School of Divinity (5e Subclass)

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Through sheer determination and study, a wizard is capable of gleaning some knowledge of the divine.

Divine Facsimile

At 2nd level, your link to the divine allows you to learn spells normally associated with the cleric class.

Spellcasting

You can cast spells from the cleric spell list.

Cantrips

You know two cantrips of your choice from the cleric spell list, they become wizard cantrips, and they don't count against your number of wizard cantrips known. You learn one more cleric cantrip of your choice at 10th level.

Spell Slots

You gain no additional spell slots. To cast one of these spells, you must expend a wizard spell slot of the spell's level or higher.

Spells known of 1st level and Higher

You are the imitation of a cleric. At 1st level, you can prepare one 1st level cleric spell. When your spellcasting feature lets you learn a wizard spell of 2nd level or higher, you can also prepare one cleric spell of the same level. You can only have one cleric spell of each level prepared at any given time. You can only change your prepared spells when you finish a long rest. Prepared spells granted by this class feature don't count against your wizard spells known.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since your magic is drawn from knowledge of the divine. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Training in the Divine

When you adopt this tradition at 2nd level, you gain proficiency in light armor, medium armor, shields, simple weapons, one martial weapon of your choice, and the Religion skill.

Additionally, your hit point maximum increases by 2, and increases by 1 each time you gain a level in this class.

Holy Wrath

At 6th level, when you take the attack action on your turn, you can cast a cantrip bonus action. The cantrip must have a casting time of only 1 action, and it must target only one creature.

Divine Fury

At 10th level, your wizard and cleric cantrips deal radiant damage equal to your Intelligence modifier on hit, or failed save. Additionally, you can empower a number of cantrips equal to your Intelligence modifier. An empowered cantrip has double range, and does double damage. You may choose to do so after you cast a cantrip, but before the DM says if it failed or not. The target of an empowered cantrip and up to two creatures within 10 feet must make Dexterity checks against your save DC or be blinded until the end of their next turn. You regain any expended uses when you finish a long rest.

Mockery of God

At 14th level, when you cast a cantrip or spell you've chosen from the cleric spell list, you regain hit points equal to the spell’s level + your Intelligence modifier, minimum 1. Additionally, you know the Vicious Mockery cantrip, it becomes a wizard cantrip, and it doesn't count against your number of cantrips known. When you use the bonus action granted by Holy Wrath to cast Vicious Mockery, you may treat it as though you expended a use of Divine Fury without expending one.


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