Base Class: Wizard
Not being satisfied with arcane power alone, you have decided to branch your studies into the divine instead of focusing on a single school of magic. This path is often taken by religious wizards, Power hungry zealots, or scholars who have a need to discover everything. Those who take this path will be able to provide both arcane and divine support for those around them and have impressive knowledge about the arcane and divine.
Feverish Studies
At 2nd level you gain Feverish Studies. This grants you expertise with the Arcane and Religion skills as long as you are already proficient in the corresponding skill, otherwise you just become proficient in said skill.
Divine Patron
At 2nd level you gain the Divine Patron feature. When gaining this feature you must choose a deity to worship. You reforge your arcane focus into a holy symbol to represent that deity. This new holy symbol is what you use to cast both divine and arcane spells granting you access to the Cleric spell list and allowing you to add them to your spell book as though they where wizard spells. Upon gaining this feature you learn 2 additional cantrips from the cleric's spell list and you gain domain spells for level 1-5 that are automatically added to your spellbook as you advance in spell levels.
1st level spells - Cure Wounds, Detect Evil and Good
2nd level spells - Detect Thoughts, Zone of Truth
3rd level spells - Tongues, Sending
4th level spells - Arcane Eye, Divination
5th level spells - Divination, Legend Lore
Reform Divine Power
At 6th level you gain the Reform Divine Power. At 6th level, once per long rest you can spend 10 minutes performing a ritual to regain a number of expended spell slots based on your wisdom bonus. These spell slots must be equal to or below half your proficiency bonus (rounded down) and the total spell level of the spells you regain must be equal to or less than your wisdom modifier. For example if your proficiency bonus is +5 then you may only regain 1st and 2nd level spells, and if your wisdom bonus is +3 one 2nd level spell and one 1st level spells, or three 1st level spells. You regain the use of this ability after a long rest.
Divine Might
At 10th level you gain the Divine Might class feature. As a bonus action, you may enhance the next spell you cast on the same turn you use this ability. This enhanced version of the spell still consumes a spell slot, as appropriate for the spell you cast, and deals a type of damage that corresponds to your diety. If your deity has no obvious elemental damage type, then deal Radiant damage if you are good aligned, or Necrotic damage if you are evil aligned. If you are neutral you choose the damage type when you gain this feature. In addition, if the target of your enhanced spell is a fiend, undead, fey, elemental or celestial, then you may add your wisdom bonus to the DC of any saves associated with the spell. You may only use this feature once per long rest.
Channel Divinity: Magical Flexibility
At 14th level you gain the Magical Flexibility class feature. As a action, you may cast a spell that is written in your spell book. This spell is cast at a spell level equal to or less than your Wisdom bonus (Minimum 1) and it cannot cast spells above your wisdom bonus. For example, if you have a 16 (+3) Wisdom score, you could cast any spell of 3rd level or lower as a 3rd level spell. You may only use this feature once per long rest.
Feverish Studies
Becoming a Mystic Theurge takes a great deal of study and devotion. You have spent so much time studying that you gain proficiency with both the Arcane skill and the Religion skill. If you are already proficient in one or both of these skills, then you may choose a one or two different skills, as appropriate, to become proficient in.
Divine Patron
Divine Patron
At 2nd level you gain the Divine Patron feature. When gaining this feature you must choose a deity to worship. You reforge your arcane focus into a holy symbol to represent that deity. This new holy symbol is what you use to cast both divine and arcane spells granting you access to the Cleric spell list and allowing you to add them to your spell book as though they where wizard spells. Upon gaining this feature you learn 2 additional cantrips from the cleric's spell list and you gain domain spells for level 1-5 that are automatically added to your spellbook as you advance in spell levels.
1st level spells - Cure Wounds, Shield
2nd level spells - Borrowed Knowledge, Nystul's Magic Aura
3rd level spells - Dispel Magic, Counterspell
4th level spells - Leomunds Secret Chest, Divination
5th level spells - Dispel Evil and Good, Legend Lore
Reform Divine Power
Reform Divine Power
At 6th level you gain the Reform Divine Power. At 6th level, once per long rest you can spend 10 minutes performing a ritual to regain a number of expended spell slots based on your wisdom bonus. These spell slots must be equal to or below half your proficiency bonus (rounded down) and the total spell level of the spells you regain must be equal to or less than your wisdom modifier. For example if your proficiency bonus is +5 then you may only regain 1st and 2nd level spells, and if your wisdom bonus is +3 one 2nd level spell and one 1st level spells, or three 1st level spells. You regain the use of this ability after a long rest.
Divine Might
Divine Might
At 10th level you gain the Divine Might class feature. As a bonus action, you may enhance the next spell you cast on the same turn you use this ability. This enhanced version of the spell still consumes a spell slot, as appropriate for the spell you cast, and deals a type of damage that corresponds to your diety. If your deity has no obvious elemental damage type, then deal Radiant damage if you are good aligned, or Necrotic damage if you are evil aligned. If you are neutral you choose the damage type when you gain this feature. In addition, if the target of your enhanced spell is a fiend, undead, fey, elemental or celestial, then you may add your wisdom bonus to the DC of any saves associated with the spell. You may only use this feature once per long rest.
Magical Flexibility
Magical Flexibility
At 14th level you gain the Magical Flexibility class feature. As a action, you may cast a spell that is written in your spell book. This spell is cast at a spell level equal to or less than your Wisdom bonus (Minimum 1) and it cannot cast spells above your wisdom bonus. For example, if you have a 16 (+3) Wisdom score, you could cast any spell of 3rd level or lower as a 3rd level spell. You may only use this feature once per long rest.
Previous Versions
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