


Arcane Tradition
At 3rd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The School of High Court Magic and the School of Divinity are options available to a wizard making that choice.
High Court Magic
Unlike many of their more academic colleagues, wizards of the High Court do not specialize in any particular school of magic. Instead, they direct their efforts toward political engagements and judiciary issues. These wizards develop a distinct form of magic which they use to ensure civil discourse and promote non-violent solutions to disagreement and conflict.
Despite the name of wizards who practice this tradition, not all hold a seat in the High Court. In fact, most are clerks or in training to take on more official roles when a position becomes available. As such, it is common for a wizard of the High Court to venture out from the courthouse in order to travel on business, research foreign law, or investigate crime scenes. Those who run these tasks for their seniors often partner with a local adventurer's guild in order to ensure the safety of themselves and whatever knowledge or evidence they carry with them.
Ombudsman
2nd-level High Court Magic feature
Your experience as an adjudicator has granted you a special ability to communicate and root out lies. You learn one language of your choice, and you may use a gavel as a spellcasting focus for your wizard spells.
Additionally, when you reach 3rd level in this class, you add the Zone of Truth spell to your spellbook if it is not there already, and it counts as a Wizard spell for you.
Objection
2nd-level High Court Magic feature
At 2nd level, you gain the ability to magically interfere with another creature's endeavors. When a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw, you may force that creature to reroll that ability check, attack roll, or saving throw. You can use this reaction after the d20 is rolled, but before its effects are resolved. You cannot use your reaction in this way if you are silenced.
Once you use this feature, you can't use it again until you finish a short or long rest.
Contempt of Court
6th-level High Court Magic feature
Starting at 6th level, you emanate an aura of sagacity. The aura extends 30 feet from you in every direction, but not through total cover. If an enemy creature deals damage to another creature while in the aura, it takes psychic damage equal to your Intelligence modifier (minimum of 1). A creature can only take this damage once per turn.
If you make an attack, cast a spell that affects an enemy, or deal damage to another creature by any means other than this feature, enemy creatures no longer suffer the effects of this feature until you finish a short or long rest.
Arresting Magic
10th-level High Court Magic feature
When you reach 10th level in this class, you can modify your spells to arrest the motion of other creatures. Once during your turn when a creature fails a saving throw against one of your wizard spells, you can reduce that creature's movement to 0 until the end of its next turn.
Order in the Court
14th-level High Court Magic feature
Starting at 14th level, you have learned how to remove a disruptive individual from your vicinity. Whenever you see a creature within 30 feet of you casting a spell or attacking another creature, you can spend your reaction to force the creature to make a Charisma saving throw or be banished. The target disappears to the sound of a gavel striking a wooden block if it is banished in this way, and is sent to a pocket dimension. The creature is incapacitated while it remains in the pocket dimension. At the end of the creature's next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Once you use this feature, you can't use it again until you finish a long rest.
Art: 'Mata Hari - Courtroom' by TamasGaspar on deviantart.com


School of Divinity
Many individuals are intrigued by the divine, though few end up becoming members of a temple's clergy. For those who are more interested in the academic side of the divine, who have grievances with organized religious institutions, or who lacked the spirituality or piety to become a priest, the School of Divinity serves as a different way of engaging with the gods and enacting your faith.
Wizards of this school spend as much time studying religious manuscripts and holy texts as they do studying the arcane. However, they rarely get along with priests. They often view religious institutions with suspicion or disdain born out of past experience, and most priests regard the faith of these wizards as being without spiritual substance, and thus meaningless.
Bonus Proficiency
2nd-level School of Divinity feature
When you choose this domain at 2nd level, you gain proficiency in the Religion skill. If you are already proficient in this skill, you gain proficiency in another skill of your choice instead.
Devout Initiate
2nd-level School of Divinity feature
Also at 2nd level, you learn two cantrips of your choice from the cleric spell list. These cantrips count as wizard spells for you, and they don't count against the number of wizard cantrips you know.
Furthermore, you can use a holy symbol as a spellcasting focus for your wizard spells.
Art: 'Holy Radiance' by YasenStoilov on deviantart.com
Faithful Magic
6th-level School of Divinity feature
At 6th level, you add two spells from the cleric spell list to your wizard spellbook. The spells you choose must be of a level which you can cast, and they count as wizard spells for you. You gain an additional two spells in this way at 11th level and at 17th level.
Holy Magic
10th-level School of Divinity feature
Beginning at 10th level, your spells become laced with holy power. Fiends and Undead have disadvantage on saving throws made against your wizard spells.
Arcane Miracle
14th-level School of Divinity feature
Starting at 14th level, you have learned to emulate certain miracles of the gods. You can perform the following miracles:
- Purify. As an action, you touch a willing creature. All curses, diseases, sicknesses, and other ailments afflicting that creature are ended.
- Raise Dead. You cast Raise Dead without expending a spell slot. This spell does not require any material components when you cast it using this feature, and has a casting time of one action.
- Restore. As an action, you touch a willing creature. That creature regains all its hit points, and any missing or damaged body parts are restored.
Performing these miracles is incredibly taxing on you. You gain 2 levels of exhaustion each time you use this feature. This exhaustion can not be reduced by any means other than by taking a long rest.