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# The School of Theurgy Wizards of the School of Theurgy deal in the mystical study of the divine through the methods of academia. Instead of being chosen by a deity who grants them destiny, the theologian or theurge aims to forge their destiny themselves. The theurge devotes their life to research, with only a handful fully unravelling the mysterious workings of the gods. Some theologians see the divine simply as another subject of study, one branch of magic among many to be examined, no different than taking up evocation or illusion. Such students of theurgy take up the study of the gods for the sake of knowledge, or see it as a path to further power. Most theurges are among the faithful who strive and toil to be recognized by their deity and become worthy, to be counted among their chosen, with hope that their unfaltering dedication to the study of the divine will be rewarded, their faith deemed unquestionable. For these students, their study is a form of worship. Many religious leaders are theurges, and some – with a lifetime of worship, study, and devotion – gaining a deeper understanding of their gods and the nature of the divine than even the chosen clerics or paladins. ### Divine Initiate When you select this tradition, you learn the *guidance* and *sacred flame* cantrips. The cantrips don't count against your number of cantrips known. Starting at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from the cleric spell list instead. You must otherwise obey all the restrictions for selecting the spell. You can also copy spells from the cleric spell list from a spell scroll or other source to your spellbook, following the normal rules for copying wizard spells. Spells you gain from this feature are considered wizard spells for you, but other wizards can't copy spells that are not on the wizard spell list from your spellbook into their own spellbooks, unless they also have this feature. Even the well of divine magic has limits when accessed by mortals. Spells you gain from this feature that restore hit points can’t be chosen for your Spell Mastery feature. ### Scholar of the Gods At 2nd level, your studies give you a breadth of knowledge regarding the gods. You gain proficiency in the Religion skill, and your proficiency bonus is doubled for any ability check you make that uses it. Additionally, you can speak, read, and write Celestial. \columnbreak ### Theurge’s Insight At 6th level, you gain insight on the mercurial formulae of holy magics, wholly distinct from the inflexible, rigid nature of the arcane, allowing you to modify and empower your divine spells. Whenever you cast a spell that restores hit points to a creature, you can choose to have the creature regain additional hit points equal to your Intelligence modifier. Alternatively, when you cast a wizard spell that deals damage, you can change all of the spell’s damage types to either radiant or necrotic (your choice when you gain this feature). If you do, you gain a bonus to one of the spell’s damage rolls equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier, and you regain expended uses at the end of a long rest. ### Turn the Otherworldly Starting at 10th level, you can use your knowledge of the gods' workings to turn creatures similar to a cleric. As an action, you chant a prayer abjuring beings from other realms. Each elemental, fey, fiend, or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw against your wizard spell save DC. 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 move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only 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. Once you use this feature, you can't use it again until you finish a long rest or use your Arcane Recovery feature. ### Theologian’s Apocrypha At 14th level, your unyielding dedication to the studies of the divine grants you the ability to briefly tap into a celestial well of magic. You can cast any one spell from the cleric spell list. The spell must be of a level for which you have spell slots, but the spell does not need to be in your spellbook. You follow the normal rules for casting the spell, except you don’t need to provide any of the spell’s material components and it is considered a wizard spell for you while you cast it. As normal, you must expend a spell slot of the spell's level or higher to cast it, but if you expend a 4th level spell slot or lower, the spell is treated as if you cast it using a 5th level spell slot. Once you use this feature, you can’t use it again until you finish a long rest.