Wizard
Base Class: Wizard

At 2nd level, you can choose to enroll in the School of the Divine, which allows you to learn cleric spells and add them to your spellbook.  You are also hardier than other wizards, gaining 1 extra hit point per level.  You cannot take the Tough feat

Healing Synergy

Beginning when you select this school at 2nd level, you gain access to cleric spells as well as wizard spells, and the gold and time you must spend to copy a cleric spell into your spellbook is halved.

Healing Font

At 2nd level, your healing spells also gives you temporary hit points.  When you cast a healing spell, you gain temporary hit points equal to the spell level you cast. When all of the hit points are lost due to taking damage, as a reaction, you gain resistance to the damage source until the end of your next round. You can use this ability once per combat for a maximum of your intelligence modifier per long rest.

Divine Guardians

At 6th level, you add the spirit guardians spell to your spellbook if it is not there already. When you cast spirit guardians, the guardians are a little more powerful and adds {{classlevel}} to the damage and it adds 1 to your AC until the end of your next turn.

Divine Protection

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with the divine that you are no longer able to be harmed by the opposite forces of the necrotic.

Divine Aerial Protection

Starting at 14th level, As an action, you gain white wings that allow you 60 ft. flying speed (this lasts for 1 hour unless you go unconscious). You also gain the ability on a failed saving throw to add 2d4 to the save which may cause you to succeed in the saving throw. This ability can only be used once per short or long rest.