[Class] The Assimilator

by jmcdaniel8520

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The assimilator
An Intelligence Caster for 5e



































Assimilator

Telepathically guiding his diviner stone through a battlefield while remaining at a safe distance himself, a Vedalken searches for enemy spellcasters. He finds a target, and watches as weaves of arcane energy wrap around the mage and blast out of its upheld hand, sending a fireball at a group of soldiers. The Vedalken raises his arcane focus, and mimicing the mage's actions exactly, incinerates the mage through his diviner stone with his new spell.

One after another, a young human woman backpedals while firing off every Cantrip she's ever seen hoping for one of them to stick, as the terrifying Barbed Devil stalks towards her. She's on her last leg as her party has fallen and she is out of spell slots. Her extensive arsenal of Cantrips do little to no damage to the beast, until she release a holy fire from her hands in the form of a Sacred Flame spell causing the devil to scream in pain. As she gains the upper hand, she fires off the dark energy of an Eldritch Blast at the devil, finally finishing it off.

Assimilators have the unique ability to see magic, sometimes believed to be especially powerful Divination wizards, but being in a class of their own. Their ability to see magic allows them to learn magic, any magic that they can successfully analyze while it is cast. Some specialized assimilators siphon off the ether granted by gods and warlock patrons while others tune their sight to measure the abilities of monsters.

Watch and Learn

Certain prodigious acolytes of magic find themselves bored when confined to a library forced to study arcane tomes. Instead, their fancy lies in analyzing magic cast, watching their arcane cousin the Wizard pull spells from the ether, or the innately magical Sorcerer tap into the magic within them.

These mages, known as assimilators, naturally possess the ability to divine the magics around them, through watching others tap into the magical ether of the universe. Their gifts are useless against non-magical foes, leaving assimilators unlearned in weapons and armors. In addition, they are unable to hold their attention on the written word, and cannot learn spells from spell books or spell scrolls.

Extended Sight

Naturally adventurous, assimilators seek out new teachers from which they may learn new spells. Wizards find themselves annoyed when traveling with assimilators, as they are constantly copying their spells without spending the time to learn them themselves.

The assimilator
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spell Sight, Spell Storage 2
2nd +2 Specialist 3
3rd +2 Diviner Stone Extension 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 Specialist feature 4 3 3
7th +3 Ether Backlash 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 Divination Expert 4 3 3 3 1
10th +4 Preemptive Spell Shield, The Mind's Eye, Specialist feature 4 3 3 3 2
11th +4 Unlocked Potential, Diviner Stone Extension Improvement 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 Backlash Improvement, Divination Expert Improvement 4 3 3 3 2 1 1
14th +5 Specialist feature 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 Spell Shield Improvement 4 3 3 3 2 1 1 1 1
18th +6 Comprehensive Understanding 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Spell Riposte 4 3 3 3 3 2 2 1 1

Creating an Assimilator

When defining your assimilator character, consider how your character seeks out magic. Are you easily bored, failing out of book-form schooling in search of more "hands on" studies? Are you driven to adventure, searching for mages across the land to catch a glimpse of their spells? Is their an archmage you seek to apprentice to?

When did your diviner stone first appear? Did it form from the ether when your magical sight was expanded? And by what event? Did you come upon it by chance and attach yourself to it? How did you learn of its nature?

Quick build

You can make an assimilator quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Constitution. Second, choose the Far Traveler background. Third, select Arcana and Perception for your skill profiencies. Fourth, choose the Create Bonfire, Guidance, and Frostbite cantrips, along with the following 1st-level spells for your diviner stone: Mage Armor, Find Familiar, Longstrider, Expeditious Retreat, Magic Missile, and Snare.

Class Features

As an assimilator, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per assimilator level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per assimilator level after 1st

Proficiencies


  • Armor: None
  • Weapons: None
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scholar’s pack or (b) an explorer’s pack
  • A diviner stone (attuned)



















Level 1 - Spellcasting

Your most cherished possession, a diviner stone, magically expands your sight to show you the details of how others cast magic, allowing you to learn the spells you witness. In addition, it allows storage of those spells. All spells from the Arcane spell list are on the assimilator spell list for you. Because spellbooks and scrolls are consolidations of access to the aether, assimilators cannot make out the words on the page. For this reason, assimilators cannot use spellbooks or spell scrolls.

Cantrips

At 1st level, you know three Cantrips of your choice from the assimilator spell list. You do not learn additional cantrips as you gain levels, only learning them through the use of features of this class.

Diviner Memory

At 1st level, you have learned six 1st-level spells of your choice from the assimilator spell list. You store these and all spells you learn within your diviner stone by undertaking a ritual of your class. Unlike your wizard cousins, you do not gain spells upon gaining a level.

Preparing and Casting Spells

The Assimilator table shows how many spell slots you have to cast your spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of assimilator spells that are available for you to cast. To do so, choose a number of assimilator spells in your diviner stone equal to your Intelligence modifier + your assimilator level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, as a 3rd-level assimilator, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 18, your list of prepared spells can include seven spells of 1st or 2nd Level, in any combination, chosen from your diviner stone. If you prepare the 1st-level spell Magic Missile, for example, you can cast it using a 1st or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.





















You can change your list of prepared spells when you finish a long rest. Preparing a new list of assimilator spells requires time spent searching through the vaults of ether stored within your diviner stone, recalling the incantations and gestures required to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your assimilator spells, since you learn your spells through deciphering the methods others use to cast them. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an assimilator spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency Bonus + your Intelligence modifier

Spell attack modifier = your proficiency Bonus + your Intelligence modifier

Unique Spellcasting Focus

You must use your diviner stone as a spellcasting focus.

Unique Ritual Casting

You can cast any spell as a ritual without preparing it if that spell has the ritual tag and you have stored the spell. Because rituals require additional knowledge and preparation to cast, you must successfully use Spell Sight on the ritual spell a number of times equal to 4 plus the spell base level minus your proficiency bonus (minimum 1) to learn how to perform the ritual properly. The table below provides a tiered reference for number of Spell Sight attempts by spell level.

Level PB 1 2 3 4 5 6 7 8 9
1-4 1 4 5 - - - - - - -
5-8 2 3 4 5 6 - - - - -
9-12 3 2 3 4 5 6 7 - - -
13-16 4 1 2 3 4 5 6 7 8 -
17-20 5 1 1 2 3 4 5 6 7 8

Level 1 - Spell Sight

The diviner stone you carry aids your power of rapid analysis, helping you see beyond what the average adventure can see. Through the diviner stone's magic, you gain Spell Sight, allowing you to see strands of magic encircling and forming around spellcasters when casting spells. Through careful attention, you may learn how to manipulate the magic swirling around you, copying spells when you see them cast.

Usage. To use Spell Sight, you use a Reaction to choose one spell you see cast by another creature within 60 feet of you. When you do, make a Perception check with DC equal to 15 plus twice the spell level of the cast spell (0 for Cantrips). If the spell is not on the assimlator list, the DC is increased by 10. If you do not have a spell slot for the spell's cast level, the DC is increased by 10. If learning from a mentor, the DC is decreased by 10 and made at advantage. On success, you analyze the spell, learning all features of the spell.

Retry. On failure, you can reattempt the check on consecutive turns using an action to reduce the DC by 4 and/or a bonus action to reduce the DC by 2. Reattempts still cost spell sight charges.

Quick Learn. If you succeed by 10 or more and you have spell slots matching the perceived spell, you immediately learn the spell, add it to your prepared spells list, and immediately store it within your diviner stone. Adding spells to your prepared spells list using this feature allows you to have access to additional prepared spells until you long rest.

Uses. You can use this feature a number of times equal to your Proficiency Bonus per long rest.

Free Spells. Your Spell Sight gives you the ability to see a blanket of magical noise, washing over sources of magic such as magical runes or items. To cut through the noise, the spells Detect Magic and Identify are added to your permanent memory and are not counted in the number of spells you prepare each day.

In addition, you may cast each spell freely and instantly once per long rest (without spell components), performing additional instant casts using charges of Spell Sight.

Level 1 - Spell Storage

After learning a spell, you must focus on the spell until storing it, losing focus if you fail a concentration check, fail a saving throw against a mind controlling effect, or if becoming incapacitated or killed. You can learn and focus on multiple spells at a time. When making a concentration check, the DC equals 10 plus the highest spell level of a learned spell under focus, or half the damage you take, whichever number is higher. If you take damage from multiple sources, you make a separate checks for each damage source. Focusing on a learned spell does not prevent you from casting and concentrating on a spell which requires concentration.

When you learn an assimilator spell of 1st level or higher, you can add it to your diviner stone regardless of spell level. Though you cannot use a spell of a level you do not have spell slots for, you may successfully learn how to use the spell at greater difficulty and then store it until you can use it. To add spells to your diviner stone, you must spend a short rest visualizing the spells being cast, while in physical contact with your diviner stone. Once complete, stored spells are safe, and at no risk of being lost unless your diviner stone is lost. You gain the benefits of a short rest as usual while storing spells in this way.

Diviner Stone

Your diviner stone is the source of your magic. You must attune to your diviner stone by performing an 8-hour ritual while focusing on the stone. This attunement does not count towards the three item limit for attuning to magical items. If the stone is removed from your possession for 4 hours, this attunement breaks and you must perform the ritual again before utilizing its power.

Losing Attunement. For the stone to be considered removed from your possession, it must be taken by an unfriendly creature (such as town guards, pirates, monsters, etc.) or remain at least 100 feet from you for the duration. Actions which do not result in losing attunement include allowing an ally to carry the stone, storing the stone in a haversack or similar item, or leaving the stone with your supplies while sleeping.

Replacing the Stone. A diviner stone can be replaced by performing an 8-hour ritual visualizing the ether around you, threading it into a ball around any small, roughly spherical object. The ritual requires 100 GP worth of gemstones which are consumed by the ritual, whose essence bind the threads of magic in place. One of the gems used to satisfy the cost of the ritual can be used as the small object required to perform the ritual if desired. While performing the ritual, the strands of magic become visible around you, shedding dim light for 5 feet.

Because attunement with the original stone was lost, your spell memory has weakened. To recall leveled spells and restore them to your new diviner stone, you must either witness the spell being cast again using Spell Sight, or you must spend 30 minutes per spell level recalling how the spell is cast, translating that knowledge into your new diviner stone to pull the memory from its core. Once complete, the spell is restored and available for spell preparation on completion of your next long rest. This process consumes your attention, leaving you unable to perform many actions including speaking or normally perceiving your surroundings. You can walk while doing so, and may interrupt this process for no more than one (1) minute at a time without starting over for a given spell.

The Stone's Appearance. During any ritual related to the stone (creation, attunement, or spell storage), you may change the appearance of the stone to any shape, colors, and surface appearance, in a roughly spherical volume the size of a medium humanoid's fist (or smaller/larger per your DM). For example, the diviner stone could be transformed to look like a fist-sized cube of green granite, or a perfect sphere of translucent glass.

The Stone's AC. The stone has an AC of 20, auto-succeeds Int/Wis/Cha saves, and you must make a dex save to move your stone if it would be affected by a Str/Dex/Con save. Attacks against the stone are made at disadvantage and the stone is resistant to all damage types. The Stone has 10 + your character level hit points.

Level 2 - Specialization

You choose an Assimilation Specialization: the Divination Specialist, the Pantomath Specialist, the Feral Specialist, the Material Specialist, the Theological Specialist, or the Weaver Specialist, all detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Level 3, 7, 11, 16 - Diviner Stone Extension

You have attuned deeper to your diviner stone. As a bonus action, you can see through it until the start of your next turn. During this time, you are blind with regard to your own senses. If your character has darkvision, it does not extend through the stone. While looking through your diviner stone, you can cast spells through it. You can use the ability to connect to your diviner stone while it is within 30' of you, increasing by 30' at levels 7, 11, and 16.

Finally, you can move your diviner stone up to 30' with a thought (no action), the stone hovering where it was commanded. Note, if your diviner stone is not within 5' of you, you cannot cast with it without first using a bonus action to see through it.

At 11th level, your diviner stone provides darkvision when using it for sight, and you can enter it's vision without using a bonus action.

At 16th level, your diviner stone becomes a third eye, no longer blinding you while using it for vision.

Level 4, 8, 12, 16, 19 - Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Level 7, 13 - Ether Backlash

You can turn some of the energy of an attack around on your foe. When you see a damaging spell being cast, you may use your reaction to feed back some of the energy of the spell being cast into the caster. The caster must make an Intelligence saving throw against your spell DC or the caster takes damage of the type caused by the spell being cast, equal to your proficiency bonus plus your Intelligence modifier. The damage you receive is reduced by the same amount.

At 13th, a successful save results in normal damage and a failed save results in double the damage.

Level 9 - Divination Expert

You gain the ability to cast known Divination spells at one spell slot lower for the same effects, where 1st-level Divination spells can be cast as cantrips.

Level 10, 17 - Preemptive Spell Shield

You learn to protect your allies against spells in your arsenal. Whenever you or a friendly creature you can see must make a saving throw against a spell you see being cast that you know, all affected creatures of your choice gain a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1).

At 17th level, you are no longer required to know the spell being cast. In addition, you may consume charges of Spell Sight to add an equivalent bonus to the spell shield (1 charge consumed = +1 to roll).





































Image Credits:

  • Cover assimilator: ByanEl (https://www.deviantart.com/byanel/gallery)
  • Colorful Tree: Surfergirl (https://artfiles.alphacoders.com/618/thumb-1920-61890.jpg)
  • Divination Symbol: kwilkins (https://kwilkins.com/dnd/resources/divination.png)
  • Earth Orb Mage: ByanEl (https://www.deviantart.com/byanel/gallery)
  • Male assimilator: Ashes:Rise of Phoenixborn (Plaid Hat Games) (https://www.plaidhatgames.com/board-games/ashes-rise-phoenixborn/)

Level 10 - The Mind's Eye

Your mind opens to change the way you view the world, picking up on details you wouldn't have caught before from vision alone. You can add your Intelligence modifier to Wisdom (Perception) checks you make, further enhancing your ability to learn new spells via Spell Sight.

