Wizard
Base Class: Wizard

You are a student if magic both holy and diabolical - the powers of the outer planes. Instead of drawing your powers from a deity or a fiendish patron, you investigate how these beings manipulate reality and channel those abilities yourself

Some wizards of this school protect the Material Plane from the unnatural forces beyond; others attempt to use the magic of the outer planes to become as feared as gods themselves.

Divinity Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Cleric spell into your spellbook is halved. You also gain proficiency in Religion, as well as learning one additional language chosen between: Celestial, Infernal, Abyssal, or Primordial.

Extraplanar Defenses

Starting at 2nd level when you select this school, you add Protection From Evil and Good  to your spellbook, if it is not there already. You can cast Protection From Evil and Good  without expending a spell slot or material components. When you do so, you can target a number of creatures within 30 ft of you equal to your proficiency modifier, and you have advantage on Constitution saving throws to maintain concentration on this spell.

Once you cast this spell in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Practical Theology

Starting at 6th level, you understand how celestials and fiends influence the multiverse and can even manifest some of the power yourself.

You gain Intervention Points equal to your Intelligence modifier (minimum of 1). You can expend 1 Intervention Point to create 1 of the following effects:

Amplify. When a creature within 30 feet of you take damage, you can use your Reaction to deal additional Radiant or Necrotic damage (your choice) equal to 1d6 + your Wizard level to that creature.

Diminish. When a creature within 30 feet of you would take Radiant or Necrotic damage, you can use your Reaction to grant that creature resistance to that instance of damage.

Interpose. When a creature within 30 feet of you makes a saving throw, you can use your Reaction to add your proficiency bonus to the total roll.

You regain all expended Intervention points when you finish a long rest.

Demonology

From 10th level, you have a developing knowledge of aberrations, celestials, elementals, fey, fiends, and undead. If you spend 1 minute observing or interacting with one of these creatures outside of combat, you can learn about it's capabilities. The DM tells you the creature's Armor Class, its current hit points, both its strongest and weakest Saving Throws, as well as any resistances or immunities it possesses. You can spend 1 hour to copy this information into your spellbook, granting you instant access to it in the future.

Alter Providence

Starting at 14th level, you  can control divine interventions around you. When a spell from the Cleric spell list affects a creature within 90 feet of you, you can use your Reaction to expend 3 Intervention points, empowering or enervating the spell.

Empower. the spell uses the highest number possible for each die instead of rolling.

Enervate. the spell uses the lowest number possible for each die instead of rolling.

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