Wizard: Difference between revisions

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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.


:'''Channel Divinity.''' Also at 2nd level, you learn to channel divine energy directly from the upper planes, and use it to fuel magical effects. You start with one such Channel Divinity effect: Turn Undead and Aberrations. You can use your Channel Divinity a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. If one of your Channel Divinity effects requires a creature to make a saving throw, it uses your wizard spell save DC.<br>
'''Channel Divinity.''' Also at 2nd level, you learn to channel divine energy directly from the upper planes, and use it to fuel magical effects. You start with one such Channel Divinity effect: Turn Undead and Aberrations. You can use your Channel Divinity a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. If one of your Channel Divinity effects requires a creature to make a saving throw, it uses your wizard spell save DC.<br>
Should you find a scroll, tome, or a willing teacher, you can copy additional Channel Divinities into your spellbook. To do so, you must spend 100 gold on blessed inks and parchment and spend 8 hours copying the prayers into your spellbook.
Should you find a scroll, tome, or a willing teacher, you can copy additional Channel Divinities into your spellbook. To do so, you must spend 100 gold on blessed inks and parchment and spend 8 hours copying the prayers into your spellbook.
:'''Channel Divinity: Turn Undead and Aberrations.''' As an action, you present a holy symbol and speak a prayer censuring undead and aberrant creatures. Undead and Aberrations within 30 feet that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute, or until they take any damage.<br>
:'''Channel Divinity: Turn Undead and Aberrations.''' As an action, you present a holy symbol and speak a prayer censuring undead and aberrant creatures. Undead and Aberrations within 30 feet that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute, or until they take any damage.<br>
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.


'''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.
'''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.