Level 11 - Unlocked Potential

You regain all of your expended uses of Spell Sight when you finish a short or long rest.

Level 18 - Comprehensive Understanding

You have decoded the equations which define the basics of magic used to conjure spells by any spellcaster. All spells of level 4 and lower from any spellcasting list are added to the assimilator spell list for you.

In addition, select one from the remaining spell lists (Primal or Divine). All spells on that spell list are added to the assimilator spell list for you.

Level 20 - Spell Riposte

Your control of the ether is unmatched. Instead of, or in addition to, learning a spell using your Spell Sight, you can take control of the spell as it is cast and change the target or nullify the spell. You must expend a spell slot of the same level of the spell you are taking control of, and make an Arcana check with DC equal to 10 + the spell level. If you are successful, you take control of the spell.

The spell range remains the same and originates from the point you take control of the spell (i.e., you may have the spell originate from the caster, from the target, or from yourself). If the spell has a range of self, you can cause the spell to affect you instead. If the spell requires the use of the modifiers of the caster for calculating DCs and saving throws, you use your modifiers when calculating its effects. The Spell Riposte must occur before the spell effect takes hold (such as before determining if an attack spell hits, or before a saving throw effect occurs).


  • Female assimilator 2: Yongjae Choi - Magic the Gathering, WotC
  • Divination Specialist: Jason Felix - Magic the Gathering (WotC)
  • Pantomath Specialist: Yongjae Choi - Magic the Gathering (WotC)
  • Feral Specialist: Oheekolts (https://www.artstation.com/oheekolts)
  • Material Specialist: Daniel Ljunggren - Magic the Gathering, WotC
  • Theological Specialist: shehree (https://www.instagram.com/shehree_/?igshid=1o3kwws0xt3ky)
  • Weaver Specialist: liamllivan (https://www.liamllivan.top/ProductDetail.aspx?iid=140714065&pr=28.96)

Divination Specialist

Specializing in divination allows the assimilator to delve deeper into the immersion of the visual. Your knowledge of spells used to peer into the universe expands faster and without bound. Your mind becomes directly accessible, allowing you to pluck information from your subconscious with ease.

Level 2 - Eyes of Truth

Subtle Sight. Magic cast subtley (such as the sorcerer's subtle spell or a magic item that doesn't otherwise have a visible casting action) are visible to you. The caster must make a sleight of hand check against your passive perception. On failure, you can see the spell, allowing any normal possibilities related to knowing a spell is being cast, such as counterspell.

True Seeing. In addition, you gain the spell True Seeing, up and downcastable instantly and without material cost using higher or lower level spell slots. The spell duration and range is modified at different spell slot levels using the following table.

Slot Level Duration Range
0 1 second 5 feet
1 1 round 15 feet
2 1 minute 30 feet
3 30 minutes 30 feet
4 30 minutes 60 feet
5 1 hour 60 feet
6 1 hour 120 feet
7 8 hours 120 feet
8 8 hours 240 feet
9 1 day 240 feet

Level 2 - Potency Unveiled

You can see the natural magical armor weaved through the skin and scales of any creature, and the weak points in that same natural armor. You can consume a charge of Spell Sight to learn one of the following attributes about a creature of your choice: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

Level 6 - Full Potency Unveiled

When using your Potency Unveiled ability, you gain knowledge on all of the listed attributes instead of just one.

In addition, after using Potency Unveiled on a creature, you can choose to see through the eyes of the target creature for up to one minute.

Level 10 - Heightened Memory

As a Divination Specialist you can turn your mind's eye directly onto the memory of spells you know. You can add your Wisdom modifier to the number of spells you can prepare during a long rest. In addition, you may use an action and consume a charge of Spell Sight to call to memory any spell that you know that you have not prepared. The spell may be cast as part of your prepared spells until the end of your next turn. If you do so, any effects of the spell (e.g. duration) still occur as normal after your next turn ends, and concentration spells remain in effect as long as concentration is maintained.

In addition, you gain the Keen Mind feat.

Level 14 - Divination Empowered Spell Sight

By 14th level, you no longer need to have a Divination spell prepared to cast it, as they become solidified in your memory. In addition, you gain advantage when using Spell Sight to learn Divination spells, and no longer suffer increased DCs when analyzing Divination spells of a spell slot higher than you currently have access to or Divination spells not on the assimilator spell list.

Pantomath Specialist

Your drive to learn spells consumes you as you search tirelessly for new spells. While you may adventure with a party with some common goal, your true focus is on learning spells, and your allies's usefulness vanishes if their pursuits do not help you achieve that goal.

Level 2 - Magic Tongue

You've learned methods to convince others to divulge the location of other mages. You gain advantage on Charisma (Persuasion/Intimidation/Deception) checks related to acquiring the whereabouts of other mages as well as convincing mages to perform spells for you.

Level 2 - Prepared to Fight

Your Spell Sight aids your ability to identify other spellcasters, such that no humanoid mage can hide from your sight. In addition to being able to tell if a humanoid is a spell caster by sight, you gain advantage on initiative rolls when entering combat against humanoid spell casters if you saw them before the initiative was rolled.

Level 6 - Accelerated Learning

You gain the ability to immediately learn a spell you see cast by consuming a spell slot, per the following rules.

Instead of using one of your charges of spell sight to learn a spell, you instead consume a spell slot equal to the spell's cast level as a reaction. Your spell sight lets you see the level the spell is cast (without consuming a charge). You can consume multiple spell slots to do so (e.g. if a 6th level Fireball is cast, you may consume three (3) 2nd-level spell slots to learn the spell). The slot is raised by 1 if the spell is cast at a level for spell slots you do not have, as well as if it is not on the assimilator spell list.

If you analyze a spell using this feature, you immediately learn the spell and it immediately stores within your diviner stone. If the base level of the spell is of a level for which you have spell slots, it is also immediately added to your prepared spells list for the day.

Level 10 - Unfettered Student

You are no longer required to use a charge of Spell Sight when using your Spell Sight to learn a spell, if the spell is cast at a level four (4) spell levels below your maximum spell slot. For example, when you gain this ability at 10th level, you have access to 5th level spell slots, such that you can learn "for free" any 1st level spells or Cantrips. A reaction must still be used to make a Wisdom (Perception) check to attempt to visualize the spell being cast.

Level 14 - No Spell Unseen

You can react to nearly any spell cast. You gain two (2) additional reactions which can be used for your Spell Sight only. If all three (3) reactions are used in a round, you may not use your Action on your next turn.

In addition, your fervor for learning has peaked, allowing you to recognize the patterns of all spellcasting classes. All spells of level 7 and lower from any spell list are added to the assimilator spell list for you.
























