Wizard: Difference between revisions

27 bytes added ,  13:36, 28 August 2022
Line 361: Line 361:
Not all who serve deities of the upper planes do so as clerics, priests, and paladins. Some wizards focus their great intellect on studies of the divine, and in turn learn to produce divine magic. Wizards who join this school often reside in temples rather then towers, and tend to be more benevolent then their arcane counterparts. In their studies of the upper planes and their magic, these sages often find themselves sympathizing with the causes of the deities they spend their lives studying.
Not all who serve deities of the upper planes do so as clerics, priests, and paladins. Some wizards focus their great intellect on studies of the divine, and in turn learn to produce divine magic. Wizards who join this school often reside in temples rather then towers, and tend to be more benevolent then their arcane counterparts. In their studies of the upper planes and their magic, these sages often find themselves sympathizing with the causes of the deities they spend their lives studying.


'''Arcane Theologian.''' When you adopt this Arcane Tradition at 2nd level, you gain access to divine magics unavailable to most wizards. You can copy any cleric spell that you find in other spellbooks or spell scrolls into your spellbook without needing to make an Arcana check first. Any cleric spell you add to your spellbook through this feature counts as wizard spells for you.<br>
'''Arcane Theologian.''' When you adopt this Arcane Tradition at 2nd level, you gain access to divine magics unavailable to most wizards. You can copy any cleric spell that you find in other spellbooks or spell scrolls into your spellbook without needing to make an Arcana check first.<br>
Moreover, when you gain a wizard level, one of the spells you add to your spellbook can be from the cleric spell list. You can also use a Holy Symbol as your Spellcasting Focus.
Moreover, when you gain a wizard level, one of the spells you add to your spellbook can be from the cleric spell list. You can also use a Holy Symbol as your Spellcasting Focus.


Line 369: Line 369:
A turned creature must use its turn to move as far away from you as it can. It cannot willingly move to a space within 30 feet of you, or 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 it can't move, it can use the Dodge action.
A turned creature must use its turn to move as far away from you as it can. It cannot willingly move to a space within 30 feet of you, or 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 it can't move, it can use the Dodge action.


:'''Channel Divinity: Harness Divine Power.''' Upon reaching 6th level you gain the Channel Divinity option here. As a bonus action, you can grasp a holy symbol, utter a prayer, and regain one expended 1st-level spell slot.<br>
'''Divine Arcane.''' When you reach 6th level, you gain a greater mastery over the arcane and the divine. When you cast a spell of 1st level or higher that deals Radiant Damage, you can expend a Hit Die and regain hit points equal to one roll of your Hit Dice + your Constitution, Wisdom, or Intelligence Modifier (minimum of +1). When you cast a spell of first level or higher that heals a creature, you and that creature gain a +1 bonus to their AC and have advantage on Constitution Saving Throws until the end of your next turn.
At certain wizard levels, you can use this Channel Divinity to regain expended spell slots of higher levels: at 10th level (2nd-level spell slots) and 14th level (3rd-level spell slots).


'''Divine Protection.''' Your knowledge of the upper planes grants you a measure of protection against evil. Beginning at 10th level, When a fiend or undead attacks you, it must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.<br>
'''Divine Protection.''' Your knowledge of the upper planes grants you a measure of protection against evil. Beginning at 10th level, When an aberration or undead attacks you, it must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.<br>
Any creature with an Intelligence of 4 or higher is aware of this effect before it makes its attack against you.
Any creature with an Intelligence of 4 or higher is aware of this effect before it makes its attack against you.