Wizard
Base Class: Wizard

This school of wizardry is only found in the Unearthed Archives (UA) of Mordenkainen's tomes of wizardy.  Using arcane knowledge rather than pious faith, these wizards have learned to adapt cleric domains for their own use. While other versions of this exist in some form or another in this site's homebrew section, none seem to have the complete selection of choices available in a single subclass, choosing instead to make unique subclasses for each cleric domain. In this iteration, all subclasses from the Cleric class have been meticulously interwoven into the wizard class, providing multiple options and features based on the domain you choose upon reaching 2nd-level.

It should be noted that there was never really a way to balance this compared to other subclasses as there are too many variables. A Tempest Domain cleric is going to absolutely destroy things once they learn lightning bolt and chain lightning. The Twilight Domain is strong enough for a cleric, let alone a master of the arcane arts. I have done my best to ensure that each option is at least viable, though despite my changes - and in some cases because of them - this subclass is going to be very powerful. Is it overpowered? Maybe. Probably. Depends what Domain you choose. But I really wanted to convert this from it's old UA printing, so here it is.

Was this an excruciating endeavor that took away many hours of my life? Yes!
Was it worth it to compile all of this information into a single subclass? Debatable!
Is it slightly more convenient for those of you who took the time to search for it? Gods, I hope so!

So without further ado, I present... the Theurgist, in it's entirety.*


A robed man stands upon a rocky outcropping, hands outstretched to the skies as the approaching army draws nearer.  His lips form into a smirk as storm clouds begin to gather overhead. It is only too late that the oncoming horde feel drops of rain clattering off their armor as the wind picks up into a ferocious gale.  With a crack of thunder, a bolt of lightning descends from the sky, striking the commander in the chest, immediately vaporizing him, before ricocheting off into his surrounding soldiers.  Empty, smouldering armor clatters to the ground where the commander and his right-hand men once stood. Their leadership eliminated in a single attack, the soldiers turn and flee for the hills, praying that they are not the next target.

A trio of bandits hold a sword to a woman's throat as they steal everything of value.  Their eyes dart up as the sound of clattering feet can be heard echoing through the narrow streets. They squint as lights are extinguished as some kind of large shadow rolls down hill toward them. The bandits yelp with surprise, throwing molotov cocktails at the void.  The bottles crack against an invisible dome of twilight, fire spreading across the face of the sphere as it descends upon the criminals. They turn to run, dropping their ill-gotten goods, but suddenly the ground beneath them is coated in ice, and all they can do is scream helplessly as the twilight sphere descends upon the prone villains.  As the sun breaks over the city skyline the next morning, a pair of patrolling guardsmen find the criminals chained to a post.

A young woman whips bolts of fire at the approaching drow, her party members clutching at bleeding wounds in their side.  The dark elves grin wickedly as they see their quarry at death's door.  Suddenly they have to shield their eyes as a radiant glow washes over them, blinding them with it's brilliance.  The woman stands between her compatriots as they form a circle around her, quiet whispers emanating from her lips.  Then with a mere word, a white light engulfs her allies, their wounds closing as it does.  The drows' eyes, now clear, can only stare in shock as the party stands ready to fight, fully refreshed and ready to take on the weary elves.

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. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.

*Theurgist is only present in it's entirety for official 1st-party cleric subclasses released circa the end of 2023. New gods or other subjects of worship hitherto undiscovered or from outside the realm of the Coastal Wizards Association have not been included. Cleric domains dedicated to the worship of the one known as 'Mercer' are not included either, as he is a mere regional deity, and therefore has no power over those of us in Faerûn. Future additions are not guaranteed, though if enough interest exists then the dedicated research staff may consider conducting further research into the archives.

Some changes were made to the original theurgist and/or cleric domain features by powerful wizards to help balance different cleric domains, as the gods clearly were not interested in doing so themselves. Our wizarding staff prefer to err on the side of making a domain stronger at certain levels, rather than completely and utterly worthless. For example, the Forge Domain receives heavy armor proficiency since one of it's features is granting a bonus to AC if you are wearing heavy armor. This is something that most wizards cannot do, for our frames are fragile and spindly. However, they may only wear up to medium armor upon selecting the domain, and must wait until 6th level to fully encase themselves, though they are also granted the magical ability to ignore strength requirements on said armor. Are the end results the same by level 10? Sure! But at least you aren't a walking spell-casting tank at level 2.

