate object, scorching ray, clairvoyance, fly, fireball, arcane eye, ice storm, stoneskin, Rary's telepathic bond, seeming, mass suggestion, true seeing, delayed blast fireball, teleport, maze

Spell Slots

0,4,3,3,3,2,1,1,1

Other data

description

Diviners are specialist wizards who know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling secrets and insights to advance their own status or reputation.