Base Class: Wizard
Not all wizards come up through learning in a large university focused on the arcane. Many start their studies in simple schools run by devout monks or clerics serving gods or entities with a focus on knowledge, invention, and magic. and in these places, faith is a fundamental elemental of any magical learning. As a result, many such students interested in higher magics go on to lead lives as clerics or even paladins, if the call is strong enough. But some take a more measured approach to the mysteries of the multiverse and the denizens of the astral planes. Their scholarly efforts augment a fundamental faith that crafts them into an instrument of divine service unlike any other. They are charged by Divine Order to use their knowledge and foresight as a tool against the wicked and their gods' enemies and to go forth into the world as adventurers. Such individuals are known as Invokers, powerful wizards with a holy charge, represented by a covenant made with their god or gods.
Different Invokers form different covenants with their gods; some are more prophetic, using their magic to look for signs of coming danger or to impose righteous woe unto their enemies. Others are itinerant sages, traveling the world with the good words of their masters on their lips and a helping hand at the ready. Some are wrathful seers, heralds of doom and misfortune that might befall the wicked or the corrupt.
Domain Agnostic
Invokers don't cleave to any one specific domain, as a cleric does. Where a god of light or life might be loathe to empower a cleric of the Knowledge or War domain, they may be willing to select a faithful servant of a wizardly inclination to serve as their wrathful instrument on the world, forming a Covenant of Wrath with that individual that eschews some of their normal predilections. Other times, gods simply favor focusing on the unique skills of an arcanist to spread peace and goodness, focusing on the Covenant of Preservation. The Covenant of Malediction is the most balanced, offering the least direct violence while still hampering its enemies.
If your character is a servant of a relatively peaceful god and you choose the Covenant of Wrath or a relatively violent god with a Covenant of Preservation, consider how it is you came to this Covenant. With what special task did your god or gods charge you that required your unique skills? How do other faithful, such as clerics or monks, view your gifts? Are you a heretic in their eyes, a once-in-a-generation prophet, or the sign of something else entirely? How do your spell choices as a wizard reflect your divine charge?
Clerical Savant
Beginning when you choose this class at 2nd level, whenever you inscribe a spell in your spellbook that exists on both the wizard and cleric spell list, you do so for half the cost and in half the time.
In addition, at 2nd level and again at levels 5, 9, 13, and 17 in this class, you can choose to learn an Abjuration, Conjuration, or Divination spell from the cleric's spell list. At 2nd level, the spell you choose can be of a level no higher than 1st. At 5th level, the spell you choose must be of 2nd level or lower. At 9th level, the spell must be of 3rd level or lower. At 13th level, the spell must be of 4th level or lower, and at 17th level, the spell must be of 5th level or lower. Spells chosen by you this way are granted to you by means of divine inspiration, and they count as wizard spells for you. They appear magically in your spellbook at the end of each long rest and you can prepare them normally. When you gain a level in this class, you can substitute any spell you gain this way for another of appropriate level. For example, when you gain 6th level in this class and had previously gained the aid at 5th level, you can choose to replace it with the find traps spell, or another similar spell.
Divine Covenant
Though you may not be a guardian of their faith or a tool of their will, your trust in the gods is strong enough that they in turn entrust you with a divine bargain, a covenant made by which you can serve both them and your own means. Beginning at 2nd level when you adopt this tradition, you must choose one of the options below. You add the spell associated with it to your spellbook and always have it prepared, though it does not count against the number of spells you can prepare. When you cast this spell using a wizard spell slot, you can invoke your Covenant to gain a bonus to the spell's effect based on your Covenant. You can do so a number of times equal to your Wisdom ability modifier and regain all expended uses when you complete a long rest.
In addition, you gain proficiency with medium armor, allowing you to adorn yourself with the regalia of your clerical brothers and sisters.
Covenant of Malediction
You learn the bane spell. When you cast this spell using a wizard spell slot, you can invoke your Covenant to instill the awe of your divine might in your enemies. When you do so, creatures afflicted by this spell are frightened of you until the spell ends or until they end their turn unable to see you.
Covenant of Preservation
You learn the heroism spell. When you cast this spell using a wizard spell slot, you can invoke your Covenant to grant the targets of the spell a +3 bonus to all saving throws until the spell ends.
Covenant of Wrath
You learn the hellish rebuke spell. When you use your reaction to cast this spell with a wizard spell slot, you can invoke your Divine Covenant to drive your foes away from you. If the creature fails their saving throw, you can push the creature up to 15ft.
Learned Acolyte
Beginning at 6th level, when you would make a Intelligence (Religion) check, you can apply twice your proficiency bonus to the result. In addition, when you cast the spell granted by your Divine Covenant using a wizard spell slot of 2nd level or higher and do not activate your Divine Covenant feature, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you use to cast the spell and can't be higher than 5th level.
Holy Attendant
Starting at 10th level, your compact with the gods has yielded great benefits for both of you, and your mutual confidence increases. You can spend 1 minute to cast the commune spell as a special ritual, requiring no material components. You can perform this ritual even if you do not have the spell in your spellbook or do not have the spell prepared. Once you use this feature, you cannot use it again until you complete a long rest.
Conduit of Divine Power
At 14th level, the trust you share with the gods has come to fruition beyond your expectations. Your fervor has been supplanted by a conviction reserved only for the faithful, and your Covenant is strengthened by your zeal. Your chosen Covenant becomes empowered, gaining the effect described below.
Balm of Preservation
When you invoke your Covenant of Preservation, allies you imbue with your heroism spell gain advantage on the next saving throw they make before the spell ends. In addition, whenever a creature you can see which is under the effect of this spell is hit by an attack, you can use your reaction to halve the damage dealt by the attack.
Blinding Wrath
When you invoke your Covenant of Wrath, you can unleash a blinding flare of radiance. Creatures targeted by your hellish rebuke spell are also blinded for the next minute on a failed saving throw, or until the end of their next turn on a success. They can use an action on any of their subsequent turns to make a Constitution saving throw against your spell save DC, clearing their vision and ending this effect on a success.
Maledictor's Doom
When you invoke your Covenant of Malediction, you can use a bonus action on this and each of your subsequent turns to deal 1d4 psychic damage to each creature afflicted by your bane spell that is frightened of you. When you do so, those creatures fall prone.
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