If a subclass would offer choices, those choices no longer exist due to limitations of either our minds or this website's technology. Instead, choices have been made for you, such as the Knowledge domain just providing expertise in all the normally selectable ability checks rather than having to choose between them.

If errors are discovered or requests for additional information deemed necessary, please forward all comments to either the Baldur's Gate Arcaneology Guild, or simply enter them below. As there is a tremendous amount of information in this class, it is nearly impossible to make sure every single feature and piece of text is functioning properly, and as such, feedback is certainly appreciated.*

Arcane Initiate

Beginning when you select this tradition at 2nd level, you gain proficiency with religion ability checks.

You also gain access to the cleric domain spell list. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.

Channel Arcana

At 2nd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Arcana option granted at 2nd level by your chosen domain. You employ that Channel Arcana option by using your Channel Arcana ability.

When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.

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

Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

If you gain additional Channel Arcana options from your domain, you can employ them by using your Channel Arcana feature.

Divine Inspiration

When you choose this tradition at 2nd level, choose a cleric domain from your chosen deity’s list of eligible domains. 

Arcana Domain

You are proficient with arcana ability checks.

You can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any 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.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment
Wizard Level Banishes Creatures of CR …
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Death Domain

You can use Channel Arcana to destroy another creature’s life force, drawing it from their body with a single touch.

When the wizard hits a creature within 5 feet with a spell, the wizard can use Channel Arcana to deal extra necrotic damage to the target. The damage equals 5 + twice his or her wizard level.

Forge Domain

You can use your Channel Arcana to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

You are proficient with light armor, medium armor, shields, and simple weapons, as well as Smith's Tools.

Grave Domain

You can use your Channel Arcana to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

Knowledge Domain

You can use your Channel Arcana to tap into a divine well of knowledge. As an action, you choose one skill or tool. For ten minutes, you have proficiency with the chosen skill or tool.

You know two additional languages of your choice.

Life Domain

You can use your Channel Arcana to mimic the most powerful of healing abilities.

As an action, you brandish your arcane focus and evoke healing energy that can restore a number of hit points equal to five times your wizard level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Light Domain

You can use your Channel Arcana to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you brandish your arcane focus, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your wizard level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Nature Domain

You can use your Channel Arcana to charm animals, plants, elementals, and creatures of the fey wilds.

As an action, you present your arcane focus and invoke an incantation. Each beast, elemental, fey, or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Order Domain

You can use your Channel Arcana to exert an intimidating presence over others.

As an action, you brandish your arcane focus, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

You have proficiency in Intimidation and Persuasion ability checks.

Peace Domain

You can use your Channel Arcana to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Intelligence modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Tempest Domain

You can use your Channel Arcana to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Arcana to deal maximum damage instead of rolling. For example, rolling 3d6 for lightning damage would become 18 lightning damage.

Trickery Domain

You can use your Channel Arcana to create an illusory duplicate of yourself.

As a bonus action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

You are proficient with stealth ability checks.

Twilight Domain

You can use your Channel Acana to refresh your allies with soothing twilight.

As an action, you brandish your arcane focus, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your wizard level.
  • You end one effect on it causing it to be charmed or frightened.

War Domain

You can use your Channel Arcana to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Arcana to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

You are proficient with light armor, medium armor, and shields, as well as both simple and martial weapons. When making a melee attack with a magical weapon, you may use your Intelligence modifier instead of Strength or Dexterity.

Arcane Acolyte

At 6th level, you gain access to other abilities which similar to those acquired by Clerics of your chosen domain at 1st-level.

Acolyte of Nature

You learn one druid cantrip of your choice. This cantrip counts as a wizard cantrip for you, but it doesn’t count against the number of wizard cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, and Survival.