Feral Specialist

For those assimilators who find themselves surrounded by beasts and nature, a feral calling fuels their pursuit. Tendrils of ether rise up around creatures of all types, showing you the secrets behind how they function.

Level 2 - Monster Magic

Spells cast by monsters become visible to you using your Spell Sight.

Level 6 - A Friend of Beasts

You gain advantage on Animal Handling checks. In addition, the spell Beast Bond becomes added to your list of known spells, and spells on the Primal spell list are added to the assimilator spell list for you.

Level 10 - Feral Stance

You learn how to increase the potency of your feral magic by mimicking those who taught you. As a bonus action, you may enter or exit Feral Stance.

While in Feral Stance, you gain the following features:

  • You have advantage on Animal Handling checks.
  • You have disadvantage on Persuasion & Deception checks attempted on humanoids.
  • You have advantage on Intimidation checks attempted on humanoids.
  • Spells (level 2+) and abilities (level 14+) learned from non-humanoid creatures increase their damage die by 1 size (d2>d4, d4>d6, etc., where d12>d20 (d20 does not increase)).
  • You use Spell Sight at disadvantage against humanoids, and at advantage against non-humanoids.

























Level 14 - One With Beasts

The ether used by non-humanoid creatures to form their non-magical abilities become visible to you. You can use your Spell Sight to attempt to learn these abilities.

When "casting" these abilities, you do not require the means by which these abilities are typically used. For example, if you learn the Bite attack of the Guard Drake, an aetherial maw forms when this ability is used. These abilities are not cast using spell slots, but are instead used as innately as they would be by the creatures you learned them from. For abilities inherent to the creature itself, such as the Terrasque's Reflective Carapace, a charge of Spell Sight must be consumed to activate the ability, and it only remains active until the ability is activated (and modified by DM discretion). For example, if Reflective Carapace was activated, the effects would cease after reflecting a single spell.

Abilities learned in this way are only available while in Feral Stance.


Feral Magic Challenge

Like the Blue Mage of Final Fantasy, this subclass specialization will likely be challenging to define and balance the spells and abilities of monsters for the DM. If you are interested in this specialization, speak with your DM to determine if they are prepared and willing to help develop the toolset of this class and be prepared to help shoulder that burden!

Material Specialist

You focus your search for magical understanding into the magics of enchanted items.

Level Rarity DC Fabricate Spell Slot Sight Cost
2 Common 12 1+ 1
6 Uncommon 14 3+ 2
10 Rare 18 5+ 3
14 Very Rare 24 7+ 4
18 Legendary 28 9 5

Level 2+ - Artifact Vision

Your Spell Sight has evolved to unveil the essence of magical items and their effects. You can use your Spell Sight feature when a magic item is activated to conjure the blueprint of its effects into your diviner stone.

The Spell Sight DC for magic items is shown in the feature table, and is based on the rarity of the item. If you attempt to use your Spell Sight on a magic item with rarity higher than your level, you roll at disadvantage. For example, if you are a level 7 assimilator and use your Spell Sight on a rare item, the DC is 18 and you make the roll at disadvantage. On success, you learn any effects that occurred at the moment of use of your Spell Sight, and instantly store the blueprint within your diviner stone.

Level 2+ - Artifact Generation

You have discovered the means to imbue magic into items. You can imbue your Diviner Stone with new magical properties, create new magic items, or improve existing ones.

Fabricate Spell Slot. You must cast Fabricate using the applicable Fabricate Spell Slot per the feature table.

Sight Cost. You must decrease the number of Spell Sight charges and/or Spell Slots available to you by the Sight Cost in the feature table until you end the effect on the item.

Permanence. To attempt to make the magic permanent, you may consume a charge of Spell Sight and cast Fabricate on the same object, with Fabricate Spell Slot based on effect level. Each time you do, roll 1d100. If you roll less than or equal to your current assimilator level, you gain 1 success. To make the magic permanent, you must roll a number of successes equal to the Sight Cost of the effect.

For example, if you are trying to make a Rare effect permanent at level 16, you must cast using a level 5 or higher spell slot and roll 16 or less 3 times (across 3 or more casts).

Materials - If you imbue your Diviner Stone, no materials are required, but if destroyed, it loses its properties when reformed. If you are instead creating a magic item, materials are required. For example, if you choose to create a Flame Tongue weapon, you would need sufficient material in any form to mold into the new weapon using the Fabricate spell. The DM may determine additional properties the item takes on by the materials used, such as a gold sword having the Heavy property. The item has magical durability so it would not break if made of glass, for instance. You may use an existing item and apply the feature to it as well.

If later you choose to end the magical effect on a newly formed item to restore your Spell Sight/Spell Slots, the item remains, simply without the added magical effects.

The size limits of Fabricate are removed when using it for Artifact Generation.












Level 2 - Mundane Fabrication

Fabricate becomes up and downcastable for you to produce non-magical items, per the table below. The DM may require an Intelligence check to determine the complexity and quality of the final product, but the spell's magic generally does the heavy lifting. The spell cannot harm or displace another creature while being cast. The fabrication can be of any size within the volume.

Level Casting Time Range Material Volume (Linear Feet)
0 1 bonus Held 10 lbs 3
1 1 action 5' 20 lbs 6
2 1 min 30' 30 lbs 9
3 5 min 60' 50 lbs 24
4 10 min 120' 100 lbs 30
5 30 min 300' 500 lbs 72
6 1 hour 1000' 1000 lbs 84
7 6 hours 1000' 2000 lbs 144
8 12 hours 1000' 4000 lbs 162
9 24 hours 1000' 6000 lbs 240

Level 6, 10 - Unwinding Evil

You've learned how to affect cursed items. By focusing on one during a short rest, you may consume a charge of Spell Sight (not restored at the end of the short rest) to remove a curse from one magic item and transfer it to another.

At 10th level, you can destroy the curse completely by performing the same ritual (DM discretion).

Level 10+ - Magical Mundanity

You can tap into the ether of magic items to hinder their effects as they are being activated. As a reaction, you can use Spell Sight and consume charges per the Sight Cost minus 1 in the feature table based on the magic item rarity. The DC is shown in the feature table. On success, you strip away the magic of the target item until the start of your next turn. You must roll at disadvantage if attempting to use this feature on a magic item beyond your level, per the table.

For magical weapons that deal additional damage on hit, the effect is considered activated upon hit.

If a magical item is somehow tied to the user in a magical way (such as an assimilator's diviner stone or a symbiotic item such as the Living Gloves), the user makes a Wisdom saving throw against your spell DC. On success, the Spell Sight charges are consumed and the magic item remains magical. On failure, the magic item is made mundane as described by this feature. This feature does not cause magic items to become unattuned.

Attunement?

Attunement balancing is difficult for the Material Specialist. In general, a legendary item or artifact that requires attunement is "worth" more in terms of attunement value than an uncommon item that requires attunement. The following rules can be used to aid a DM in balancing the combinational ability of the Material Specialist, but the DM's discretion should be used in the end.

