Base Class: Wizard
Wizards develop arcane mastery through rigorous research. The Theologist applies that same system of perseverance to understanding the mysteries and mechanics behind the mundane and divine. Theologians apply experimentation and study to understanding just how divine and natural magics work.
Finding the Truth Behind Magic
When you select this tradition at 2nd level, you gain access to spells from the cleric spell list. They count as wizard spells for you and you may freely choose from them when you learn new spells for gaining a level. You may also inscribe cleric spells into your spellbook from scrolls and other sources at the half the cost and time requirement as wizard spells.
Truth Through Practice
By extensive experimentation, a Theologian learns additional cleric cantrips in addition to the ones they already know as a wizard. It is through practice and repetition that a theologian Learns two additional cantrips.
When you select this tradition at 2nd level you may learn two cantrips from the cleric spell list, they count as wizard cantrips for you and do not count against the number of cantrips you know.
Truth of the Scholar
You also become proficient in the following skills: Arcana, and Religion. Your Proficiency bonus in these skills is doubled.
Language of the Divine
You learn one of the following as a bonus language celestial, abyssal, or infernal.
Abyssal - Language of the Abyss
Language of all Chaotic-Evil Aligned divine beings.
Celestial - Language of the Heavens
Divine Language of all Good aligned divine beings
Infernal - Language of the Nine Hells
Language of all Lawful-Evil aligned divine beings
The Secrets of the Compendium
A theologian can spend 1 hour studying their amassed knowledge regarding a creature they have seen or has been described to them in detail. They may then make a Knowledge Arcana or Religion check (DM’s Choice) with a DC = 10 + ½ CR of the creature (Rounded Down). If successful, you learn the name and the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
Underpinnings of the Universe
As a Theologian when your need is great you turn to your research about the mechanics of the universe. You use your action to consult your texts and various magical tomes. Roll a percentile dice. If the result is equal to or lower than your wizard level you find the exact spell that would be appropriate, even should it be a cleric spell you do not have prepared.
Breaking the boundaries of the mortal and the DIvine of this procedure takes its toll on you. Success drains you to the point that you cannot use this feature again for seven days. Otherwise, you can use it again after a long rest.
The Secrets of Control
Starting at the 14th level, you can use magic to bring a celestial or fiend under your control, even those summoned by other wizards. As an action, you can choose one celestial, elemental or fiend that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent celestials, elementals or fiends are harder to control in this way. It can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Previous Versions
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