Wizard
Base Class: Wizard

   In the history of magic there has always been a dynamic relationship between the two types of magic, divine and arcane. Wizards have often attempted to bridge the two into one, the Theurgists of old, great clerics and wizards alike. After the Spellplague Theurgy fell from the grace of magic, and entered the realm of mysticism and persecution. Some, however, still draw inspiration from ancient practices and seek to renew them. Others use the practice to rebel against the norms of the world, cutting out their own place.

  Regardless of desire or creed, the act of mixing arcane with the divine is ultimately shunned, or even persecuted. It is a hard road, one that only the very daring or very foolish follow. Both have their place in the world. The title of these wizards however stems from a saying that one used to describe them, “Their practices, archaic and dangerous, call down the ire of the Gods. We would do well to closely watch any magic users from so far ‘Beyond the Pale’ of right and wrong.”


Pale Magic Features

Wizard Level

Feature

2nd

Beyond the Pale, Echoes of Divinity

6th

Personal Domain

10th

Pale Mimicry

14th

Empowered Domain

Beyond the Pale

   You and your allies are bolstered by your spellcraft. When you cast a spell which targets friendly creatures, once per turn, all targeted creatures gain temporary hit points equal to 1d6 +  your current wizard level which lasts until depleted or until the next short or long rest. This feature can be used a number of times equal to your intelligence modifier and cannot be used again until the next short rest.

 At higher level: Beyond the Pale receives an additional 1d6 temporary hit points at levels 6th, 10th, and 14th.

Echoes of Divinity

  At 2nd level, you are able to tap deeper into the weave around you and locate information stored in the weave to better your understanding of the divine. You learn to read and write Celestial. Additionally, add the detect magic spell to your spellbook if it is not there already. This spell counts as always prepared for you and doesn’t count against the number of spells you can prepare each day. As an action, you may cast detect magic without a spell slot or components to open your eyes to the weave around you, and inspect traces of spells used within the past Month. Upon inspecting the trace, you may then use your action to discern two of the following:

  • Location of the spell’s target
  • The spell’s school of magic
  • Approximate time the spell was cast

   You may continue to inspect a number of traces equal to your intelligence modifier (a minimum of 1) or until the spell ends, whichever happens first. This feature lasts for the duration of detect magic, and if detect magic is used in this manner it cannot be used again until after you finish a long rest.

Additional Language

You can now speak, read, and write Celestial.

Personal Domain

    At 6th level, you learn to exert your power over an area surrounding you. As an action once per day, you may create your personal domain in a 10 ft. cube centered on yourself which moves with you. Creatures within the cube, as designated by you, are treated as being under the effects of the Protection from Evil and Good spell so long as they remain within the sphere. 

Additionally, as a reaction when you take damage from a spell, you may designate creatures within your domain and provide them with resistance to any damage caused by spells. Spells that you cast with a range of touch can be cast on any targets within the circle as if they were within range. 


This cube lasts for 1 minute and cannot be used again until after a long rest.

Pale Mimicry

   At 10th level, your versatility with arcane and divine forces allows you to mimic various spells as created by different types of casters. You translate the echoes of great divine magic into an arcane formula; mimicking the spells which most gods would prefer to keep to their chosen alone. Choose spells from the cleric spell list of 5th level or lower, whose combined level must be equal to your intelligence modifier. These spells are added to your spellbook and can be prepared as typical wizard spells are.


At higher levels: You gain additional cleric spells of your choice that can be gained and cast in the same way at level 15 and level 17.

Empowered Domain

   At 14th level, your Personal Domain becomes more potent granting you more control over an expanded area. Your Personal Domain increases to a 20 ft. radius sphere with you as its center which moves with you. Additionally, your Personal Domain gains the following features:

  • Spells or spell effects which would be considered harmful to any creature within your domain can be redirected. As a reaction, you may choose to absorb that spell’s energy and change the target of the spell to focus on the creature who casted it. When you or a creature within the domain are targeted by a spell or a spell’s effect, or fail a spell's saving throw, you may use your reaction to roll an intelligence check against the caster's spellsave DC, granting all those within the Domain resistance to all types of damage the spell would inflict. Upon a success, the caster takes damage, of the same type as the spell would deal, equal to half of the total damage negated by the Domain. If the spell deals no damage it is negated instead. Otherwise, damage and effects are calculated as normal.
  • Whenever you cast a spell of 1st level or higher to restore hit points to a creature within your domain, the creature regains additional hit points equal to your proficiency + the spell’s level.

Finally, you gain an additional use of the Personal Domain feature per long rest.

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