Magic items that require attunement are given point values per the table below:

Rarity Attunement Points
Common 0
Uncommon 1
Rare 2
Very Rare 3
Legendary 4
Artifact 5

When the abilities of magic items are combined into a single item, the attunement points should be added together. When they reach 5 points or higher, that item has reached the maximum magic it can hold in the meta-mechanic of attunement.

Remembering that a magic item can have multiple effects, but the Assimilator may only learn one effect, it is important that a single (potentially weaker) effect learned from a legendary item, for example, should not be considered 4 attunement points. The DM should decide the amount of points an effect is worth.

Example: Winged Boots can be imbued with the ability to jump from the Boots of Striding and Springing, which is an uncommon effect. Winged Boots are themselves uncommon (which, sidenote, is insane), so the resulting Winged Boots of Springing would have 2 total attunement points. The remaining feature of the Boots of Striding and Springing, the the prevention of speed reduction, is a common ability, so the final Winged Boots of Striding and Springing would also be 2 points.

Theological Specialist

It's no secret that the abilities granted by deities, ancient beings, ideals, and even nature, are powerful and a boon to many paladins and clerics across the realm. Theological specialists dangerously dabble in the domains of the divine, learning spells that would normally be available only to the devout.

Be warned, the beings from which you copy spells may not take kindly to you performing spells in their image, gaining you powerful enemies if not careful.

Level 2 - Divine Casting

Starting at 2nd level when you choose this specialization, the spells on the divine spell list are added to the assimilator spell list for you, such that you no longer learn spells from those lists at higher DC.

Level 6 - Divine Sense

Starting at 6th level, you gain proficiency in Religion. In addition, you develop a sense for those servants of the class chosen when taking this specialization. Any creature of the chosen class or any worshipper of a divine related to the chosen class gain an aura around them, visible to you. For example, a Paladin of Devotion may have a golden shimmer suspended in a column around their person, or a Vampire servant of Asmodeus may leave a trail of black, boiling, aetheric sludge wherever they step.

Level 10 - Divine Mastery

By 10th level, your courting of the divine extends beyond spells. You can use your Spell Sight to learn the class feature of a divine magic caster. You can use your Spell Sight to learn how to Channel Divinity or perform Eldritch Invocations, or perform magical Druidic or Ranger abilities.

DC. The DC uses the level at which the ability is learned or improved instead of the spell level normally used when using Spell Sight. In other words, the DC is equal to 10 plus the unlock level of the class feature. For example, if a theological specialized assimilator witnessed a Warlock use their Ascendant Step feature to cast the Levitate spell, the assimilator can attempt to gain access to Ascendant Step. The DC for this would be 10 (flat DC) + 9 (the invocation unlock level) for a final DC of 19.

Divine Will. You recreate these abilities mostly via magical facsimiles of the light or dark provisions used by the original creature, though these abilities cannot be completely mimicked without tapping into the power of the divinity granting the power.

When using one of these abilities, you must make a saving throw with DC of 20 minus your assimilator level, of type determined by the DM to reflect the nature of the divine force causing the effect. On failure, you gain a brand somewhere on your body representing the divinity whose power you are tapping into. For each brand gained in this way, you gain 1 point of exhaustion. One brand disappears per long rest, or Remove Curse or Greater Restoration spell cast on you.

Level 14 - Brazen Defiance

Starting at 14th level, your boldness reaches unreasonable heights. You gain the spell Commune which you always have prepared, and it does not count towards the number of spells you may prepare. When using this spell, your communion reaches out to the divine closest to your description for who you wish to commune with. If you are branded via the use of the Divine Mastery ability, you can direct your Commune spell directly to the divine of that brand.

In addition, you gain protection against the divine you've stolen from. You gain advantage on saving throws performed against attacks from any acolytes of these divinities.


Divine Enemy

DMs are encouraged to exploit the audacity of characters who take this specialization, sending their agents after the character to exact justice in whatever form appropriate. Alternatively, theological assimilators may enter a kind of pact with these divines, forming a bond similar to that of a Cleric or Warlock.

Weaver Specialist

Your grasp of the weave defines your spellcasting prowess. You see the threads, the patterns, the bindings: all that combine to form the fabric of destructive power that you command without thought.

Level 2 - Arcane Augmentation

Spells exist in harmony in the weave, threads invoked on demand via specific spell words and somatic actions. You have found the carry-threads that link these awakened spells to the dormant energies around them, allowing you to augment the attacks of anything you see.

When any target you can see is hit by any threat, you may use your reaction to consume a charge of Spell Sight and a spell slot as applicable to instantly buff the attack with the effects of any spell you know. If augmenting any kind of attack that required an attack roll with a spell that requires an attack roll, the spell automatically hits. Similarly, if augmenting an effect that required a saving throw with a spell that also requires a saving throw, the same roll is used if it is of the same saving throw type, but against your spell save DC. If a spell requires an attack roll or a save, and you augment the opposite type of attack, you must still determine if the attack hit, or if the target saved. Examples of possibilities:

  • Your allied paladin hits a dragon with a Divine Smite. You augment the blow by casting a Fireball spell from the paladin's hammer, creating an explosion of fire projected outward from the hammer.
  • Your allied warlock invokes the void energy of the Eldritch Blast, and you see the threads of lightning hidden within it as it arcs outward. You cast Lighting Bolt to add crackling fury to the Eldritch Blast, chaining the lightning upon impact as normal as the Eldritch Blast dissipates on hit.
  • A boulder falls from a cliff face, an act of nature upon which you capitalize. You evoke a Gravity Sinkhole within the boulder, ensuring that if the unsuspecting victim below survives the initial impact, they'll be crushed by the forces pulling from within.

Level 6 - Continuum

You've honed your focus into the isolation of patterns defining each school of magic, allowing you to activate multiple patterns at once. When you cast a spell of a certain school of magic, you can cast another leveled spell of the same school on the same turn by consuming a charge of Spell Sight. The spells must be cast using an Action and Bonus Action as normal.

Level 10 - Threads of Silk

You've tuned into the slipstreams of weaker magicks. When you use an Action to cast a cantrip, you may cast two more different cantrips immediately.

In addition, spells with a casting time of Bonus Action may be cast as an Action.

Level 14 - Dual Tapestry Shunt

You've spent your days painting spells in your mind on the tapestries of magic surrounding you, creating a woven reserve to shunt your concentration to while under assault. As a result, your concentration is enhanced. You can concentrate on two spells simultaneously, and if you were to lose concentration on a spell (such as due to taking damage), you can choose which spell to end while retaining concentration on the other.

In addition, when you lose concentration on a spell, you may use your Spell Sight as a reaction to recast the spell immediately using an appropriate spell slot. The spell is recast, causing any effects of the spell that occur when cast to occur again.


New Divination/Sight Spells

High Sight

Divination cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard

You channel your vision directly above you to a range of 60 feet. The spell's range is limited to the ceiling if the spell is cast indoors, and the ceiling is made of a solid other than glass. For the duration, you can see through the point and may rotate your vision in all directions. As a bonus action, you may transfer your sight between your own and the spell. You may move any distance from the spell as long as you maintain concentration and remain on the same plane as the spell. The spell does not provide darkvision from the vision point, even if the caster has dark vision.

