Wizard
Base Class: Wizard

Religion is as old as civilization itself, and its influence changes empires. As a Wizard of the School of Theology, sometimes called a Theologian, you have studied the principles, tales, and traditions of many modern and ancient religions. This research has allowed you to better understand the nature of belief and its connection with divinity.

Your study may be a part of your temple service, or as a form of worship for your deity. Or, perhaps you just have a scholarly curiosity for the divine, and you don't worship any deity. Regardless of the reason, this research has allowed you to cast divine magic, a feat which is unachievable by most wizards.

Religious Studies

At 2nd level, your study of the divine has given you an interesting outlook on the arcane.

You can now use a Holy Symbol as a spellcasting focus for your Wizard spells.

Additionally, you gain proficiency in Religion, and your choice of one skills below.

Arcana

You have proficiency in Arcana.

History

You have proficiency in History.

Nature

You have proficiency in Nature.

Divine Magic

At 2nd level, your gain a divine revelation.

Spells from the Cleric spell list are added to your list of spells, with a few exceptions: spells that restore hit points or bring a creature back from the dead are considered too foreign for you to understand, and cannot be learned by you.

Epics and Fables

At 6th level, the religious texts you've read contain innumerable tales of mythical monsters.

As an action, you can choose a creature you can see within 60 ft. of you, and make an Intelligence (Religion) check, contested by the target's Charisma (Deception) check. If you succeed, you learn two of the following:

  • The Creature's Damage Immunities
  • The Creature's Damage Resistances
  • The Creature's Damage Vulnerabilities
  • The Creature's Condition Immunities

You can use this feature a number of times equal to your proficiency bonus, regaining any expended uses when you finish a long rest.

Hymns of Power

By 10th level, you have decoded ancient Hymns of Power, divine songs that were once lost to time.

When you complete a short rest, you can choose to recite a Hymn of Power from the list below to gain its benefits. You can use this feature once, and you can use it again when you finish a long rest.

Hymn of Healing

You can restore a number of hit points equal to four times your Wizard level. These hit points are divided as you see fir among any number of creatures within 30 ft. of you, including yourself.

Hymn of Life

You touch a creature that has died within the past 8 hours, and return them to life with 1 hit point. Once this Hymn has been used on a creature, it cannot be used again for another 7 days. This Hymn has no effect on creatures that died of old age, nor can it restore any missing body parts.

Hymn of Will

Choose a creature within 30 ft. of you other than yourself - the creature you choose can regain expended spell slots. The spell slots can have a combined level that is equal to or less than half your Wizard level (rounding down), and none of the slots can be higher than 5th level.

Act of The Divine

By 14th level, the divinity you study can intervene when you need it most. 

This intervention can be aid from your deity, or purely from your own power. You can use this feature in the following ways.

Cleansing. You are cured of all diseases and you can end any effect that is causing you to be Charmed, Frightened, Paralyzed, Poisoned, or Stunned.

Guidance. If you fail an Intelligence (Arcana, History, Nature or Religion) check, you can treat the d20 roll as a 20.

Protection. When you take damage, you can use your reaction to conjure a barrier of light around yourself, reducing the damage you take by an amount equal to five times your Wizard level. The barrier dissipates shortly after you take the damage. 

You can use this feature once before you must finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes