Base Class: Wizard
The school of the divine allows you to cast clerics spells, it also gives you +1 max hp per level.
Inclination of the Divine
Choose two Cleric spells and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Cleric spell to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Healing Font
At 3rd level, your healing spells also gives you temporary hit points. When you cast a healing spell, you gain temporary hit points equal to the spell level you cast. When you lose all of your temp hp you can use your reaction to gain resistance to all damage until the end of your next round. You can use this ability a number of times equal to your intelligence modifier per long rest.
Prayer to the Gods
You may commune with the gods. You can spend an hour meditating, afterwards you connect to a god or one of their messengers and can ask them one question. They can answer however they see fit. You can use this feature once per long rest.
Divine Protection
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with the divine that you are no longer able to be harmed by negative energy.
Supreme Healing
Starting at 14th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
-
View User Profile
-
Send Message
Posted Oct 12, 2025Really cool subclass, but for whatever reason Divine Protection asks for a "level 10 option" thing at the bottom when it is leveled up to that spot, with no options there to select from. Not sure if this is just an overlook of the subclass creation or if something is supposed to be there, but either way it's just kinda there. Still, dope subclass!