Wizard
Base Class: Wizard

Mystic theurges walk the seam where the laws of the Weave meet the will of the gods. Other wizards treat divinity as a subject. A theurge treats it as a second grammar of magic—copied, prepared, and spoken with the same precision as an evocation formula. Two ledgers share one spellbook: the theorems of wizardry and the rites of the clergy.

Theurgic Spells

You gain the following spells at the listed wizard level. These spells do not count against the number of prepared wizard spells you know and you can cast them without material components.

Theurgic Bonus Spells

Theurgic Codex

2nd-level Mystic Theurge feature

You gain access to the cleric spell list. You can add any cleric spell to your spellbook without spending gold or time, provided the spell is of a level for which you have wizard spell slots. You can do this whenever you finish a short or long rest, or whenever you copy spells into your spellbook.

Cleric spells you add to your spellbook count as wizard spells for you. You prepare them using your Wizard Spellcasting feature, and Intelligence remains your spellcasting ability for them.

Another wizard can copy a cleric spell from your spellbook only if that wizard also has the cleric spell list as part of a class or subclass feature (including this tradition). Spells that already appear on both the wizard and cleric lists can be copied as normal.

You can use a holy symbol as a spellcasting focus for your wizard spells, and you can use any spellcasting focus a cleric can use.

You can attune to a magic item as if you were a cleric. If an item’s attunement prerequisite requires you to be a cleric (or a creature that can prepare cleric spells, wear a holy symbol, and so on), you meet that prerequisite.

You gain expertise in the Religion skill and you have advantage on Religion checks.

Channel Divinity

2nd-level Mystic Theurge feature

You can channel divine energy through your study of sacred law. You start with two effects: Theurgic Mandate and Harness Divine Power.

When you use your Channel Divinity, you choose which effect to create. You can use your Channel Divinity a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Theurgic Mandate

When you cast a spell, you can expend one use of your Channel Divinity to impose your will on that casting. Choose one of the following benefits, which applies only to that casting:

  • Unbending Law. The spell’s save DC increases by 10.
  • Guided Strike. You gain a +10 bonus to one spell attack roll you make as part of the spell.
  • Fixed Measure. When the spell would require you to roll dice for damage, healing, or any similar numeric effect of the spell (including temporary hit points the spell grants), you can treat every die as if it had rolled its maximum or its minimum.

You choose the benefit when you cast the spell. For Unbending Law and Guided Strike, choose before the relevant roll. For Fixed Measure, you can choose after you see the dice and replace that roll.

Channel Divinity: Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch a holy symbol or your spellcasting focus, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Aegis of Two Laws

6th-level Mystic Theurge feature

Your study of abjurative scripture settles over you as a permanent ward.

Warding Scripture. You are constantly under the effect of protection from evil and good. This effect requires no concentration, uses no components, and can’t be dispelled. Magic can’t detect it; spells and other magical effects that would identify, reveal, or sense the spell treat you as if you were not under it.

Theurgic Armor. Your Armor Class increases by 2.

Sanctified Cantrips. You add your Intelligence modifier to the damage you deal with wizard cantrips.

Spoken Sanctuary. You can cast sanctuary at will, without expending a spell slot. Intelligence is your spellcasting ability for this spell.

Divine Intervention

10th-level Mystic Theurge feature

You can call on a deity you have studied to intervene when your need is great.

Imploring this aid requires your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your wizard level, the intervention occurs. The DM chooses the nature of the intervention; the effect of any cleric spell or wizard spell would be appropriate.

If the intervention occurs, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call succeeds automatically, no roll required.

Planar Authority

10th-level Mystic Theurge feature

Words of Exile. You can cast banishment and dispel evil and good at will, without expending a spell slot. Intelligence is your spellcasting ability for these spells.

Failed and Forsaken. When a creature fails a saving throw against a spell you cast, you can choose to treat that creature as if it were also under the effect of banishment. The creature is considered to have failed its Charisma saving throw against that banishment. The effect uses your wizard spell save DC and lasts for 1 minute. Until you gain Theurge Ascendant, this extra banishment requires your concentration as if you had cast the spell.

Otherworldly Resilience. You have resistance to all damage dealt by aberrations, celestials, elementals, fey, fiends, and undead.

Theurge Ascendant

14th-level Mystic Theurge feature

You no longer distinguish the divine from the arcane.

Potent Theurgy. You gain a +5 bonus to the damage rolls of your wizard cantrips. This is in addition to the Intelligence modifier from Sanctified Cantrips.

Judgment of the Outer Courts. Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on saving throws against your spells, and you have advantage on spell attack rolls against those creatures.

Unmoved Will. Whenever you make a saving throw against an effect created by an aberration, celestial, elemental, fey, fiend, or undead, you can choose to succeed on the saving throw.

Unfettered Rites. Cleric spells you cast—from this subclass or any other source—require no material components and don’t require concentration. If a cleric spell would normally require concentration, it lasts for its listed duration without concentration, and it doesn’t end because you cast another concentration spell.

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