Wizard
Base Class: Wizard

Wizard Subclass. Gain access to the spell list of a Cleric. Your spell casting ability is intelligence for the purpose of these spells. Unlike a Cleric, you do not gain access to all divine spells immediately.  You must still find and record spells in your spellbook and prepare them each day as a Wizard normally does. These Cleric spells are considered Wizard spells.

Divine Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divine (Cleric) spell into your spellbook is halved.

Healing Saturation

Beginning at 2nd level, you gain the ability to extend the power of your healing magic. When you cast a Healing spell that affects one creature, you can choose a number of creatures that you can see equal to 1 + the spell’s level. The chosen creatures are healed for the spells level plus your Intelligence Modifier (min 1).

Intervening Cantrip

Starting at 6th level, your cantrips grant allies a minor intervention from your deity. When an enemy succeeds on a saving throw against your cantrip, choose one creature you can see to make an immediate saving throw, with disadvantage, against any 1 condition it is currently under (the creature gets to choose which condition to save from if it is suffering from more than one), if that condition allows a saving throw.

Empowered Healing

Beginning at 10th level, you can add your Intelligence modifier to one healing roll of any wizard healing spell you cast. If your spell already allows for your INT modifier to be added, you may add your INT modifier a second time.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that heals, you can heal for the maximum allowed with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

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