Base Class: Wizard
Most clerics come to understand their god through prayer, feeling and a sense of their god’s divine presence. Most wizards become so entangled with discovering arcane secrets and power they forget about the divine. You have discovered your deity or deities through rigorous study. You amplify your learned arcane magics with gifted or stolen divine magics. You have studied the line between arcane and divine magic and blur it with ease. Are you Holy Mage or Arcane Priest? Do you serve your god or have you tapped into a divine power through sheer genius? Either way because of your skills some will call you a Theurgist.
Holy Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
Knowledge of the gods
At 2nd level, you gain proficiency in the religion skill if you don’t already have it. Your proficiency bonus is doubled when you make a religion(int) check. Additionally you may add cleric spells with the ritual tag to your spell book, but you may only cast them as ritual spells. They count as wizard spells for you, for all others they are still cleric spells.
Theurgist Spells
Starting at 6th level, you learn 3 additional spells and you learn an additional spell when you reach certain levels in this class, as shown in the Hierophant Spells table. Each spell counts as a wizard spell for you, it is a known spell, it doesn’t appear in your spell book, can not be added to your spell book, and is always prepared, but it doesn’t count against the number of wizard spells you can prepare. When you gain a level in this class you may replace a spell on this list with another cleric spell of the same level. The new spell must have a casting time of one action and can not be a spell that requires concentration.
Theurgist Spells
| Wizard LEVEL | SPELL |
|---|---|
| 6th | cure wounds |
| 6th | prayer of healing |
| 6th | revivify |
| 7th | guardian of faith |
| 9th | hallow |
Channel Divine Wrath
At 10th level when you deal damage with a spell you cast, before you roll damage you can roll a d10. If the roll is equal to half your level or lower you maximize the damage of the spell. You may only successfully maximize a spells damage once and regain this ability when you complete a long rest. Alternatively if you fail to roll equal to half your level or lower, or you have already maximized a spell you may add the roll of the d10 to one damage roll of the spell. You may only use this feature proficiency bonus times whether you succeed to maximize or not. You regain all uses when you complete a long rest.
Miracle
At 14 level, you may expend a spell slot and cast any spell from the cleric spell list that is at least one level lower than the spell slot expended. Examples: expending 1st lvl spell slot to cast the cleric cantrip sacred flame or expending a 4th level spell slot to cast guiding bolt at 3rd level boosting its damage. These spells count as wizard spells when you cast them and you require no components to cast them unless the spell has a material component with a gold cost that is consumed by the spell. You don’t need the exact component and can substitute it with anything(s) of equal or greater value to be consumed by the spell instead. You may use this feature twice and regain all uses when you complete a long rest.
Previous Versions
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