Spellcasting. The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: mage hand, message, prestidigitation
1/day each: true seeing
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond
Multiattack. The diviner makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., 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.
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.
Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells.