Fighter
Base Class: Fighter

The Theurgic Knights are a small, aged order of warrior-scholars who pursue the perfect union of steel and spell. They trace their origins to the first Mystic Theurges, powerful figures from centuries past who proved that mortal minds could master both arcane and divine magic simultaneously. While most Theurges became reclusive mystics or power-hungry tyrants, a handful chose a different path: they took up sword and shield to defend the realms and continue their endless study on the battlefield.

These early Theurges founded the Order of the Blue Flame, now most often called Theurgic Knights. They believe that true understanding of the worlds of the universe is not found in ivory towers or temples, but in the crucible of conflict, where theory is tested and understanding is forged in blood and fire. To them, every school of magic is a worthy path, and limiting oneself to only one tradition is a form of blindness.

The order is small and decentralized. Members are expected to travel widely, studying under different masters, exploring lost libraries, and testing themselves in dangerous conflicts. There is no single grandmaster. Instead, respected Theurgic Knights earn the title of Archtheurge through proven mastery and are looked to for guidance.

They often operate in small cabals or attach themselves to adventuring companies, royal courts, or magical colleges. Some serve as elite battlemages for kingdoms that can afford their services, while others wander as itinerant scholar-knights or spellblades seeking forgotten lore.

Becoming a Theurgic Knight

Most candidates are fighters who already show unusual magical talent or scholarly obsession. Many begin as Eldritch Knights, war wizards, or former apprentices who became disillusioned with narrow magical traditions. A few are former clerics or druids who felt called to take up the sword.

To be accepted into the order, a prospective knight must present their Theurgic Manual and defend their understanding of magic before three existing members in a rigorous “Convocation of Threads.” Those who pass are gifted a specially crafted quill and the right to call themselves Theurgic Knights.

Theurgic Initiation

Theurgic Knight Spell Slots per Spell Level
Level Proficiency Bonus Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 - - - - - -
2nd +2 - - - - - -
3rd +2 2 3 - - - -
4th +2 2 3 - - - -
5th +3 2 4 2 - - -
6th +3 2 4 2 - - -
7th +3 2 4 3 - - -
8th +3 2 4 3 - - -
9th +4  3 4 3 2 - -
10th +4 3 4 3 2 - -
11th +4 3 4 3 3 - -
12th +4 3 4 3 3 - -
13th +5  3 4 3 3 1 -
14th +5 3 4 3 3 1 -
15th +5 4 4 3 3 2 -
16th +5 4 4 3 3 2 -
17th +6  4 4 3 3 3 1
18th +6 4 4 3 3 3 1
19th +6 4 4 3 3 3 2
20th +6 4 4 3 3 3 2

 

Theurgic Initiation

3rd-level Theurgic Knight feature

When you choose this subclass at 3rd level, you adopt one of the following full spellcasting classes as your Primary Tradition: bard, cleric, druid, sorcerer, or wizard.

  • Your spellcasting ability for all Theurgic Knight features is the same as the spellcasting ability of your Primary Tradition (Charisma for bard or sorcerer, Wisdom for cleric or druid, Intelligence for wizard).
  • You use the spell list of your Primary Tradition as your base spell list for the Theurgic Knight spellcasting feature (see below).

In addition, you choose one spellcasting subclass from any class. You immediately gain the lowest-level feature of that subclass as if you were a member of it. You do not gain any other benefits from that subclass (such as proficiencies, hit points, spell slots, or higher-level features).

If the chosen feature grants spells, those spells are added to your Theurgic Knight spell list and use your Theurgic Knight spellcasting ability.

If the feature uses a class-specific resource (such as Bardic Inspiration, Wild Shape, Channel Divinity, or Ki), you gain one use of that resource. You regain that expended use when you finish a long rest. The resource uses your fighter level in place of the original class level where relevant (for example, the size of Bardic Inspiration dice or the maximum CR for Wild Shape).

Example choices and what you get:

  • Hexblade (warlock 1) → Hex Warrior
  • Draconic Bloodline (sorcerer 1) → Draconic Resilience
  • Life Domain (cleric 1) → bonus to healing and the Life Domain spells
  • Circle of the Moon (druid 2) → Combat Wild Shape
  • College of Lore (bard 3) → Bonus Proficiencies + Cutting Words
  • Armorer (artificer 3) → Tools for Magic + Power Armor mode 

Spellcasting

3rd-level Theurgic Knight feature

When you reach 3rd level, you have studied the fundamental-most weaving of magic and recorded your findings in a Theurgic Manual - a heavily annotated tome, journal, or collection of scrolls that serves as the repository of all your magical knowledge.