You may recast the spell before it expires to maintain the spell from the same location, even if you have moved out from under the location it was originally cast.

Quickvision

Divination cantrip


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: V
  • Duration: 1 Round
  • Classes: Bard, Ranger, Sorcerer, Wizard

You instill the magic of divination foresight into a creature you can see within range. For the duration, the creature sees incoming danger in slow motion; the creature has advantage on Dexterity saving throws and attacks made against them are made at disadvantage.

See Tell

Divination cantrip


  • Casting Time: 1 Bonus Action
  • Range: 10 feet
  • Components: S
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

Your trace a sigil in the air which constructs a screen visible only to you, between you and the target creature you are observing. The next Wisdom (Insight) check you make on the target is made at advantage.

True Strike+

Divination cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

You lift your weapon of choice and zero your focus. Your magic grants you a brief insight into the most effective use of your weapon. The next attack you make is a guaranteed critical hit.

Tracker's Compass

1st-level divination


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V S M (a silver coin tied to an arrow or bolt)
  • Duration: Until dispelled
  • Classes: Bard, Druid, Ranger, Sorcerer, Wizard

You imbue an object with a unique magical signature, allowing you to track it across vast distances. Until dispelled, an object imbued by this spell can be tracked by you using an arcane compass, as long as you remain on the same plane as the tracked object. If you lift your palm upward and speak the spell's incantation, a small, ethereal arrow appears above your palm, and a small, ethereal recreation of the item appears above the arrow. These conjurations are visible to you and any creature within 5 feet of you. The arrow points directly in the 3-dimensional direction of the marked object. On your palm, an ethereal number is printed indicating the distance to the object, indicating miles, feet, or inches depending on the appropriate distance scale. If you attempt to use the compass while on a different plane from the marked object, a spherical cloud of arcane energy appears which fails to form into the object and arrow, and no number is displayed.

When you cast this spell using a spell slot of 2nd level or higher, you may mark an additional object. If this spell is cast at the level already used to mark an object or multiple objects (using a higher slot), the mark dissipates from the first object(s). For example, if this spell is cast at 1st, 2nd, and 4th level, then the caster may mark 1, 2, and 4 objects (for a total of 7) simultaneously. Using each spell slot, 1 through 9, would allow a total of 45 objects to be marked.

You can wave your hand left or right through the arcane object or arrow to cycle to a different object, when multiple objects have been marked by this spell.

Mote of Secret Seeing

1st-level divination


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V S M (a silver needle)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Ranger, Sorcerer, Wizard

You thread the needle through the air to weave a small mote of divination energy, directing it towards a point within range. The point may be on the other side of a wall, door, or any other solid obstacle, so long as there is a narrow crack to thread the mote. The mote is invisible to naked eye, but is visible to those with True Sight. You have 5 seconds to place the spell and the direction it is facing before it locks in place, and the spell's 1 minute duration begins. For the duration, including while casting and positioning the mote, you can see through that point with a field of view as if your eyes were locked in that place. As a bonus action, you may transfer your sight between your own and the spell.

When you cast this spell using a spell slot of 2nd level or higher, the spell's range increases by 5 feet and the positioning duration increases by 5 seconds for each slot level above 1st.

Gouge

1st-level divination


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V S M (a voodoo doll with eyes, and two needles)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

You psychically pierce the eyes of one creature you can see within range. The target must make a Wisdom saving throw, taking 1d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target becomes blinded for the duration of the spell while you remain in contact with the doll used to cast the spell. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Tangles of Constitution

2nd-level divination


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V S M (a small chunk of preserved meat)
  • Duration: Instantaneous
  • Classes: Bard, Ranger, Sorcerer, Wizard

You visualize the tangles of aether which thread together the constitution of a target creature, identifying the weak points in its armor. Your critical hit range increases by 1 against that target creature only (not other individuals of the same creature type, if any). You may share this information to grant this benefit to allies.

Throughsight

2nd-level divination


  • Casting Time: 1 Action
  • Range: 1 foot
  • Components: V M (a handful of gold dust)
  • Duration: 1 Minute
  • Classes: Bard, Sorcerer, Wizard

Tossing the gold dust into the eyes of a target creature, you speak the spell incantation to grant the creature the ability to see through matter. This vision has a radius of 5 feet. To the target, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead or any kind of magical barrier conjured to defeat divination magic.

When the spell expires, the gold dust used to cast the spell drips out of the target's eyes as golden tears, accumulating and solidifying into a small golden ball the size of a small marble.

When you cast this spell using a spell slot of 2nd level or higher, the spell's vision radius increases by 5 feet for each slot level above 2nd.

Insight of the Medicus

2nd-level divination


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: S
  • Duration: 1 Minute
  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

You wave your hands over a target creature's body, causing wounds on the creature to elevate visually as enlarged aetheric holograms. For the duration, the next Wisdom (Medicine) check made while inspecting the target is made at advantage (including when attempting to stabilize a creature), and any healing spell used on the target adds one (1) of the healing die used by the spell to the Healing gained by that spell.

Dark Sight Ward

4th-level abjuration (ritual)


  • Casting Time: Up to 1 minute
  • Range: 5 feet
  • Components: V S M (a pair of shaded lenses)
  • Duration: Until Dispelled
  • Classes: Bard, Sorcerer, Wizard

You trace sigils in the air using a shaded lenses in both hands, within a doorway, window, archway, etc. You may enchant up to 50 square feet of space per casting, so long as the motions occur within the casting time window. An invisible field stretches across whatever gateway you enchant which strips the innate or enchanted ability to see in the dark, of any creature that passes through it. While the field persists until dispelled, the darkvision or devil's sight is lost for an hour, and cannot be restored by recasting the Darkvision spell during that time. This does not affect other senses used to see, such as tremorsense or the additional effects of truesight.

When you cast this spell using a spell slot of 5th level or higher, the spell's square feet double, the duration of the darkvision removal effect doubles, and the casting time doubles for each slot level above 4th.

Identify Curse

4th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Near Touch
  • Target: One object that you must hold your hands above throughout the casting of the spell
  • Components: V S M (A black pearl worth at least 100 gp and an raven feather)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Paladin, Ranger, Wizard

You choose one object that you must hold your hands above throughout the casting of the spell. If it is a cursed object, you learn the effects of the curse and how they affect a person cursed by the object. If you instead hold your hands above a creature throughout the casting, you learn what curses, if any, are currently affecting it. You do not learn how to remove the curse from the object or creature, if a specific ritual would allow its removal.

Greater Detect Magic

5th-level divination (ritual)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V S M (a magical item of any rarity, which the spell consumes)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

For the duration, you sense the presence of magic around you. If you sense magic in this way, you can use your action to focus on a source of magic in the area, which creates a faint aura. In addition, you learn its school of magic, if any.

