Base Class: Wizard
A rare few arcane colleges—often cloistered within temples of Azuth, Mystra, and other gods and goddesses of knowledge and magic—specialize in the study of divine power. Conceptualizing divinity as a complex matrix of magical forces all its own, the tradition of Theurgy marries arcane theory with religious ritual to reach across the barrier between arcane and divine, tapping the unique powers of healing and invocation normally foreclosed to wizardkind.
Followers of this esoteric tradition, called Theurgists, envision magic as the supreme underlying landscape of the multiverse, and seek ever to uncover greater and deeper mysteries through their holistic study of arcane and divine power. For many Theurgists, this thirst for knowledge is a form of reverence for the deities they worship, and these individuals can be found in the service of their deities' temples or acting on their behalf directly in the same manner as a cleric would. For others, theurgy offers the reclamation of secrets and powers kept from mankind by the gods, or even the potential to become a god oneself.
Being students of both arcane and divine magic, theurgists are among the most diverse of all spellcasters and can be found in nearly any walk of life. Many become healers or advisors, but some still can be found on the battlefield as versatile warmages who protect and restore as well as destroy.
Divine Magic
Beginning when you select this tradition at 2nd level, when your Spellcasting feature lets you add wizard spells of 1st level or higher to your spellbook, replace one such spell with a spell from the cleric spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.
You may have a number of cleric spells recorded in your spellbook equal to your wizard level. Adding a spell from the cleric spell list to your spellbook or replacing an existing spell requires all the resources of copying a wizard spell (see the "Your Spellbook" sidebar in the Player's Handbook), except that cleric spells are retrieved through specialized ritual and meditation rather than from another spellbook. If you choose to relinquish your knowledge of a recorded cleric spell to learn a new spell, written copies of the relinquished spell become unintelligible to you until you repeat the ritual to add it back to your spellbook.
Erudition
At 2nd level, your studious research into the source and applications of divine power make you especially potent when weilding divine spells. Add +1 to the save DCs and spell attack roles of spells you cast from the cleric spell list.
Channel Divinity
Beginning at 6th level, your insight into the powers of the gods allows you to tap into a pool of ambient divine energy, using that energy to fuel magical effects. You start with one of three such effects: Bend Fate, Infuse Healing, and Radiant Evocation. You choose an additional effect to learn at 10th level, and learn the final effect at 14th level.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your wizard spell save DC.
Beginning at 14th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Bend Fate
Theurgists with this ability can use their Channel Divinity to imbue their magic with the touch of destiny, influencing the immediate fate of their targets. When casting a spell that targets one or more willing creatures or that requires a saving throw, you can use your Channel Divinity to cause the spell you are casting to confer the effects of either the bless or bane spell to each of its targets in addition to its normal effects. The same spell effects must be applied to all targets of the spell, and the additional effects last for a number of rounds equal to your intelligence modifier.
Channel Divinity: Infuse Healing
Theurgists with this ability can use their Channel Divinity to imbue their supportive spells with positive energy, restoring and bolstering their allies. When casting a spell that targets one or more willing creatures, you can use your Channel Divinity to cause the spell you are casting to restore hit points to each of its targets equal to half your wizard level, in addition to its normal effects. Healing delivered in excess of a target's maximum hitpoints in this way become temporary hitpoints.
Channel Divinity: Radiant Evocation
Theurgists with this ability can use their Channel Divinity to imbue their offensive spells with blazing light, adding to the damage they inflict. When casting a spell that deals acid, cold, fire, lightning, or thunder damage, you can use your Channel Divinity to cause the spell to deal radiant damage to each of its targets equal to half your wizard level in addition to its normal damage on a failed save, or half as much damage on a successful save.
Celestial Attunement
At 10th level, you are able to project your will into the divine and align yourself with an aspect of its power. Choose a cleric domain. You gain the 1st-level class features associated with that domain, including 1st-level domain spells but excluding features that grant weapon or armor proficiency.
Class features associated with your chosen domain that use a formula to determine the number of times they can be used can instead be used a number of times equal to your intelligence modifier (a minimum of once). You regain all uses when you finish a long rest.
Whenever you prepare spells, you may conduct a special ritual requiring 2 hours of uninterrupted prayer and meditation to align yourself with another domain, losing all features of your current domain and replacing them with the features of the new domain.
Master Theurgist
At 14th level, you have perfected the process of drawing upon and actualizing divine energies. Whenever you cast a spell from the cleric spell list by expending a spell slot of 3rd level or lower, you may treat the spell as if it had been cast using a spell slot one level higher than the spell slot expended.
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Posted May 23, 2019Disclaimer: As of right now, not all the class features of this subclass function correctly in the Character Builder. This is more of a proof of concept than anything.