Diviners are wizards whose study of legend, myth, and history has given them insight and abilities of perception and insight. Either knowing and using the true names of creatures, gazing into the hazy mists of dream and the future, or putting your knowledge to use in transmutation and Alchemy, Diviners are scholars and academics at heart that seek to untangle the threads of the universe and understand them. Unlike most of the other schools, one does not need to have a connection or propensity to a certain element to excel. Enough dedication and study will pay untold rewards in the School of Lore.
Class Stats:
Hit Points
- Hit Dice: 1d8 per Diviner level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Diviner level after 1st
Proficiencies
Armor: Light, Medium
Weapons: Simple Weapons, Heavy Crossbow
Class Skills: Alchemy, Arcana, Insight
Creating a Diviner:
Intelligence is your spellcasting stat, so you will want your Intelligence score to be your highest stat. Next highest should be Wisdom or Dexterity.
The Oracle specialization is the most straightforward and dependable option.
Diviner Level | Base Attack Bonus | Saving Throw Bonus | Cantrips Known | Spell Points | Max Spell Level | Features |
1 | +0 | Wis +2, Int +2 | 3 | 3 | 1st | Spellcasting, Feat, Theme Benefit |
2 | +1 | Wis +2, Int +2 | 3 | 4 | 1st | School Specialty |
3 | +1 | Wis +2, Int +2 | 3 | 9 | 2nd | Feat |
4 | +2 | Wis +3, Int +3 | 4 | 11 | 2nd | Ability Score Increase, Dual Credit |
5 | +2 | Wis +3, Int +3 | 4 | 19 | 3rd | Feat, Specialty Ability |
6 | +3 | Wis +3, Int +3 | 4 | 22 | 3rd | Dual Credit, Theme Benefit |
7 | +3 | Wis +3, Int +3 | 4 | 26 | 4th | Feat |
8 | +4 | Wis +4, Int +4, Dex +2 | 5 | 30 | 4th | Ability Score Increase, Dual Credit |
9 | +4 | Wis +4, Int +4, Dex +2 | 5 | 39 | 5th | Feat |
10 | +4 | Wis +4, Int +4, Dex +2 | 6 | 44 | 5th | Dual Credit, Specialty Ability |
11 | +4 | Wis +4, Int +4, Dex +2 | 6 | 50 | 6th | Feat |
12 | +5 | Wis +5, Int +5, Dex +3 | 6 | 50 | 6th | Ability Score Increase, Dual Credit, Theme Benefit |
13 | +5 | Wis +5, Int +5, Dex +3 | 6 | 57 | 7th | Feat |
14 | +5 | Wis +5, Int +5, Dex +3 | 6 | 57 | 7th | Dual Credit |
15 | +5 | Wis +5, Int +5, Dex +3 | 6 | 71 | 8th | Feat, Specialty Ability |
16 | +5 | Wis +6, Int +6, Dex +4 | 6 | 71 | 8th | Ability Score Increase, Dual Credit |
17 | +6 | Wis +6, Int +6, Dex +4 | 6 | 87 | 9th | Feat |
18 | +6 | Wis +6, Int +6, Dex +4 | 6 | 92 | 9th | Ability Score Increase, Dual Credit, Theme Benefit |
19 | +6 | Wis +6, Int +6, Dex +4 | 6 | 110 | 10th | Feat |
20 | +6 | Wis +7, Int +7, Dex +4 | 6 | 116 | 10th | Runelord |
Class Features
As a diviner you gain the following features and abilities.
Spellcasting
You have the ability to channel the powers of the magical essense of the universe. See the
Magics of the Archipelago page for the rules of spellcasting.
Cantrips
At 1st level, you know three cantrips of your choice from the
Legend Magic Spells or
General Magic Spells page. You learn additional cantrips at higher levels as indicated in the Diviner table.
