Theurgy: ULTIMATE ACTION!! Image

"Theurgy means "spiritual magic that could reach the gods" in Greek. To put it simply, it synchronizes with the user's emotions, and when the right conditions are met, allows them to unleash an attack of immense power."

A Theurgy action is an action that can be taken after certain criteria depending on your class. Each class starts with 1 option for theurgy actions, and gain their 2nd at level 10. Theurgy can be saved and persists after a long rest. Attacks made using theurgy ignore resistances and immunities.

Fighter: REQUIREMENT: USE EXTRA ATTACK 5 TIMES

  1. Brothers In Arms: You heal yourself and all allies of your choice 50 health, and they each get an additional attack action when they choose to attack.
  2. Justice: You deal 50d8 slashing, piercing, or bludgeoning damage to one target using a melee or ranged weapon.

Wizard: REQUIREMENT: CAST 3 SPELLS FROM DIFFERENT SPELL SCHOOLS

  1. Tranquility: The next magic attack you or any allies of your choice make will deal 2.5x damage.
  2. Oracle: You and all allies heal 75 health and gain one random positive effect at the DM's discretion.

Cleric: REQUIREMENT: CAST HEALING SPELLS 5 TIMES

  1. Divine Intervention: You and your entire party heal fully and have advantage on CON saving throws for 24 hours.
  2. Paradise of Quietus: Deals 25d8 necrotic or radiant damage to all foes of your choice within 100 feet.

Barbarian: REQUIREMENT: ACTIVATE RAGE 3 TIMES

  1. Bleeding Fury: You deal 40d12 bludgeoning damage to one target within 20 feet.
  2. Scarlet Havoc: You deal 30d8 slashing or piercing damage to all foes within 50 feet.

Bard: REQUIREMENT: USE BARDIC INSPIRATION 5 TIMES

  1. Trickster: You deal 15d12 psychic damage to one target within 30 feet, and the target is immediately charmed or frightened.
  2. Dreamfest: You deal 10d12 psychic damage to all targets of your choice within 30 feet, and all foes must roll a DC 25 CHA saving throw or fall asleep for 4 rounds.

Sorcerer: REQUIREMENT: USE METAMAGIC 5 TIMES

  1. Blizzard Edge: You deal 20d10 ice damage to 1 target within 30 feet, and the target is frozen for 2 rounds.
  2. Revelation: You deal 10d12 psychic damage to all targets of your choice within 50 feet, and they are all afflicted with a random negative effect.

Warlock: REQUIREMENT: CAST 3 CONJURATION, NECROMANCY, OR ENCHANTMENT SPELLS

  1. Armageddon: You deal 15d12 necrotic damage to all targets of your choice within 50 feet.
  2. Devil and I: You summon an aspect of a demon/devil lord of your choice (at the DM's discretion). The aspect lasts for 3 rounds before disappearing back into the underworld.

Druid: REQUIREMENT: WILD SHAPE 5 TIMES

  1. Hound of Hades: You deal 30d6 necrotic damage to one target within 40 feet.
  2. Best Friends: You summon any beast or animal of your choice to join you in battle (at the DM's discretion). The beast lasts for 3 rounds before disappearing.

Monk: REQUIREMENT: USE KI 5 TIMES

  1. Charging Blitz: You deal 50d8 bludgeoning damage to one target of your choice within 30 feet.
  2. Electric Spike: You deal 40d8 lightning damage to all targets of your choice within 50 feet.

Paladin: REQUIREMENT: USE DIVINE STRIKE 5 TIMES

  1. Divine Retribution: You deal 20d10 radiant damage to all targets of your choice within 50 feet.
  2. Blaze of Life: You deal 15d10 fire damage to all targets of your choice within 30 feet and you heal all allies of your choice 100 hitpoints.

Rogue: REQUIREMENT: USE SNEAK ATTACK 3 TIMES

  1. Blade of Execution: You deal 30d8 slashing damage to one target within 30 feet.
  2. Maximum Firepower: You deal 20d10 piercing damage to all does within 50 feet.

Ranger: REQUIREMENT: USE 5 RANGED SPELLS

  1. Cyclone Wind: You deal 40d6 piercing damage to one target within 40 feet. You can then instantly teleport to one space within that range.
  2. Power Howling: You and all allies of your choice will deal 2.5x damage on your next physical attack.

Artificer: REQUIREMENT: TINKER WITH OR INFUSE AN ITEM 3 TIMES

  1. Electric Onslaught: You deal 20d12 lightning damage to one target within 30 feet.
  2. Overdrive Mode: You deal 20d10 piercing or lightning damage to all targets within 50 feet.

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Theurgy: ULTIMATE ACTION!! Image

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