In addition, when you cast the summon greater demon or infernal calling spell, the maximum challenge rating of the fiends you can summon increases by an amount equal to your Intelligence modifier (minimum of 1).

At 14th level, you add the infernal calling spell to your spellbook, if it is not there already.

In addition, you learn how to overcome the magical defenses of fiends. When you force a fiend to make a saving throw against one of your wizard spells or class features and the fiend has advantage on its saving throw, the spell or class feature ignores this advantage.

At 10th level, you add the summon greater demon spell to your spellbook, if it is not there already.

Finally, the offensive power of your summoned fiends is enhanced against your foes. When you summon a fiend using a wizard spell, the damage from its attacks is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You also gain the ability to grant your allies protection against the fiends you summon. When you summon a fiend using a wizard spell, you can choose a number of creatures within 60 feet of you that you can see equal to your Intelligence modifier (minimum of 1). The fiend you summoned has disadvantage on attack rolls against the chosen creatures. In addition, the chosen creatures have advantage on all saving throws the fiend forces them to make.

At 6th level, you add the summon lesser demons spell to your spellbook, if it is not there already.

When a fiend targets you with an attack or harmful spell, you can use your reaction to force it to make a Charisma saving throw against your wizard spell save DC. On a failed save, the fiend must choose a new target or lose the attack or spell. You can't use this feature when a fiend includes you in a harmful area of effect, such as the explosion of a fireball.

Starting at 2nd level, your command of demonology allows you to protect yourself from the wrath of fiends with minor abjuration magic.

You learn to speak, read, and write Abyssal and Infernal. In addition, whenever you make a Charisma check when interacting with fiends, you gain a bonus to the check equal to your Intelligence modifier (minimum of 1).

When you select this tradition at 2nd level, your study of demonology is reflected by an increased ability to bargain with fiends.

Some demonologists are valiant and heroic, binding fiends into the service of good and resisting all attempts at fiendish temptation. Others are singularly concerned with their own power, willing to sell their souls in exchange for personal gain in the mortal realm.

The tradition of Demonology specializes in the study of fiends, and encourages its practitioners to make use of demonic or devilish power for their own purposes. This tradition combines principles of conjuration, abjuration, and enchantment, allowing demonologist wizards to summon fiendish creatures from the Abyss or the Nine Hells to serve them, as well as to command them and protect others from their evil caprice.

At 2nd level, a wizard gains the Arcane Tradition feature. The following options are available to a wizard, in addition to the options offered in official publications.

Theurgy

A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. As dedicated and scholarly as any other wizard, theurgists use their religious devotion to channel magical energy into unique expressions of the divine.

Divine Initiate

Starting when you choose this tradition at 2nd level, your study of divine magic allows you to learn and cast spells from the cleric class. When your Spellcasting feature lets you add a wizard cantrip or spell to your spellbook as the result of gaining a wizard level, you can choose the new spell from the cleric spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell.

In addition, if you find a cleric spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. When you do so, you follow the normal rules for copying a wizard spell into your spellbook, except that you must spend only half the gold and time to copy a cleric spell into your spellbook that you must spend to copy a wizard spell.

When you cast a cleric spell from your spellbook, the spell counts as a wizard spell for you.

Channel Arcana

Also at 2nd level, you gain the ability to channel the arcane power of your deity into magical effects. You start with two such effects, which are detailed under "Channel Arcana Options" below, and learn one additional effect of your choice at 6th, 10th, and 14th level. Each time you learn new Channel Arcana options, you can also replace one option you know with a new one.

When you use your Channel Arcana, you choose which effect to create. You can use this feature twice, regaining all expended uses when you finish a long rest. Starting at 10th level, you can use this feature three times, regaining all expended uses when you finish a long rest.

Some Channel Arcana effects require saving throws. When you use such an effect from this class, the DC equals your wizard spell save DC.

Theurgistic Protection

Starting at 6th level, when you cast a wizard spell of 1st level or higher, you can end one spell of your choice that is currently affecting you. If the spell you cast targets a single ally, you can chose to end one spell of your choice that is currently affecting that ally instead.

Divine Recovery

Starting at 14th level, you can regain some of your divine energy by studying your spellbook.

When you use your Arcane Recovery feature, you can choose to recover one use of Channel Arcana, in addition to expended spell slots. If you do so, the use of Channel Arcana counts as a 5th-level spell slot for the purposes of determining how many spell slots you can recover with that use of Arcane Recovery.

Channel Arcana Options

The options are presented in alphabetical order.

Arcane Healing. When you use your action to cast a spell of 1st level or higher, you can use a bonus action to restore hit points to yourself and each creature of your choice within 30 feet of you. The amount of hit points restored is equal to 1d10 + the spell's level.

Arcane Wrath. When you gain this Channel Arcana option, choose one damage type. When you roll that damage type, you can expend a use of your Channel Arcana to deal maximum damage, instead of rolling.

You can change the damage type associated with this Channel Arcana option whenever you learn a new Channel Arcana option.

Cloak of Shadows. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Divine Arcana. As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast before the end of your next turn gains a +2 bonus to any attack roll you make with it or a +2 increase to its save DC, as appropriate.

Knowledge of the Ages. As an action, choose one skill or tool. You gain proficiency in that skill or tool for 10 minutes.

Radiance of the Dawn. As an action, you dispel any magical darkness within 30 feet of you, and force each hostile creature within 30 fet of you to make a Constitution saving throw. A creature takes radiant damage equal to 1d10 + half your wizard level (round up) on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected.

Rebuke the Violent. When a creature within 30 feet of you deals damage with an attack to a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage dealt by its attack. On a successful save, it takes half as much damage.

Turn the Arcane. As an action, you speak a prayer censuring magical creatures. One celestial, elemental, fey, fiend, or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

War Wizard's Blessing. When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +5 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.