Spell Points
Starting at 1st level, you channel your magical powers through a pool of magical energy which you keep track of as Spell Points. The table above shows how many spell points you have at a given level. To cast a spell at a given level, you spend that number of spell points.
You cannot cast a spell at above the level indicated in the Diviner table, even if you have enough points to do so. Even when you can cast any spell level, Spells of 8th level and higher are particularly taxing. Even if you have the points, you can only channel points to cast a spell at 7th level twice and levels 8-10 once each and must complete a long rest to regain the ability to cast them again. You regain all spent spell points after completing a long rest.
Spells Known of Rank 1 and Higher
At 1st level, you know two Rank 1 spells of your choice from the
Legend Magic Spells page and one Rank 1 spell of your choice from the
General Magic Spells page.
When gaining a level in this class, you learn 2 spells of your choice from either the Legend Magic or Universal Spell Lists for free. These spells must be of a Rank equal to or less than your maximum spell level. Additionally, you can choose one Legend or Universal spell you know and replace it with another from either of these two lists.
Spellcasting Ability
Intelligence is your spellcasting ability since the power of your magic comes from unwraveling the threads of knowledge of the past.
When you cast a spell that requires an attack roll, you add your base attack bonus to the roll.
Spell Save DC: Should a spell cast by you require a saving throw the DC equals 10 + your Int Modifier + half the Spell's Rank (rounded down; minimum of 1) when cast.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your diviner spells.
School Specialty
Starting at 2nd level, you choose a style to harness your magical abilities. These Specialties are documented below.
Dual Credit
Once you reach 4th level you've gained enough control of your own magic that you can take advantage of other types of magic. You recieve a "Dual Credit" at 4th level, 6th level, 8th level, 10th level, 12th level, 14th level, 16th level, and 18th level.
These Dual Credit points allow you to learn 1 additional spell at any point. This is the primary method of learning a spell of a different school though you cannot learn a spell 6th level or higher outside the schools of Legend. You may treat spells not of your associated school as Diviner spells for the purpose of Spell Save DC and attack bonus. However, to cast these spells requires +2 spell points than it usually would unless otherwise noted. The only way to unlearn / replace these spells is to find a magic item or boon that reverts your duel credits back into credits and you can re-configure your character after.
Runelord
At 20th level, your Divination Magic is matched by only a very rare few. You gain DR (Psychic) 20. Additionally, choose one Diviner level 2 or lower spell and one level 6-7 Diviner spell. You can now cast the lower level spell at will without needing any spell points. For the higher level spell, you ignore the limitation of casting spells at that level when you are casting this spell.
Specialties
Your specialty, in other systems known as a sub-class, curates your magic in special ways to make your Divination Mage unique. Your choice grants you special abilities at different levels as indicated below.
Inquisitor
Nothing escapes your sight. Be it knowledge, the truth, or a person, you know how to get answers, root out deception, and purify what has been tainted by darkness. You refuse to allow the mistakes of history to be repeated.
Mind over Matter (Level 2)
You may use your Intelligence modifier for your weapon attack and damage rolls instead of Dex or Str.
Eye of Truth (Level 2)
Your peircing gaze unnerves even the most stoic of individuals. Creatures have a -2 penalty to decpetion checks made against you. When you reach 10th level this penalty increases to -4.
Pattern Recognition (Level 5)
You gain proficiency in Magecraft and Investigation if you do not already have it.
Mentalist (Level 5)
Discretion is your tool and weapon. You learn ways to channel your magical knowledge into a psychic state that last for 10 minutes. You may enable this state a number of times equal to your Intelligence modifier and regain spent uses after completing a long rest.
While this state is active,
You gain darkvision through magical and nonmagical darkness for up to 60ft.
You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
You can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you.
Truthfinder (Level 10)
As a Swift Action, you may spend 1 spell point to channel your knowledge of a creature into a psychic connection that reveals aspects about the creature.
