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. you walk the path of the Grave.
Arcane Initiate- Grave
Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots. If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.
As a Grave theurgyiest you must know the following spells once you are able to cast spells at there corresponding level before you can subsequently add any spell from the cleric spell list.
1st lv spells; bane and false life
2nd lv spells; gentle repose and ray of enfeeblement
3rd lv spells; revivify and vampiric touch
4th lv spells; blight and death ward
5th lv spells; antilife shell and raise dead
Channel Arcana
At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability. 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, the save DC equals your wizard spell save DC.
Beginning at 6th level, 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. If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.
Arcane Acolyte- Circle of Mortality
At 6th level, you gain your chosen domain’s 1st level benefits, however, you do not gain any weapon or armour proficiencies from the domain. You gain the following;
Circle of Mortality
You gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, when you choose this School at 2nd level, you gain the spell spare the dying cantrip if you don’t already know it, which doesn’t count against the number of wizard cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Arcane Acolyte- Eyes of the Grave
At 6th level, you gain your chosen domain’s 1st level benefits, however, you do not gain any weapon or armour proficiencies from the domain. You gain the following;
Circle of Mortality
You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Arcane Priest- Sentinel at Death’s Door
At 10th level, you gain your chosen domain’s 6th-level benefits, your faith and your understanding of magic allow you to delve into your god’s secrets. You gain the following;
Sentinel at Death’s Door
You gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are cancelled.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Arcane High Priest- Keeper of Souls
At 14th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain. You gain the following;
Keeper of Souls
You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
Previous Versions
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