Corvum Diviner

Humblewood Campaign Setting p. 194 (Third Party)

Tamaño
Mediano
Tipo
humanoid (corvum)
Alineamiento
legal neutral
CA
12 (15 with mage armor)
Puntos de golpe
40 (9d8)
Velocidad
walk 30 ft.
Salvaciones
Int +6, Wis +4
Habilidades
Arcana +6, History +6, Religion +6
Percepción pasiva
11
Idiomas
Auran, Birdfolk, Celestial, Cervan, Mapach
Desafío
6
Linaje
Diviner
FUE
9
−1
DES
14
+2
CON
11
+0
INT
17
+3
SAB
12
+1
CAR
11
+0

Rasgos

Proficiency Bonus

+3

Spellcasting

The diviner is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The diviner has the following spells prepared:

  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
  • 1st level (4 slots): detect magic, mage armor, magic missile, shield
  • 2nd level (2 slots): augury, misty step
  • 3rd level (3 slots): clairvoyance, counterspell, fly
  • 4th level (3 slots): greater invisibility, locate creature
  • 5th level (1 slots): scrying

Glide

When falling at least 10 feet, the diviner can spend a reaction to fly up to their speed in one direction as they descend. The diviner lands in an unoccupied space at the end of their movement, and takes no falling damage. The diviner cannot glide while carrying heavy objects, heavy weapons, or shields (though they can drop any held items as part of their reaction).

Talons

The diviner has advantage on Strength (Athletics) checks made to climb any surface their talons could reasonably grip.

Skulker

The diviner has advantage on Dexterity (Stealth) checks made in dim light or darkness.

Acciones

Talons

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Conjuros

fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, augury, misty step, clairvoyance, counterspell, fly, greater invisibility, locate creature, scrying

Espacios de conjuro

0,4,2,3,3,1

Otros datos

description

Diviners specialize in esoteric spells and rituals, which can be used to see the threads of fate that move the world. Even when such predictions fail, they usually reveal useful information in the process. Corvums prize knowledge in all its forms, often dealing in secrets the way others deal in goods, and so many are drawn to practice the diviner's art.