Arcane Tradition
At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Theurgy.
Theurgy
These wizards 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 exploration of the divine to improve their mastership of magic and understanding of the universe, some in service of a divine being, others in a willfull hope of ascendance.
"Godhood ? It is only a matter of power and belief !"
Ambar Vergrove, Godsmen's Factol
Divine Savant
Beginning when you select this tradition 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. The spell must be of a level for which you have spell slots. You can prepare and cast cleric spells on your spellbook as though they are wizard spells.
Additionally, you can add cleric spells to your spellbook if you find them on scrolls or religious tomes. The time and gold needed to do so are doubled. Other wizards can't copy cleric spells from your spellbook unless they also have this feature.
You can use an holy symbol as a spellcasting focus.
Arcane Thaumaturge
When you choose this tradition at 2nd level, you learn the Thaumaturgy cantrip. It is a wizard cantrip for you and it doesn't count against your number of cantrips known.
When you cast the Thaumaturgy cantrip you can do so without the verbal component.
Channel Arcana
At 6th level, you have learned how to channel magic to a level of perfection of gods, bestowing extraordinary effects to your own magic. When you use your Channel Arcana, you choose which effect to create.
You can use Channel Arcana twice. At 14th level, you gain one additional use. You regain all expended uses of Channel Arcana after completing a long rest.
Channel Arcana: Inevitable Arcana
As a bonus action, you channel the flow of magic around you and focus it on your foes. Until the end of your next turn, 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 Arcana: Inexorable Arcana
As a reaction when you take damage while concentrating on a spell, you channel the flow of magic around you in an arcane loop to help sustain your spells. Until the end of your next turn, you gain advantage on the Constitution saving throws to maintain your concentration on that spell.
Divine Sensing
When you reach 10th level, your understanding of the divine and its doings makes you conscious of your own place in the grand scheme of things.
You learn the Scrying spell and it doesn't count against your number of spells known.
Whenever you are named or there is talking about your existence in a radius equivalent to your proficiency bonus in miles, you are aware of it. You know the direction and distance of such event from you. You can cast Scrying on that location without the material components required and without consuming a spell slot. Additionally, for the duration of the spell you can cast the Thaumaturgy cantrip as you were there. Once you cast Scrying this way you can't do so again until completing a long rest.
Divine Recovery
Also starting at 10th level, when you use your Arcane Recovery feature, you regain hit points equal to twice your wizard level and one expended use of Channel Arcana
Arcane Transcendence
At 14th level your understanding on the working of divinity and mastery of magic reach new heights and creates a permanent change on yourself. Your body and soul form one magical unit.
You stop aging. You are immune to any effect that would age you, and you can't die from old age. You do not need to eat, drink, breathe or sleep, but you can do so if you wish. You don't suffer the effects of exhaustion due to lack of rest. To gain the benefits of a long rest, you can spend all the time doing light activity, such as reading your spellbook and keeping watch. In addition, you gain the benefits of a long rest with half the amount of rest you would normally require. You are immune to poison and disease.
You have advantage on death saving throws though your body vanishes without leaving a single trace when you die. Additionally there is no time limit on any spell that would raise you from the dead such as True Resurrection.
Returning to life
Once Transcendent, since your body and soul are one, when you die you don't leave behind mortal remains. You can't be brought back from the dead by the means of spells such as Revivify, Raise Dead, Reincarnate and Resurrection that requires your body as a target thus leaving only spells like True Resurrection and Wish or nothing less than Divine Intervention.
As an optional rule, you can devise a resurrection ritual agreed with your DM based on the earthly possessions of the dead theurgist and ideas and concepts it incarnates. Successfully performed by its followers, the ritual would bind its soul in a new arranged mortal vessel. Evil characters could have such vessel be an unwilling humanoid sacrifice. The theurgist retains the capabilities it had in its original form, except it looses half of its Wizard levels rounded up and it exchanges its original race for the new one and changes its Racial Traits accordingly.