Wizard
Base Class: Wizard

A Disciple of Magic is one who does not study magic itself, but instead the deities who govern it. These mages use their power and knowledge in service of the gods, hoping to spread the ideals of their faith with their own magical talent. Disciples of Magic learn to utilize divine magic with just as much ease as arcane magic, weaving the essence of the gods into their spells. Many Deities of Knowledge and Arcana, such as Mystra, Oghma, Azuth, or Vecna, consider these wizards to be among their finest champions.

Divinity Savant

When you select this school at 2nd level, you learn how to adopt divine magic into your spellcasting by pulling from the energy of the outer planes. Choose one spell from the cleric spell list. You learn that spell and treat it as a wizard spell. Additionally, you can scribe any cleric spell you find into your spellbook in addition to wizard spells.

Arcane Blessings

Beginning at 2nd level, your connection to divinity has enhanced your spells, granting aid to those empowered by your magic. When you cast a spell that targets only your allies and/or yourself, you can grant those creatures additional blessings offered by your deity. A spell can only have one blessing, and a creature can only be under the benefit of one blessing at a time. The blessing has the same duration as the spell its a part of, and the blessing ends if the spell ends early.

  • Scholar's Rebuke. Once per turn, if a creature hits a target of your spell with an attack, that creature takes a number of force or radiant damage (your choice) equal to your wizard level.  
  • Champion's Protection.  Each target of your spell has half cover.
  • Priest's Recovery. As a bonus action on their turn, a target of your spell can choose to expend a number of their hit die up to their proficiency bonus, and heal that amount.
  • Magician's Bravado. If a target of your spell casts a spell, it is treated as if it was cast with a spell slot of one level higher. 

You can add blessings to your spells a number of times equal to your Intelligence Modifier, and you regain all expended uses of this feature at the end of a long rest.

Aura of Pure Magic

By 6th level, both divine and arcane magic has become a part of your very being, and you have learnt to radiate magic in short bursts. Once per Long Rest, you can choose to emanate an aura of magic as a bonus action on your turn. This aura lasts for 10 minutes. While projecting the aura, all creatures within 10 feet of you (including yourself) cannot be targeted by Counterspell or Dispel Magic, and they have advantage on saving throws made to maintain concentration on spells.

When you reach 14th level, the range of your aura increases to 30 feet. Additionally, all creatures and objects within your aura are unaffected by areas of antimagic. 

Arcane Intervention

By 10th level, you have learnt to momentarily draw greater power from the outer planes, performing rare miracles of both arcane and divine origin. As an action, you can attempt to gather magical energy from the divine, to create a miracle comprised of power beyond your own. Describe the miracle you seek to perform, and roll percentile dice. If you roll a number equal to or lower than your wizard level, the miracle succeeds in a method determined by your DM; the effect of a powerful Wizard or Cleric spell would be appropriate. If the miracle succeeds, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. 

Ascendant Blessings

Starting at 14th level, you have learnt how to draw supreme power from the blessings you wield, and have even learnt how to create your own blessings. Your spells can now carry two blessings at a time instead of one, and the targets of your spells can be effected by both at once. Creating two blessings at once using this feature only expends one use of your Arcane Blessings feature.

Additionally, you can create your own blessing, building upon the magic utilized by your deity. When you finish a long rest, you can choose one spell from your spellbook that targets only creatures, and turn it into a Spell Blessing. When you cast a spell that targets only you or your allies, you can expend a use of Arcane Blessings to grant the spell's targets the effects of your Spell Blessing, as if it was one of your Arcane Blessings. For example, if you turn the spell Heroism into your Spell Blessing, then cast the spell Haste on an ally, you can expend a use of your Arcane Blessings to give that target the benefits of Heroism in addition to Haste. Your Spell Blessing must originate from a spell of 5th level or lower, and you can only add a Spell Blessing to the effects of a Spell which is of a higher level than the Spell Blessing. Additionally, a creature cannot be affected by both a Spell Blessing and a normal Blessing at the same time. If your Spell Blessing normally requires concentration, you must still concentrate on it. If your Spell Blessing and the spell it's attached to both require concentration, you only have to concentrate on the spell the blessing is attached to. You can only have one Spell Blessing at a time, and you can change your Spell Blessing at the end of a Long Rest.

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