Base Class: Wizard
Born from those who wished to harness the power of the gods, not from faith or being chosen but from work and intense study when this order was first made there was uproar in the church and religious community arguing that the relationship between a Deity and their patron is sacred and this school of Wizardry is heavily guarded and only a rare few have access to these secrets of The Order of Theology
Theological Study
2nd-level Order of Theology feature
When you level up and you are adding spells to your spell book you may add spells from the cleric spell list instead of spells from the wizard spell list you may only add a maximum of 2 spells in line with the usual wizard level-up rules
Extra Plannar Shift
2nd-level Order of Theology feature
When a creature within 60ft of you (including yourself) casts a spell or makes an attack that deals Radiant, Necrotic, Fire, Lightning, or Cold damage you may change it into a different damage type on the previous list however you may only cast cantrips until the end of your next turn
Purified Casting
6th-level Order of Theology feature
You have learned via study and repeated use to perfect your spells learned from your religious studies. When casting a spell that is learned from your Theological Study Feature you may use an additional spell slot that is at a level equal to or higher than the spell cast allowing you to either maximize the dice or ignore resistance to damage.
Arcane Intervation
10th-level Order of Theurgy feature
When another creature that you can see within 60 feet of you casts a spell you may use your reaction to enhance the spell you must use a spell slot that is equal to or of a higher level than the spell being cast and that spell is considered to be cast at 1 level higher than its being cast at gaining the benefits that that would entail.
Final Rite
14th-level Order of Theology feature
As an action, you can magically emit a powerful field of Divine energy that emits from a point within 60ft of you, any creature within 30ft of that point must make a Constitution saving throw equal to your spell save DC if the creature is Abberation, Celestial, Fey, Fiend, or Undead the saving throw is done at disadvantage on a failed save the target takes 10d10 Radiant or necrotic damage that ignores resistances and Immunities and is banished from to their home plane for 1 minute if the creature drops to 0 damage as a result of this spell their body is disintegrated and their soul is trapped in the afterlife where ever that may be for the creature and can only be revived with a Wish spell on a successful save they take half an isn't banished nor if they drop to zero is their soul trapped in the afterlife.
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 5th level or higher on it.
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