Diviner Wizard: A Monsters Guide for 5th Edition D&d

Diviners peer into the future and know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know it alls, spilling insights to advance their own status.

Medium Humanoid, Any Alignment

Proficiency Bonus: +3
Armor Class: 12 (15 with mage armor)
Hit Points: 90 (20d8)
Speed: 30 ft.

STR – 9 (-1)
DEX – 14 (+2)
CON – 11 (+0)
INT – 18 (+4)
WIS – 12 (+1)
CHA – 11 (+0)

Saving Throws: Int +7, Wis +4

Skills: Arcana +7, History +7

Senses: passive Perception 11

Languages: any four languages

Challenge: 8 (3,900 XP)


Multiattack: The diviner makes three Arcane Burst attacks.

Arcane Burst: Melee or Ranged Spell Attack: +7 to hit, reach 5ft. or range 120ft., one target. Hit: 20 (3d10 + 4) radiant damage.

Overwhelming Revelation (Recharge 5-6). 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.

Spellcasting: The diviner casts one the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: light, mage hand, message, prestidigitation

2/day each: arcane eye, detect magic, detect thoughts, jly, lightning bolt, locate object, mage armor, Rary’s telepathic bond.

1/day: true seeing


Portent (3/Day): 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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