Wizard: Difference between revisions

1,099 bytes removed ,  02:33, 26 November 2022
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==== Divine Arcana ====
==== Divine Arcana ====
''6th Level School of Theurgy Feature''<br>
''6th Level School of Theurgy Feature''<br>
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.
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==== Divine Protection ====
==== Divine Protection ====
''10th Level School of Theurgy Feature''<br>
''10th Level School of Theurgy Feature''<br>
Your knowledge of the upper planes grants you a measure of protection against evil. 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>
Your knowledge of the divine grants you a measure of protection against evil. When an Aberration or Undead attacks you, it must make a Wisdom Saving Throw against your Spell Save DC. 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 Score of 4 or higher is aware of this effect before it makes its Attack against you.
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==== Blessed Intervention ====
==== FEATURE ====
''14th Level School of Theurgy Feature''<br>
''14th Level School of Theurgy Feature''<br>
You can use your knowledge of the divine to implore the Three for direct aid.<br>
As an action, you can grasp a holy symbol and beseech the Three for aid, naming a cleric or wizard spell of your choice, of a level for which you have a spell slots. Roll percentile dice. If the result is equal to, or higher, then 10 times the level of the spell you wish the Three to cast, you are successful. On a success, the spell is instantly cast as if you had cast it without expending a spell slot or components.<br>
Once you use this feature to successfully cast a spell, you must complete 1d6+1 long rests before you can use it again.
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