Base Class: Wizard
The school of divine theft is a rare group that learns how to steal magic from the gods. They gain access to divine magic of a sort. these people are typically outcasts holding divine knowledge.
additional spell list
You gain access to the cleric spell list. If you learn a cleric spell, the cost in gold and time is double the normal cost. When you level up, you may take two new wizard spells or one cleric spell at no cost. stealing from the divine is a much more precise study.
divine pool
You learn to steal extra power from the clutches of the gods. you gain a pool of d6 dice equal to your wizard level. as an action you can touch a creature and restore a number of dice of your choice.
overheal
Beginning at 2nd level, your divine powers can heal even a perfectly intact body. When you cast a spell that heals a target and the restored hp goes over their max, they gain the remaining hp in temporary hitpoints. These last an hour before they decay away. A target can have no more than twice their level in temp hp.
stolen resistance
Beginning at 10th level, you gain resistance to necrotic and radiant damage. Additionaly, when you deal radiant or necrotic damage, you ignore resistance and treat immunity as resistance.
perfect restoration
Starting at 14th level, you can increase the power of your simpler Healing. When you cast a wizard spell of 1st through 5th level that restores hp you can Restore the maximum hp possible with that spell.
you can safely use this a number of times equal to your intelligence modifier. If you use this feature again before you finish a long rest, you take 1d6 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 1d6 This damage ignores resistance and immunity.
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