Base Class: Wizard
Unlock the Chains between the Arcane and Divine
Theurgists are Wizards who use divine power to supplement their arcane prowess. They walk a path very similar to a Cleric, gaining incredible power through belief.
Divine Inspiration
Choose a cleric domain from your chosen deity’s list of eligible domains. The Knowledge and Light domains are especially appropriate choices for a theurgist.
You gain the associated spell list and gain spells associated with your Wizard level.
Arcana Domain
You have chosen the Arcana Domain.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Wizard level specified in the Arcana Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | detect magic, magic missile, magic weapon, Nystul’s magic aura |
| 5 | dispel magic, magic circle |
| 7 | arcane eye, Leomund’s secret chest |
| 9 | planar binding, teleportation circle |
Death Domain
You have chosen the Death Domain.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Wizard level specified in the Death Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | false life, ray of sickness, blindness/deafness, ray of enfeeblement |
| 5 | animate dead, vampiric touch |
| 7 | blight, death ward |
| 9 | antilife shell, cloudkill |
Forge Domain
You have chosen the Forge Domain.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Wizard level specified in the Forge Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | identify, searing smite, heat metal, magic weapon |
| 5 | elemental weapon, protection from energy |
| 7 | fabricate, wall of fire |
| 9 | animate objects, creation |
Knowledge Domain
You have chosen the Knowledge Domain.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Wizard level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.
| Wizard Level | Prepared Spells |
|---|---|
| 3 | comprehend languages, identify, guidance, detect thoughts, mind spike |
| 5 | speak with dead, tongues |
| 7 | arcane eye, confusion |
| 9 | legend lore, scrying |
Life Domain
You have chosen the Life Domain.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Wizard level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
Light Domain
You have chosen the Light Domain.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Wizard level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Faerie Fire, Scorching Ray, See Invisibility |
| 5 | Daylight, Fireball |
| 7 | Arcane Eye, Wall of Fire |
| 9 | Flame Strike, Scrying |
Trickery Domain
You have chosen the Trickery domain.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Wizard level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Charm Person, Disguise Self, Invisibility, Pass without Trace |
| 5 | Hypnotic Pattern, Nondetection |
| 7 | Confusion, Dimension Door |
| 9 | Dominate Person, Modify Memory |
War Domain
You have chosen the War Domain.
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Wizard level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon |
| 5 | Crusader’s Mantle, Spirit Guardians |
| 7 | Fire Shield, Freedom of Movement |
| 9 | Hold Monster, Steel Wind Strike |
Channel Arcana
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, Turn Undead, and the Channel Divinity option granted at 3rd 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 can do so once (twice at 6th, three times at 18th level) per short or long rest.
Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.
If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.
Arcane Abjuration
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
| Cleric 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 |
Artisan's Blessing
You can use your Channel Divinity 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 (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). 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.
Guided Strike
When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.
Invoke Duplicity
As a Bonus Action, you can expend one use of your Channel Divinity to create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn’t occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.
Cast Spells. You can cast spells as though you were in the illusion’s space, but you must use your own senses.
Distract. 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.
Move. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself.
Knowledge of the Ages
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke Divine knowledge. You gain proficiency in all skill checks of a chosen Ability. You retain these proficiencies until you take a short or long rest.
Preserve Life
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Wizard level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Radiance of the Dawn
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness—such as that created by the Darkness spell—in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Wizard level on a failed save or half as much damage on a successful one.
Touch of Death
When you hit a creature with a melee attack, you can expend a Channel Arcana to deal extra necrotic damage to the target. The damage equals 5 + twice his or her Wizard level.
Arcane Acolyte
Your religious practice cultivates in knowledge forbidden to other Wizards. You gain the following benefits.
Domain Expansion. You gain benefits associated with your chosen Domain.
Thaumaturge. You know one extra cantrip from the Cleric spell list, it counts as a Wizard spell for you. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1).
Arcane Initiate
You gain expertise in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. You can exchange these two cantrips on a short or long rest.
Blessing 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.
Blessing of the Trickster
As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on Dexterity (Stealth) checks. This blessing lasts until you finish a Long Rest or you use this feature again.
Blessings of Knowledge
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.
Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.
Reaper
You learn one necromancy cantrip of his or her choice from any spell list. 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.
War Priest
As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.
Warding Flare
When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Arcane Priest
Divine power infuses you in battle. You gain the following benefits.
Domain Expansion. You gain a benefit associated with your chosen Domain.
Potent Spellcasting. Add your Intelligence modifier to the damage you deal with any Wizard cantrip.
Blessed Healer
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.
Boons of Knowledge
Your knowledge is overflowing.
Well-Rounded. You can add your Intelligence modifier to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add your Wisdom Modifier to the check.
Skills and Tools. You gain proficiency in 3 additional skills or tools.
Improved Warding Flare
You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.
In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Intelligence modifier.
Inescapible Destruction
Your ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s wizard spells and Channel Arcana options ignores resistance to necrotic damage.
Soul of the Forge
Your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- You gain a +1 bonus to AC.
Spellbreaker
When you target a creature with a 1st level spell 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.
Trickster's Transposition
Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.
War God's Blessing
You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn’t require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.
Arcane High Priest
You can call on your deity or pantheon to intervene on your behalf. You gain a final benefit from your chosen Domain.
Arcane Mastery
You choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared.
Avatar of Battle
You gain Resistance to Bludgeoning, Piercing, and Slashing damage.
Corona of Light
As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Improved Duplicity
The illusion of your Invoke Duplicity has grown more powerful in the following ways.
Shared Distraction. When you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage.
Healing Illusion. When the illusion ends, you or a creature of your choice within 5 feet of it regains a number of Hit Points equal to your Intelligence level.
Improved Reaper
When you 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 cleric must provide them for each target.
Knowledge of the Old Gods
You gain intimate knowledge on all creatures and how best to handle them. You always have the following two spells— Power Word Heal and Power Word Kill— prepared, and can cast each of them once per long rest without expending a spell slot.
Saint of Fire & Forge
Your blessed affinity with fire and metal becomes more powerful:
- You gain immunity to fire damage.
- While mage armor is active, you have resistance to bludgeoning, piercing, and slashing damage.
Supreme Healing
When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Arcana, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.







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