The spell, a more powerful version than it's 1st-level basic form, can penetrate nearly all barriers, blocked only by thick masses which attenuate the magic (see the table below). The sensation gained by this spell presents as an intense wave of energy around you, giving you a general sense of direction and intensity, at differing levels for differing confluences of sensed magic. When you use your action to see the aura, you focus on a single manifestation of magic that you have sensed, causing that area to emananate an aura. Distant auras illuminate the sky above the magical source as if you are viewing the faint lights emanated by a large town at night.

In addition to the initial action to select one group of sensed magic to visualize, you can take additional actions to tighten the signal of the magic you focus on. To do so, you make a concentration check each time the spell is condensed, with DC equal to 10 + the number of times it has previously been condensed. On success, the aura tightens around the source (though it remains visible in the air above it). On failure, you lose concentration and the spell ends.

When you cast this spell using a spell slot of 6th level or higher, the spell's range and barrier penetration increase per the table below.

Level Range Stone Metal Lead Wood/Dirt
5 1 mile 5' 6" 1" 100'
6 5 miles 10' 1' 2" 200'
7 10 miles 20' 2' 4" 400'
8 20 miles 40' 4' 8" 800'
9 40 Miles None None None None

See Death

5th-level divination


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S M (a drop of blood, which the spell consumes)
  • Duration: 1+ rounds
  • Classes: Sorcerer, Warlock, Wizard

You place a drop of blood in the palm of your hand and place your palm on the ground to summon visions of death. You see a phantom recreation of the last 6 seconds leading to the death of a creature that has died in this location in the last month. The phantom repeats the last 6 seconds of its death as long as your palm is held to the ground.

Recreate Scene

6th-level divination (ritual)


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: V S M (a wooden looking glass and a bronze tuning fork which the spell does not consume, and diamond dust worth 100 GP and gemstone dust of desired colors worth 10 GP per color, both of which the spell consumes)
  • Duration: 10 minutes
  • Classes: Bard, Paladin, Ranger, Sorcerer, Wizard

You invoke the residual threads of magic left behind by past events, ensorcelling the diamond and gemstone dust used in casting this spell to resonate with those threads, recreating those events. For the duration, you can see still or dynamic recreations of events that have occurred within the last 8 hours, per your will, to a radius of 10 feet from the point the spell was cast. You know the general time that the visualization occurred, and may rewind or fast forward the events at will. As an action before the spell expires, you may move the center of the spell radius up to another 15 feet, to follow a scene formed by the spell.

If only diamond dust is used to cast this spell, the recreations appear as a diamond colored mist-like recreation of the events, with whatever color would be cast by ambient light against the diamond haze. If gemstone dust is used, any colors from the scene corresponding to a colored gemstone dust will be recreated accurately. To obtain a perfect visual, the spell requires red, orange, yellow, green, blue, purple, black, and diamond colored dust.

If a looking glass is used in the casting of the spell, the caster may use it to seek out greater details. To review intricate details of a scene, such as printed text on a page, the contents within a crate (which the spell can pierce while using the looking glass), or objects hidden in shadows that would have gone unscene during the event, the caster can peer through the looking glass and make an investigation check with DC set by the DM. Objects in the scene cannot otherwise be interacted with, e.g. a bottom of a page lying on the ground is not visible unless the earth is excavated beneath the page and the investigator positions themselves below where the page lies.

If a tuning fork is used in the casting of the spell, sounds present during the event can be heard by the caster while holding the tuning fork within the radius of the spell.

If a creature contacts you within the spell radius, you can allow them to see the visualizations as well while they remain in contact with you.

When you cast this spell using a spell slot of 7th level or higher, the spell's radius and duration doubles for each slot level above 6th.

Greater Identify Curse

6th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Near Touch
  • Target: One object that you must hold your hands above throughout the casting of the spell
  • Components: V S M (the skull of a raven, a chunk of sulfur, and a vial of blood which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Paladin, Ranger, Wizard

You choose one object that you must hold your hands above throughout the casting of the spell. If it is a cursed object, you learn the effects of the curse and how they affect a person cursed by the object. If you instead hold your hands above a creature throughout the casting, you learn what curses, if any, are currently affecting it. You learn the name of the creature which placed the curse on the object or creature, and a general sense of their direction and distance from you at that moment. You learn the exact ritual required to remove the curse from the object or creature.

Mass Defeat Illusion

6th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V M (a dragon scale)
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

You bury the dragon scale in the ground and place your palm on the disturbed dirt above where the scale lies, speaking the incantation as you do. A blast of ethereal magical energy rapidly ripples outward from that point to a radius of 1 mile, in all directions spherically. For the duration, anyone you choose within the radius can see through any illusion spell cast at a level equal to or less than the level this spell was cast. You can speak to your "choice" in a broad sense, saying "all creatures," "all allies," etc. to endow these effects as desired. Those affected who see through an illusion due to this spell's effects recognize that they were being tricked by an illusion and now see the truth (i.e., they understand that the effect of this spell is not an illusion itself).

When you cast this spell using a spell slot of 7th level or higher, the spell defeats illusions of the equivalent spell level or lower.

Death Omen

6th-level divination


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V S M (a handful of dark colored powder)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You throw the powder into the eyes of a target creature, and show them a vision of their death. The creature must make a Wisdom saving throw. On failure, the creature takes 5d10 psychic damage and becomes frightened of all creatures or spaces near that resemble where their killer could come from (DM chooses). The target dies if the damage reduces its hit points to 0. On success, the creature takes half damage and shakes off the fear.

See Magic Door

6th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (a jeweled mirror worth 50 GP)
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

For the duration, your sight is enhanced to see magical doors at any range (appearing per their appropriate size). These doors include any which would typically be hidden due to a spell concealing them, or which are removed from existence as a part of the spell. For example, a wizard may cast a spell such as Widogast's Nascent Nein-Sided Tower, which creates a doorway that vanishes when the caster seals it from the inside. This spell allows you to see the doorway at the place it was cast, allowing you to open the door and enter. Other examples of spells and magical effects which this spell interacts with include:

  • Rope Trick - allows you to see the doorway created by the rope trick spell, allowing you to pass through it if you can reach it
  • Bag of Holding - allows you to see a portal into the pocket space which holds the items within the bag of holding
  • Arcane Gate - allows you to see the invisible side of the gate and pass through it to the other gate, from the other side
  • Leomund's Tiny Hut - allows you to see a passable archway in the dome, which allows you to pass through the barrier unobstructed
  • Arcane Lock - allows you to see the window/door/etc. as a magically locked passage, and allows you to open it as if it were not locked

Seek Sigil Sequence

7th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You focus your mind on a location on the same plane of existence as you, searching for a set of teleportation sigils in the area. If a set exists in a 2 mile radius of the initial point of focus, your mind travels to them. If there is more than one set, you may choose which manifestation of divination magic you direct your attention to. When your mind arrives, you can see the sigil sequence which inscribes the magic by which one may transport themselves when creating a teleportation circle. When the spell ends and until the next dawn, you retain in your mind the image of the sigil sequence, which you may recreate as a part of a Teleportation Circle spell, or which you may transcribe onto a spellscroll for later use. It requires 1 hour of time to copy the sigil sequence onto a scroll, and 50 GP of magical ink and paper.

