Wizard
Base Class: Wizard

The School of Radiance has its origins amongst the monster hunting guilds on the frontier. Magic was always a potent tool in the average hunting party's kit, and soon a sort of formal-informal exchange took place between practitioners of the various magical disciplines. Slaying demons and undead and other atrocities against nature took precedent over keeping secrets, and in time a sort of hedge-school developed.

In its refined state, the School of Radiance was further developed by wizards and priests of the more magically inclined gods, who saw the fusion of magic as a means to defeat the darkest of foes. Sadly, the school's high demands in intellect, devotion, and rigorous academia has rendered it a potent, if niche discipline. But, for those who can meet these demands, it provides wizards access to avenues of divine spellcasting once thought beyond them.

A Radiant Wizard is like a religious scholar; deeply knowledgeable about esoteric, and able to use that knowledge to bend the powers of the beyond to their will. Such wizards do not require a God or Goddess' will to work divine magic, but it is unheard of for one to not follow the ethos of a particular pantheon or deity. Radiant Wizards pursue divine magical secrets, and wield its awesome power, but never in opposition to the true masters of that power.

Radiant Scholar

Beginning when you select this school at 2nd level, whenever you would gain your two free Wizard spells at level up, you may instead select spells from the Cleric spell list. You may do this for one of the two spells gained in this way. This becomes a Wizard spell for you, and is inscribed in your spell book. You must still have spell slots of the appropriate level to cast any spells gained this way. Other Wizards cannot copy these spells from your book or from Spell Scrolls you may create.

Tome of Prayer

Beginning at 2nd level, you can restore your spell book to your possession if it becomes lost or destroyed. After an hour-long ritual, during which you must burn 50gp worth of incense, the book reappears on your person with all spells within intact. If the previous book still existed in some way, it is reduced to ashes.

Channel Arcana

At 6th level, you gain the Channel Divinity ability, as the Cleric, and have the following options available to you:

Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Channel Arcana. Whenever you cast a spell that deals damage or restores hit points, you can reroll a number of the dice up to your Intelligence modifier, but must keep the new rolls.

You must finish a short or long rest to use either of these options again.

Prepared Casting

Beginning at 10th level, you can cast any one spell from your spellbook that you did not prepare. You must still spend an appropriate spell slot to cast this spell. You must finish a short or long rest to use this ability again.

Radiant Arcane

Starting at 14th level, you can change the damage type of any spell you cast. When you cast a spell that deals damage, you may choose to change the spell's damage to Necrotic or Radiant damage instead.

School Of Radiance Image

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