Wizard
Base Class: Wizard

You have a deep faith in the transcendent nature of the multiverse. Although you may honor a particular god or goddess, you recognize them as manifestations of a divinity that suffuses all reality. You feel most in touch with this divinity when working magic, which you view as a sacred act between the fabric of existence and all living beings. Mystic theurgists are often at odds with their more orthodox colleagues from other traditions who prefer studying the laws of reality to meditating on its inscrutable nature.

Arcane Apostle

Beginning when you select this tradition at 2nd level, you can use a holy symbol (found in chapter
5 of the Player’s Handbook) as a spellcasting focus for your wizard spells. In addition, cleric cantrips count as wizard spells for you and when you prepare spells you can choose any combination of wizard spells in your spellbook and spells from the cleric spell list. Your wizard level determines the maximum spell level of cleric spells you can prepare in this way. These cleric spells count as wizard spells while you have them prepared.

Mystic Theurge Cleric Spell Level

WIzard Level

Cleric spell level

2nd 1st
6th 2nd
10th 3rd
14th 4th
18th 5th

 

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from the multiverse. You start with two such effects: Divine Arcana and Supernal Sight. 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, the save DC equals your spell save DC. Beginning at 10th 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: 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 its attack roll or saving throw DC, as appropriate.

Channel Divinity: Supernatural Sight

As an action, you open your senses to the divine and arcane elements in the world, allowing you to detect their influence within 60 feet of you for the next minute. Within this range, you can sense the presence of magic and know if there is an aberration, celestial, elemental, fey, fiend, or undead (as well as where the creature is located). If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. In addition, you know if there is a place or object within 60 feet of you that has been magically consecrated or desecrated. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Channel Divinity: Supernatural Sight

As an action, you open your senses to the divine and arcane elements in the world, allowing you to detect their influence within 60 feet of you for the next minute. Within this range, you can sense the presence of magic and know if there is an aberration, celestial, elemental, fey, fiend, or undead (as well as where the creature is located). If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. In addition, you know if there is a place or object within 60 feet of you that has been magically consecrated or desecrated. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Channel Divinity: 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 its attack roll or saving throw DC, as appropriate.

Daily Devotion

At 6th level, choose three divine domains from the cleric class. As part of completing a long rest you can contemplate these facets of the divine, selecting one of the three chosen divine domains. Until you use this feature again, add the selected domain’s 2nd level Channel Divinity effect to the options you can choose when using your Channel Divinity.

Arcane Domain

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment
CLERIC LEVEL BANISHES CREATURES OF CR …
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Death Domain

Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her wizard level.

Forge Domain

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Grave Domain

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

Knowledge Domain

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Life Domain

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Light Domain

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Majesty Domain

Starting at 2nd level, you can use your Channel Divinity to partake in a trial of ascension. As a bonus action, you levitate 20 feet up without provoking opportunity attacks. You make a Wisdom check that includes a bonus equal to your cleric level, with the result determining the effect.

14 or lower: Until the start of your next turn, you hover in the air, and you resist all nonmagical damage. At the start of your next turn, you descend safely to the ground.

15–24: Until the end of your next turn, you have a flying speed of 30 feet, and you resist all nonmagical damage.

25 or higher: Until the end of your next turn, you have a flying speed of 30 feet, you resist all nonmagical damage, and creatures are blinded while looking at you.

Nature Domain

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Order Domain

You can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Peace Domain

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Intelligence modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Tempest Domain

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Trickery Domain

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Twilight Domain

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

War Domain

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Empyreal Resistance

Starting at 10th level, you have advantage on saving throws against spells and magical effects. 

Radiant Countenance

At 14th level, you can use an action to shed your mundane form for a radiant countenance for the next minute. While you have a radiant countenance, you gain the following benefits:

  • Gain a flying speed of 60 feet. 
  • You shed bright light out to 150 feet and dim light out 150 feet beyond that.
  • Attacks made against you by creatures without blindsight have disadvantage.
  • When you cast a spell that deals damage you can choose for the damage to be radiant instead of its normal damage type.

Once you use this feature, you can’t use it again until you finish a long rest.

Mystic Theurge Image