Cantrips

You learn two cantrips of your choice from your primary tradition. You learn an additional cantrip of your choice at 9th and 15th level, these cantrips can be from any spell list.

Spell Slots

The Theurgic Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest unless a chosen subclass feature specifies otherwise.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

 

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier.

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier.

Theurgic Manual

Your Theurgic Manual functions similarly to a wizard’s spellbook. It contains the spells you have learned through study and practice. The manual starts with three 1st-level spells from your Primary Tradition’s spell list (chosen when you gained Theurgic Initiation).

Whenever you gain a level in this class, you may add two spells of your choice to the manual. One must be from your Primary Tradition’s spell list and of a level for which you have spell slots. The second can be from any caster class’s spell list, provided the spell’s level is at least two levels lower than the highest-level spell slot you possess.

Example: At 9th level you have 3rd-level spell slots. You may add any 3rd or lower-level spell from your Primary Tradition, and any 1st-level spell from any other caster list.

Additionally, if you find a spell scroll, Theurgic Manual, or wizard’s spellbook during your adventures, you may copy spells into your Theurgic Manual following the normal rules for copying spells. These spells can be from any tradition of magic.

Replacing a Lost Manual

If your Theurgic Manual is ever lost or destroyed, the knowledge does not vanish forever. The strands of the Weave still remember what you once held.

Once per week, while you meditate or sleep, you may receive a fleeting vision of the moment you first internalized a particular spell. You must then make an Intelligence (Arcana) check with a DC equal to 10 + your fighter level. On a success, you recover the memory of one spell of your choice and may immediately transcribe it into a new manual without the normal time or gold cost. You can attempt this check once per week until your manual is fully reconstructed.

Preparing and Casting Spells

You prepare a number of spells from your Theurgic Manual equal to your fighter level + your spellcasting ability modifier (minimum of one spell). You can change your prepared spells when you finish a long rest.

You cast prepared spells using your Theurgic Knight spell slots. Cantrips are always available and require no preparation.

Ritual Casting

You can cast any spell in your Theurgic Manual as a ritual if the spell has the ritual tag and you have the spell in your Theurgic Manual. You don't need to have the spell prepared.

 

Theurgic Surge

7th-level Theurgic Knight feature

When you cast a spell using a Theurgic Knight spell slot that has a casting time of an action or bonus action, you can expend one use of your Action Surge to increase the spell’s effective level by an amount equal to your spellcasting ability modifier.

You can use this feature once per long rest.

Spellblade’s Precision

At 10th level, your greater understanding of the world around you provides truly unique insights in combat. You gain a bonus to weapon attack rolls equal to your spellcasting ability modifier (minimum +1). Additionally, when you make a weapon attack, you can choose to use your spellcasting ability modifier instead of Strength or Dexterity for the damage rolls.

Theurgic Concurrence

15th-level Theurgic Knight feature

You have mastered the art of weaving multiple threads of magic simultaneously.

Starting at 15th level, when you cast a concentration spell, you can choose a willing creature within 60 feet of you that has an Intelligence score of 7 or higher. That creature concentrates on the spell in your stead (as if it had cast the spell). The creature must maintain concentration normally and can lose concentration if it takes damage, becomes incapacitated, or otherwise fails a Constitution saving throw as normal.

You can use this feature once per long rest without penalty. Each additional time you use this feature before finishing a long rest, you gain one level of exhaustion after the spell ends or concentration is lost.

Theurgic Mastery

At 18th level, you have achieved such mastery over a certain spell that you can cast it at will. Choose a 1st-level Theurgic Knight spell that is in your Theurgic Manual. You can cast that spell at its lowest level without expending a spell slot. If you want to cast the mastered spell at a higher level, you must expend a spell slot as normal. If you cast it using a spell slot, you may do so as if it were cast with a spell slot one level higher than the one expended. By spending 8 hours in study, you can exchange the spell you choose for a different spell of the same level.

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