Pacifism Tradition

Some wizards decide that they would prefer not to cause harm to other creatures. These peaceful souls are part of the pacifism tradition, and refuse to attack another creature except under very specific circumstances. While some might consider this decision naive, the gods of good give them favor, and if they keep to their promises, they are blessed.

Pacifist Caster As part of your oath, you have changed all of your spells to do no harm. Starting at 2nd level when you choose this tradition, all of your spells no longer have the ability to deal damage of any kind. While they can allow others to deal damage (for example, in the case of Dragon's Breath from Xanathar's Guide to Everything), they cannot allow you to directly deal damage to another creature. Your spells, even if they would deal damage, still have all of their non-damage effects. If another creature damages you, your spells can deal damage to that creature up to the amount of damage the creature dealt to you.

Holy Wizard Thanks to your oath of pacifism and dedication to the good of all, the gods have blessed you with divine magic. Starting at 2nd level, you can choose to learn any spells on the spell list found at the end of the subclass description, in addition to all of the spells on the wizard spell list. If you choose to take any of these spells, they are wizard spells for you, and you can only take spells of a level for which you have spell slots.

Arcane Retaliation You gain the ability to make those who do you harm pay for their transgressions. Starting at 6th level, when a creature deals damage to you, you no longer are limited to dealing the same amount of damage they dealt to you. Additionally, you have advantage on spell attack rolls against that creature, and they have disadvantage on any saving throws against your spells. This effect lasts until 8 hours after the most recent occasion on which the creature dealt damage to you.

Divine Protection The gods' favor manifests in making you more difficult to hit. Starting at 10th level, when another creature attempts to make an attack against you, they must succeed on a Wisdom saving throw (your spell saving throw DC), or the attack misses. Furthermore, against area of effect attacks (such as the Fireball spell), you have advantage on the saving throw, and if you were to take half damage on a successful save, you take no damage on a successful save