Base Class: Wizard
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 2nd level, choose a cleric domain from your chosen deity’s list of eligible domains. The Knowledge and Light domains are especially appropriate choices for a theurgist.
Death Domain
Channel Arcana
At 2nd 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 option granted at 2nd level by your chosen domain. You employ that Channel Divinity option 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.
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
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.
Channel Divinity: Touch of Death
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Arcane Acolyte
At 6th level, you gain your chosen domain’s 1st-level benefits. However, you do not gain any weapon or armor proficiencies from the domain.
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
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.
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.
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.
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
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