Base Class: Wizard
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.
Divine Inspiration
When you choose this tradition at 2nd level, choose a domain from your chosen deity’s list of eligible domains (for priests in Port Royal, this encompasses Arcana [SCAG], Grave [XGtE], Justice, Knowledge [PHB], Life [PHB], and Light [PHB]). The Knowledge and Light domains are especially appropriate choices for a theurgist.
Arcane Initiate
Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.
If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots. You treat them as wizard spells when you cast them. Other wizards will not be able to copy these spells into their spellbooks unless they also have this feature.
Additionally, you can use a holy symbol (found in chapter 5 of the Player’s Handbook) as a spellcasting focus for your wizard spells
Lastly, you gain proficiency in the Religion skill.
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 Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity 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 Divinity options from your domain, you can employ them by using your Channel Arcana feature.
Channel Arcana: Divine Arcana
As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.
Arcane Acolyte: Blessings of Knowledge
At 6th level, you gain your chosen domain’s 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain.
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Arcana
Double Proficiency with Arcana
History
Double proficiency with History
Nature
Double proficiency with Nature
Religion
Double proficiency with Religion
Arcane Priest: Channel Divinity: Read Thoughts
At 10th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.
At 6th level, you can use your Channel Divinity 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.
Apocrypha
At 14th level, you can choose four spells from the cleric spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. . You treat them as wizard spells when you cast them. Other wizards will not be able to copy these spells into their spellbooks unless they also have this feature.
Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
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