School of Divinity Wizard

by MrDoctorJunior

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School of Divinity

Many wizards study the arcane and learn to manipulate the Weave for their benefits. Arcane traditions are usually formed to focus study in one particular area of magic, but it seems that the magic of the gods themselves isn't found to be popular by study. Clerics and Paladins chosen by gods usually earn their power directly, there may be priests that congregate with a god and are not chosen, thus requiring study of the manipulation of divine magics. One may have this godly relationship but does not require it, such as the long forgotten figure Karsus, who learned to manipulate the divine and become a god himself, or so they say.

Divine Knowledge Initiate

When you choose this tradition at 2nd level, you may choose your first god to focus your study under. You gain access to the Cleric domain spells the chosen deity may give, choosing one primary domain and a sub-domain. Your primary domain spells are always prepared, not counting against your total prepared spells, but at the cost of only adding one spell to your spell list when gaining a level in this class. The sub-domain spells become available to learn when gaining a level in this class and are not always prepared. Cleric spells from either domain count as wizard spells for you.

Manipulate Favor

When you choose this tradition at 2nd level, you gain significant understanding of manipulating the power of divine favor. When you or an ally you can see make an attack roll, you may use your reaction to add a d4 to the attack roll or subtract a d4 from the attack roll of an enemy you can see. You may do this an equal number of time to your intelligence modifier per long rest.

Gods Arcanum

Beginning at 6th level, whenever you cast a spell learned or prepared from known domains, you may cast it without spending a spell slot by instead invoking divine power instead of pulling from the Weave. This effect may only be done once per spell slot level up to 5th level. You regain the ability to use this ability again after a long rest.

Domain Mastery

At 10th level, you have fully understood your main domain. Your main domain become a mastered domain and all its spells are permanently prepared. You may now learn any spells from the Cleric spell list when learning spells from levels gained in this class.

Occupy Lesser Divinity

At 14th level, you learn to manipulate divine magic into yourself, gaining resistances and powers similar to a quasi-deity. You gain the effects listed below, all of which replenish on a long rest.

  • You gain temporary hit points equal to your wizard level.
  • You gain resistances or bonuses based on your mastered domain, as shown on the Quasi-Divine Table.
Quasi-Divine Table
Domain Benefit
Arcana +1 to spell save DC
Death Necrotic Resistance,
+1 to melee spell attack rolls
Forge Fire Resistance,
Piercing, Slashing, or Bludgeoning Resistance
Grave Necrotic Resistance,
Advantage on Death saving throws
Knowledge Psychic Resistance,
Advantage on any Intelligence roll
Life Always have 1 successful death save,
+10 healing from any source
Light Radiant Resistance,
Advantage against the Blinded condition
Nature Poison or Acid Resistance,
Understand basic ideas from animals
Order Advantage on Charisma skill checks,
Advantage against the Charmed condition
Peace Subtract non-magical damage from attacks made against you by 1d4
Tempest Thunder or Lightning Resistance,
Resist forced movement effects by 10 feet
Trickery Enemies have disadvantage against your spells that inflict the charmed condition
Twilight Gain darkvision up to 150 feet,
Advantage against the Frightened COndition
War Piercing, Slashing, or Bludgeoning Resistance,
Gain a +1 to your AC

Art by Gerorgi Georgiev | School of Divinity | /u/MrDoctorJunior

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