Distant Futures, Distant Pasts

9th-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V S M (two charged palantirs)
  • Duration: Concentration, until interrupted
  • Classes: Sorcerer, Wizard

To begin the ritual, you sit on the ground, legs crossed, and close your eyes. You focus your mind on the palantirs, which begin to rapidly rotate around you as you levitate a foot off the ground. The palantirs rotate faster and faster until their energy releases and forms a sphere of divination energy around you. The palantirs come to a rest floating in front of and behind you.

Your mind races rapidly into the heavens, staring down upon a fabric of events, past, present, and future, that have occurred on the plane of existence upon which this ritual is performed. You see yourself in the present, focusing on the ritual, with those nearby acting in real time. You peer behind you, following the palantir that came to a rest at your back, as it weaves around events of the past. You peer ahead, following the forward palantir as it forces its way through the tempest of time which acts against the will of the caster attempting to know the unknowable.

While in this ritual, you may peer into the past with great clarity, choosing a time and place to uncover its secrets. It takes time to travel your mind into the past, though there is no force stopping you from doing so. When you have reached the event of interest, your control is supreme. You can absorb the event at a high level, watching great battles from high above or you may see the small details, watching an assassin inject a poison through a needle into their victim. Sounds, colors, and smells breathe into your mind as you study the past. When satisfied with the knowledge you have gained, you may move farther into the past, closer to the present, or move towards the future.

The future is less forgiving, as the god of time feels unease at a mortal learning their secrets. A powerful storm forces your movement forward to a crawl. Roll 1d20. The DC for this roll is set by your DM, but becomes higher the farther into the future you wish to see, with DCs as low as 1, or as high as 20. Should you succeed, your mind comes to rest in that time until you move once more, to which you must now sort for the desired path. Tell your DM which future events you would like to gain insight into. Your mind is drawn to those events, though there are infinitely many. Roll 1d100. Your DM determines which futures you envision based on the roll. The roll can be done multiple times to see multiple futures, though each future plays out in real time, sustaining the ritual for longer and longer. You see major events, which are unaffected by minor drifts of fate. These futures are set in stone. Should you see a future by using this spell, the use of this spell was a part of the timeline that led to that future, including your actions as a result of that knowledge. You recall the fates which lead in certain directions when those things occur, allowing you to follow the path that leads to that future, or diverge from it intentionally. (I.e., defeating an enemy in battle will lead to the same future whether you land or miss a blow at some point during the fight. The future is not so easily swayed; the beat of a butterflies wings is infinitesimal compared to the will of the god of time.)

For every hour spent in this ritual, you gain 1 point of exhaustion. When you end the spell, or when it is interrupted, your mind returns to your body as you slowly return to the ground. The palantirs become discharged when the spell ends, only becoming recharged by various arcane means (as defined by your DM).


Image Source: Dr. Strange - Marvel/Disney

Summary - Class


The assimilator
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spell Sight, Spell Storage 2
2nd +2 Specialist 3
3rd +2 Diviner Stone Extension 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 Specialist feature 4 3 3
7th +3 Ether Backlash 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 Divination Expert 4 3 3 3 1
10th +4 Preemptive Spell Shield, The Mind's Eye, Specialist feature 4 3 3 3 2
11th +4 Unlocked Potential, Diviner Stone Extension Improvement 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 Backlash Improvement, Divination Expert Improvement 4 3 3 3 2 1 1
14th +5 Specialist feature 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 Spell Shield Improvement 4 3 3 3 2 1 1 1 1
18th +6 Comprehensive Understanding 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Spell Riposte 4 3 3 3 3 2 2 1 1

Summary - Specializations

The Divination Specialist
Level Features
2nd Eyes of Truth, Potency Unveiled
6th Full Potency Unveiled
10th Heightened Memory
14th Divination Empowered Spell Sight
The Pantomath Specialist
Level Features
2nd Magic Tongue, Prepared to Fight
6th Accelerated Learning
10th Unfettered Student
14th No Spell Unseen
The Feral Specialist
Level Features
2nd Monster Magic
6th A Friend of Beasts
10th Feral Stance
14th One With Beasts
The Material Specialist
Level Features
2nd Stone of Magic
6th Stone of Magic Improvement, Unwinding Evil
10th Stone of Magic Improvement, Unwinding Evil Improvement, Magical Mundanity
14th Stone of Magic Improvement, Magical Mundanity Improvement
18th Stone of Magic Improvement, Magical Mundanity Improvement
20th Stone of Magic Improvement, Magical Mundanity Improvement
The Theological Specialist
Level Features
2nd Divine Casting
6th Divine Sense
10th Divine Mastery
14th Brazen Defiance
The Weaver Specialist
Level Features
2nd Arcane Augmentation
6th Continuum
10th Threads of Silk
14th Dual Tapestry Shunt

Summary - New Spells

Level Type Name Casting Time Range VSM Duration Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard
0 Divination High Sight 1 Action Self S (C) 1 Minute x x x x x - - x
0 Divination Quickvision 1 Bonus Action 30' V 1 Round x - - - x x - x
0 Divination See Tell 1 Bonus Action 10' S 1 Minute x - - - - x - x
1 Divination True Strike+ 1 Action Self S (C) 1 Minute x - - - - x x x
1 Divination Tracker's Compass 1 Action Touch VSM Until Dispelled x - x - x x - x
1 Divination Mote of Secret Seeing 1 Action 5' VSM (C) 1 Minute x - - - x x - x
1 Divination Gouge 1 Action 30' VSM (C) 1 Minute x - - - - x - x
3 Divination Tangles of Constitution 1 Action 30' VSM Instantaneous x - - - x x - x
3 Divination Throughsight 1 Action 1' VM 1 Minute x - - - - x - x
3 Divination Insight of the Medicus 1 Action 5' S 1 Minute x x x x x x - x
4 Abjuration Dark Sight Ward 1 Minute 5' VSM Until Dispelled x - - - - x - x
4 Divination Identify Curse 1 Minute Near Touch VSM Instantaneous x x - x x - - x
5 Divination Greater Detect Magic 1 Action Self VSM (C) 10 Minutes x x x x x x - x
5 Divination See Death 1 Action Touch SM 1+ Rounds - - - - - x x x
6 Divination Recreate Scene 1 Action 15' VSM 10 Minutes x - - x x x - x
6 Divination Greater Identify Curse 1 Minute Near Touch VSM Instantaneous x x - x x - - x
6 Divination Mass Defeat Illusion 1 Minute Touch VM 1 Minute x - - - - x - x
6 Divination Death Omen 1 Action 5' VSM Instantaneous x - - - - x x x
6 Divination See Magic Door 1 Action Self VSM 1 Minute x - - - - x - x
7 Divination Seek Sigil Sequence 1 Action Self VS Instantaneous x - - - - x - x
9 Divination Distant Futures, Distant Pasts 1 Minute Self VSM (C) Until Interrupted - - - - - x - x
 

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