Base Class: Wizard
False priests are wizards who focus primarily on healing before the fact, providing temporary hit points to their allies, and healing once they become much stronger
False Healing
Whenever you cast a spell that would heal a target other than yourself, you instead give them temporary hit points. these hit points do not stack, and can not bring an unconscious creature up from 0 hit points. However, any healing spell you cast on yourself works as normal. Temporary hit points granted this way disappear after a number of hours equal to half your wizard level, rounded down.
Master of Lies
As a result of your ability to blend in with the higher levels of the clergy, you have gained an upper hand at deceiving those around you. You gain proficiency in Charisma (Deception) checks.
Arcane Divinity
Upon reaching 6th level, you have attuned yourself to the deity of which you follow. You choose a divine domain from the cleric class and gain the ability to use that domains channel divinity. You have two uses of Channel Divinity and regain all expended uses when you complete a long rest.
Arcana Domain
Arcane Abjuration
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw against your spell save DC, provided that the creature can see or hear you. 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 end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use 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.
Death Domain
Touch of Death
When the wizard hits a creature with a melee attack, the wizard can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her wizard level.
Forge Domain
Artisans Blessing
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
Grave Domain
Path to the Grave
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Knowledge Domain
Knowledge of the Ages
As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Read Thoughts
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.
Life Domain
Preserve Life
As an action, you present your holy symbol and evoke healing energy that can restore a number hit points equal to five times your wizard level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Light Domain
Radiance of the Dawn
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw against your spell save DC. A creature takes radiant damage equal to 2d10 + your wizard level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Nature Domain
Charm Animals and Plants
As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Clerical Fallacy
As you reach 10th level, your place among the clergy has given you a divine favor. When attuning to an item that requires a specific class, you count as a cleric as well as a wizard.
True Pretender
Once you reach 14th level, the god you serve has given you a taste of the power of their chosen few. You may call upon your god to ask for their divine blessing. For one minute, you go into a trance, channeling divine power as if it were your own. During this trance all healing spells you cast provide healing instead of temporary hit points. You may call upon the divine for this trance twice before needing a long rest.
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