Arcane Expertise

You gain proficiency in the arcana skill, and you gain two cantrips of your choice from the wizard spell list. 

Blessing of the Trickster

You can use your action to touch a willing creature to give it advantage on Dexterity (Stealth) ability checks. This blessing lasts for 1 hour or until you use this feature again.

You may add double your proficiency bonus when making Dexterity (Stealth) ability checks

Blessings of Knowledge

You have become proficient with Arcana, History and Nature ability checks.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills, as well as Religion.

Blessings of the Forge

You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

You gain proficiency heavy armor, and can ignore the Strength requirements of heavy armor.

Disciple of Life

Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Emboldening Bond

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

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.

You are also proficient in both Insight and Persuasion ability checks. You may add double your proficiency bonus when making an ability check with either of these skills.

Eyes of Night

You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Additionally, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Eyes of the Grave

You gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of wizard cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Reaper

You learn the chill touch and spare the dying cantrips. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Voice of Authority

You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, 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.

If the spell targets more than one ally, you choose the ally who can make the attack.

When making Intimidation or Persuasion ability checks, you may add your Intelligence modifier to the total.

War Priest

Your god delivers bolts of inspiration to you while you are engaged in battle. When you take the attack action, you may make two attacks instead of one.  Additionally, when a creature takes damage from one of your weapon attacks, you can also deal 1d8 force damage to that creature. 

You are proficient in Heavy Armor, and can ignore Strength requirements for wearing it.

Warding Flare

You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

You know the light cantrip if you do not already know it.

Wrath of the Storm

You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Arcane Priest

Starting at 10th level, you gain the features from your Cleric Domain's 6th-level subclass feature.

Blessed Healer

The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Channel Arcana: Cloak of Shadows

Starting at 6th level, you can use your Channel Arcana to vanish.

As a bonus action, you become invisible for up to one minute. You become visible if you attack or cast a spell.

Additionally, you may add double your proficiency bonus when making a Dexterity (stealth) ability check.

Channel Arcana: Read Thoughts

You can use your Channel Arcana to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Dampen Elements

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Embodiment of the Law

You have become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Inescapable Destruction

Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your wizard spells and Channel Arcana options ignores resistance to necrotic damage.

Protective Bond

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Sentinel at Death's Door

You gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Soul of the Forge

You have resistance to fire damage and gain a +1 bonus to AC while wearing armor.

Spell Breaker

When you restore hit points to an ally with a spell of 1st level or higher, 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.

Steps of Night

You can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Thunderbolt Strike

When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

War God's Blessing

When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Arcana. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Warding Flare

You can interpose divine light between yourself and an attacking enemy. When you or another creature of you that you can see within 30 feet of you are attacked by a creature, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Domain Mastery

Starting at 14th level, you have mastered the divine domain that you chose to focus your studies on.  The power of the gods is in the palm of your hands, granting you an awe-inducing ability.

Arcane Domain Mastery

You choose a 6th level spell from the wizard spell list of 6th level to add to your spellbook.  You can choose an additional spell at level 13 (7th level), 15 (8th level), and 17 (9th level). These spells are always prepared, and don't count against the number of spells you can prepare each day. 

As an action, you may recover one of your 6th, 7th, or 8th level spell slots. You may only use this ability once before taking a long rest.

Avatar of Battle

You gain resistance to bludgeoning, piercing, and slashing damage. Your melee weapon damage bonus increases to 2d8 force damage.

Corona of Light

You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Expansive Bond

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.

Improved Duplicity

You can create up to four duplicates of yourself, instead of one, when you use Channel Arcana: Trickery Domain. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Keeper of Souls

You can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

Master of Nature

You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Wildlife feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Order's Wrath

Enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Arcane Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Reaper of Souls

When the wizard casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the wizard must provide them for each target.

Saint of Forge and Fire

You have immunity to fire damage and resistance to bludgeoning, piercing, and slashing damage.

Stormborn

You have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Supreme Healing

When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Twilight Shroud

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.

Visions of the Past

You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Intelligence score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Intelligence score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2023 10:57:03 AM
59
10
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Coming Soon
Theurgy: Complete Edition Image

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