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Arcane Heresy

Borrowed Knowledge

Beginning when you select this school at 2nd level, you are capable of learning spells from the Cleric spell list. Each time you gain a Wizard level, you can elect to take a spell from the Cleric spell list as one of your two spells.   Additionally, you can add Cleric spells to your spellbook however it takes twice the time and money to do. For example, a 1st level Cleric spell would cost 100 gp and take 4 hours to copy.   When you reach 18th and 20th level, you cannot choose healing spells as your Spell Mastery or Signature Spells.

Heretic's Divinity

Also at 2nd level, you have learned to invoke divine magic without the aid of a god. Choose the Channel Divinity of a your choice from a Cleric Domain. At 10th level, you may pick a second Channel Divinity option from the Cleric Domain list.   You may use your Channel Divinities once per short or long rest. At 6th level, you may use it twice per rest; At 18th level the number increases once more to three times per rest.

Hallowed Inspiration

Your god-like powers are inspiration to all those that stand with you. At 6th level, when you successfully hit a creature with a spell attack, you may grant an ally within 30 ft. of you advantage on their next attack roll, be it a weapon attack or spell attack.   You may use this feature a number of times equivalent to your Intelligence modifier (minimum of one) per long rest.

Prophet's Presence

Your honeyed words, lofty aspirations, and divine powers often garner you support and admiration from those around you. At 10th level you project a 15 ft. aura around yourself, forcing anyone you can see and designate to make a Wisdom Saving Throw.   On a failure, they are Charmed by you for as long as they are within the radius, and 24 hours after they leave it. Charmed creatures cannot harm you and feel compelled to aid and worship you. On a success, they gain immunity to this effect for 24 hours.

Messiah

At 14th level, you have gained access to immeasurable power as you strive for divine might. You are capable of tearing open a rift to the realm of the gods, granting yourself incredible powerful for one minute. The following effects occur:
  • You have advantage on all saving throws.
  • Your spell attacks have advantage and saving throws against your spells are made at disadvantage.
  • Roll a percentile dice. On a 10 or lower, a stray god wanders through the rift; whether they see you as an annoyance or ally depends on your actions. This deity's identity is designated by your DM.
After this rift disappears, you gain a point of exhaustion.

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