Base Class: Wizard
Among wizards, there is a small few who wish to expand their arcane understanding, whether that arcana comes from holy powers or otherworldly sources. Wizards who study stolen arcana often view gods, deities, and patrons as fickle and greedy and hope to steal some of their well-kept knowledge. Some wizards may use stolen arcana to become something of a god themselves.
Arcane Source: Deity
Beginning at 2nd level, you have began to study and comprehend your newfound divine arcana. You may select either a god or patron. You gain the following benefits based off what you chose. This choice will effect later features.
- Deity. You are capable of learning spells from the Cleric spell list. Each time you gain a Wizard level, you may choose to take a spell from the Cleric spell list as one of your two spells. You may add Cleric spells to your spellbook but it takes twice the time and money to do so.
Divine Tampering: Deity
At 2nd level, your newfound arcane source allows you to harness a small amount of divine power. You gain the following benefits based on your choice for the Arcane Source feature.
- Deity. You may choose one Channel Divinity option from a Cleric Domain of your choice. At 10th level, you may choose a second Channel Divinity option. You may use the chosen Channel Divinity once per long rest at 2nd level, twice per long rest at 6th level, and three times per long rest at 14th level.
Siphon Divinity: Deity
At 6th level, your study into the divine has allowed you to steal more divine power, but only for a brief moment. Once per long rest, you may spend an action to cast one 3rd level spell from any Cleric domain and all your spells deal an additional 1d6 radiant damage for 1 minute.
Divine Transformation
At 10th level, your control over divine magic has allowed you to enhance your physical form. You gain the following benefits, regardless of what your Arcane Source choice is.
- You gain resistance to radiant and necrotic damage
- As an action, you may force one creature within 30 feet to witness your divine prowess. That creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature takes 4d8 radiant damage and is blinded, or takes half as much and is not blinded on a successful save.
False God
At 14th level, you have gained access to an immeasurable amount of divine power, becoming something of a deity yourself. You gain the following effects.
- You gain immunity to radiant and necrotic damage
- Any spell attack you make with spell that is a Cleric or Warlock spell has advantage, and any saving throw a creature makes against a Cleric or Warlock spell has disadvantage
- All of your spells now deal an additional 3d10 radiant damage
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