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, you gain a connection to the Life domain.
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 the life 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. 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.
| Life Domain Spells | |
|---|---|
| Cleric Level | Spells |
| 1st | Bless, Cure Wounds |
| 3rd | Lesser Restoration, Spiritual Weapon |
| 5th | Beacon of Hope, Revivify |
| 7th | Death Ward, Guardian of Faith |
| 9th | Mass Cure Wounds, Raise Dead |
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: Preserve Life option granted at 2nd level by your connection to the Life 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.
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 the Life domain, you can employ them by using your Channel Arcana feature.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Arcana: Channel Divinity to heal the badly injured.
As an action, you present 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.
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: Disciple of Life
At 6th-level, you gain you gain the Life domain’s 1st-level benefit, 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.
Arcane Priest: Blessed Healer
At 10th level, you gain the Life domain’s 6th-level benefit, Blessed Healer. Your faith and your understanding of magic allow you to delve into your god’s secrets.
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.
Arcane High Priest: Supreme Healing
At 14th level, you gain the Life domain’s 17th-level benefit, Supreme Healing. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
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.
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Posted Mar 19, 2023I really dig this, I think it's a useful subclass and I'm excited to run it in our game. Thank you.