Base Class: Wizard
A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.
Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.
Expanded Spelllist
Your spelllist is expanded with cleric spell table
Seeker of Lore
You gain an expertise in religion.
Arcane Acolyte
At 6th level every spell dealing radiant damage, or restoring hit points get additional amount of damage, or hit points equal to your proficiency bonus
Channel Arcana
At 10th level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with a few such effects.
When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.
Some Channel Arcana effects require saving throws. When you use such an effect from this class, the DC equals your wizard spell save DC.
You can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Arcana: Turn Undead
As an action, you present your arcane focus and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Arcana: Radiance of the Dawn
You can use your Channel Arcana to harness sunlight, banishing darkness and dealing radiant damage to your foes.
As an action, you present your arcane focus, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your wizard level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Channel Arcana: Preserve Life
You can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your wizard level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
You can also get other Channel Arcana options, if your DM agrees.
Divine Intervention
Beginning at 14th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your wizard level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any wizard spell or channel arcana would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
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