Theurgy
"Among the divine there is a long and time honored tradition of getting someone else to do the hard work for you."
Wizards of the theurgy tradition believe that true power comes not just from the spells one is capable of casting, but from their ability to influence the outcomes of other's actions. Wizards of this tradition study the history of the divine, viewing them as masters of this philosophy, and seek to emulate their techniques to pursue their own ends. They make friends or allies, build cults, hire henchmen, or coerce victims into carrying out their will; all the while expending as little effort as possible to ensure the outcome they desire comes to pass. Those who fight alongside a theurgy wizard often feel like "they" won with little help from the wizard. That's the point - you're the God after all, let the mortals have their victory.
Clerical Studies
At 2nd level, you have the ability to learn spells that are on the cleric spell list. Whenever you learn spells from leveling as a wizard, you can replace any of the two spells you learn with one from the cleric spell list. Additionally, you can add cleric spells to your spellbook if you find them on scrolls or religious tomes. You treat them as wizard spells when you cast them. Other wizards will not be able to copy these spells into their spellbooks unless they also have this feature.
Arcane Will
When you choose this tradition at 2nd level, you learn the Guidance cantrip. If you already know this cantrip, you learn a different wizard or cleric cantrip of your choice. The cantrip doesn’t count against your number of cantrips known, and it has a range of 30 feet when you cast it.
Additionally, you gain a number of will dice, which are d4s, equal to your proficiency bonus. When another creature that you can see makes an ability check, attack roll, or saving throw, you may use your reaction to roll one of your will dice to increase or decrease their total by the amount rolled. If your dice turns success into failure, or vice/versa you expend the dice. You regain all will dice on a long rest.
Wizard's Blessing
Starting at 6th level, when you are concentrating on a spell of 1st level or higher, if you would expend your will dice on a creature under the spell's effect you keep the dice instead. Once you use this feature, you cannot use it again until you cast another spell of first level or higher that requires your concentration.
Arcane Intervention
At 10th level, when a creature under the effect of a spell you are concentrating on would be reduced to 0 hitpoints or die, you may end the spell as a reaction to cause them to be reduced to 1 hitpoint instead. You can't use this feature again until you finish a long rest.
Remote Interference.
At 14th level, you add the Scrying spell to your spellbook or another spell if it is already there. When you scry on a willing creature the spell does not require concentration, and the subject automatically fails the wisdom saving throw. The spell lasts until you end it as an action, you are incapacitatied, or the target becomes unwilling.
While you are scrying on a willing creature this way, you may treat them as though they were within 5ft of you for the purpose of casting spells, and can cause spells you cast with a range of self to effect the creature you're scrying on instead. Finally, when you cast a spell you may temporarily delay the effects in order to gift it to the creature you're scrying on, allowing them to use their action to allow you can cast it as if you were in their space. If the creature doesn't use their action to allow you to deliver the spell before the end of their next turn, the spell is wasted.
Art Info
Artist: Mike Sass
Piece: Battlefield Thaumaturge
Source: Magic: The Gathering
Website: Sassart.com
