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Diviner Wizard
- STR
- 9 (-1)
- DEX
- 14 (+2)
- CON
- 11 (+0)
- INT
- 18 (+4)
- WIS
- 12 (+1)
- CHA
- 11 (+0)
The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: mage hand, message, prestidigitation
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond
1/day each: true seeing
Actions
The diviner makes three Arcane Burst attacks.
Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) radiant damage.
The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and is stunned until the end of the diviner's next turn. On a successful save, the creature takes half as much damage and isn't stunned.
Reactions
When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner rolls a d20 and chooses whether to use that roll in place of the d20 rolled for the attack roll, saving throw, or ability check.
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Source: Mordenkainen Presents: Monsters of the Multiverse, p. 261 - Licenses and attribution