You may target a creature you can see within 60ft of you, which forces the creature to make a Wisdom saving throw against a DC 10 + half your Diviner level rounded down. Should they fail, you learn 1 aspect of your choice of resistances, vulnerabilities, special attacks and you gain advantage on Insight Checks against them for the next minute.
Adaptable (Level 15)
When fighting another creature, you can quickly learn how they fight and use their tactics to your advantage. After a creature has successfully hit you with a weapon or spell attack roll, you may use your reaction when that creature would target you to grant yourself a +3 bonus to your AC as you anticipate their movements. You may do this a number of times equal to your Intelligence Modifer and regain spent uses after completing a long rest.
Oracle
You use your knowledge of lore and the past to grant yourself insight into the future. Your gaze into the ethereal clouds of the future is continuously being refined and clarified to provide you and your allies advantages others do not have access to.
Portents (Level 2)
After completing a long rest, roll 2d20 and record their rolls. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. At 15th level, you may roll 3d20 instead of just 2.
Empowered Mind (Level 5)
You gain resistance to Psychic damage. Additionally, you can form a telepathic bond between your mind and the mind of another. As a Swift Action, choose one creature you can see within 30 feet of you.
You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Intelligence modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your Diviner level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Ethereal Eye (Level 10)
You can use a Standard Action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range of 60 feet.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 15 feet of you that are within line of sight.
Steadfast Mind (Level 15)
You gain a +4 bonus to saving throws against being frightened, charmed, or paralyzed. You may also use your ethereal eye to grant yourself True Sight to a range of 60ft.
Summoner
Your study of legends and history is not simply a pursuit of the mind. You know there are secrets buried in legends, names of power and abilities waiting to be unlocked. You channel this power to summon powerful allies and abilities to aid you and your allies.
Binding Summons (Level 2)
Whenever you cast a spell that summons a creature, you do not need to maintain concentration on the spell to keep it subdued, however you still can only have 1 summons spell active that would normally require concentration.
Loremaster (Level 5)
Your knowledge of lore and legend allows you to grant boons to yourself an allies. As a Standard Action, you may spend a spell point to grant yourself or a creature of your choice within 30ft one of the following boons which last for 30 minutes. You may only grant 1 boon at a time, and granting another boon ends any previous ones granted.
Quetzal's Grace. The target gains +15 movement which may also be used as a fly speed. You must be on solid ground by the end of movement however.
Sphinx's Wisdom. The target gains advantage on wisdom saving throws and a +5 bonus to Wisdom ability / skill checks.
Loki's Cunning. The target gains resistance to lightning damage and a +2 bonus to stealth and deception.
At 15th level, you may have up to 2 boons active at a time, but they must be 1) different boons, 2) on different targets, 3) each must be granted as separate actions.
Medusa's Gaze (Level 10)
As a Standard Action, you may channel the power of Medusa against a creature you can see within 30ft of you. This creature must make a DC 10 + your Diviner Level Charisma saving throw. On a success, they are merely Stunned until the end of their next turn. On a failure, the creature is paralyzed for 1d4 rounds.
A creature that succeeds is immune to this ability for 4 hours. You may use this ability once and must complete a short or long rest before you may use it again.
Quintessence (Level 15)
When you have summoned a creature or creatures, you may channel their energy directly to buff or sacrifice as you see fit. While a summoned creature is within 30ft of you you may do 1 of the following:
Amplify Power. As a Standard Action you may spend 1 spell point to grant 1 summoned creature in range a +5 bonus on their next attack roll withint the next minute.
Defend Ally. As a Swift Action, you may spend 1 spell point to grant 1 summoned creature in range a +4 to AC until the start of your next turn.
Sacrifice. As a Standard Action, you may return 1 summoned creature back to the aether. This grants you a pool of HP equal to the creature's CR + spell level used to summon them. You may then apply this pool as you see fit among any number of creatures within 15ft of you.
Additionally, all creatures you summon start with Temporary Hit Points equal to your Diviner Level.
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