Base Class: Wizard
A loremaster of the Tutei Ora, dedicated as an Apostle to the entity known as Awatea.
Channel Arcana
At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects.
You start with two such effects: Divine Arcana and Sanctuary of the Ancestors.
You employ that Channel Divinity option by using your Channel Arcana ability. When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.
Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.
Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.
When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Arcana: Elemental Arcana
As a bonus action, you speak a prayer to control the flow of magic around you. Expend one use of your Divine Arcana and choose one of the following effects for the next spell you cast:
- You gain +2 bonus to any attack roll you make for the spell.
- Its saving throw DC increases by +2.
- When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, poison or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
Channel Arcana: Aegis of the Ancestors
As an action you expend a use of your Divine Arcana and present your holy symbol, and a sphere of radiance emanates from you.
The sphere is centered on you and has a 30-foot radius. Each creature of your choice within the sphere gains 2d6 temporary hit points and c end one effect causing it to be charmed or frightened.
Lore of the Ora
Lore Master Starting at 2nd level, you become a compendium of knowledge on a vast array of topics.
Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
Additionally, you may add the following spells to your wizard spell list, but must learn and prepare them as normal.
1st: Sanctuary
3rd: Prayer of Healing
5th: Spirit Guardians
7th: Guardian of Faith
9th: Commune
Ancestor's Vigilance
The ancestors help you and your companions to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Foresight of the Ancestors
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.
Memory of the Ancients
At 14th level, your connection to all of the Ora wizards who have passed before you allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest
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