Absolutely not. Not in the least. Not at all.Wouldn't this be too powerful? To give a Wizard access to Wizard spells AND Cleric spells? The wizard spell list is already very good. The sorcerer list is fairly limited in comparison to the Wizard list so the addition of Cleric spells seems less powerful.
A wizard has access to more than 300 spells while a bard has 150. Giving a wizard access to the cleric 120 spells, would make them quite flexible. You don’t feel it would step on cleric toes?Absolutely not. Not in the least. Not at all.
The spell choices available to each class are more of a matter of thematic alignment than power restriction. Slots per day and spells available at a given time (memorized/prepared/known) are more of a restriction, but the spell list itself is not that significant for the most part. Consider, for a moment, that the bard class already provides a mixture of class spells and can add a few spells from any class. It blurs the lines - but as that is your goal inherently, it is fine.
It would be a minor benefit in my eyes, meaning that I'd give give the School of Divinity a different level 2 ability in addition to this one, although it would not be the strongest of level 2 wizard abilities.
I think I'd probably change that to Intelligence bonus (or now, perhaps proficiency bonus) per long rest. It's what I did for the magic-user class I made that had access to all the spells.The only real problem with wizard having access to curative spells is the ''at-will'' 1st/2nd level spell from Spell Mastery, which means at-will cure wound/healing word. It could be problematic for pacing, but its a 18th level problem, so it will not be that common.
I think opportunity cost is a big part of it not being an issue, but also, in this case, it might be a replacement for the cleric in which case it doesn't matter.A wizard has access to more than 300 spells while a bard has 150. Giving a wizard access to the cleric 120 spells, would make them quite flexible. You don’t feel it would step on cleric toes?
More questions as I can test this out with a 9th level one-shot.I'll try something here:
Wizard: Sage of Succor
2: Healer's Hands (lay on hand)
2: Healer's Lore: You learn your choice of Spare the Dying or Guidance. When you get to pick a new spell on level up you can replace one spell of the wizard with one from the cleric spell list, as long as the spell restores hit points or removes a condition.
6: Inspiring Succor: If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, pick one of the following effect:
- That ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
- You can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
- That ally gains 1/2 level temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
You can use this features PB/long rest.
10: Knowledge of Life. You can add your Int mod to medicine checks. You can detect undeads and construct in a range 90' as an Action.
14: Shared Sacrifice:
When you cast a spell using a spell slot that deals damage to any number of creatures that aren't Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature other than yourself that you can see within 30 feet of you regains a number of hit points equal to the life energy drained.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Sorry, I forgot to copy the rest of the feature (from the Order domain). Its only one ally, even if the spell targets more than one.1 With inspiring Succour, if I cast Bless and target 3 allies, do they all get the benefits.
Yes, step on toes. However, you're trying to step on toes here. That is your goal. The question is whether it breaks the game and it does not.A wizard has access to more than 300 spells while a bard has 150. Giving a wizard access to the cleric 120 spells, would make them quite flexible. You don’t feel it would step on cleric toes?