Base Class: Wizard
Wizard Subclass. Gain access to the spell list of a Paladin. Your spell casting ability is intelligence for the purpose of these spells. Unlike a Paladin, 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 paladin 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 (Paladin) spell into your spellbook is halved.
Bonded Weapon
Beginning at 2nd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The Weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a wapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. if it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attemt to bond with a third weapon, you must break the bond with one of the other two.
Aura of Protection
Starting at 6th level, Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
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 you INT modifier a second time.
Overchannel
Starting at 14th level, 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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