Base Class: Wizard
Theurgy
A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.
Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.
Divine Inspiration
When you choose this tradition at 3rd level, choose a domain from your chosen deity’s list of eligible domains. The Knowledge and Light domains are especially appropriate choices for a theurgist.
Arcane Initiate
Beginning when you select this tradition at 3rd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.
If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.
Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.
Channel Arcana
Beginning when you select this tradition at 3rd level, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity options granted to a Cleric at 2nd level by your chosen domain. You employ either Divine Arcane or one of the Channel Divinity options by using your Channel Arcana ability.
When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.
Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.
Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana ability.
Channel Arcana: Divine Arcana
As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.
Arcane Acolyte
At 6th level, you gain your chosen domain’s 3rd level benefits. However, you do not gain any weapon or armor proficiencies from the domain.
Arcane Priest
At 10th level, you gain your chosen domain’s 6th level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.
Arcane High Priest
At 14th level, you gain your chosen domain’s 17th level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
Level 3: Divine Inspiration: Life Domain
You gain inspiration from your chosen deity to pursue study in your deity's favored Life Domain as a theurgist.
Level 3: Arcane Initiate: Life Domain
Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.
If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.
Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.
| Theurge Level | Available Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
Level 3: Channel Arcana: Life Domain
You gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity options granted to a Cleric at 2nd level by your chosen domain. You employ either Divine Arcane or one of the Channel Divinity options by using your Channel Arcana ability.
When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.
Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.
Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.
Level 6: Arcane Acolyte: Life Domain
At 6th level, you gain your chosen domain’s 3rd level benefits. However, you do not gain any weapon or armor proficiencies from the domain.
Disciple of Life
When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.
Preserve Life
As a Magic action, you expend a use of your Channel Arcana to evoke healing energy that can restore a number of Hit Points equal to five times your Theurge level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum.
Level 10: Arcane Priest: Life Domain
At 10th level, you gain your chosen domain’s 6th level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.
Blessed Healer
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.
Level 14: Arcane High Priest: Life Domain
At 14th level, you gain your chosen domain’s 17th level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
Supreme Healing
When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
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