Theurgy

by jldixon

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Arcane Tradition

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following Theurgy option is available to you when making that choice.

Theurgy

Most often, divine magic is wielded by clerics and paladins who demonstrate extraordinary devotion to a particular god's ideals. However, some spellcasters choose to approach divine magic from a more scholarly perspective, leading them to follow the path of wizardry in an effort to better understand divine magic and its relationship to the gods.

These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spell-casters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.

Student of Faith

Beginning at 2nd level, you learn two cleric cantrips of your choice. These cantrips count as wizard cantrips for you, but they don’t count against your number of cantrips known. You also gain proficiency in one of the following skills of your choice: Insight, Medicine, or Religion.

Divine Affinity

At 2nd level, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You add an addi-tional spell to your spellbook based on that affinity, as shown below. Other wizards can’t copy this spell from your spellbook into their own spellbooks, unless they also have this feature and the same chosen affinity.

  Affinity   Spell
  Good   bless
  Evil   inflict wounds
  Law   command
  Chaos   bane
  Neutrality   protection from evil and good

Channel Divinity

Starting at 6th level, you learn how to channel divine energy to fuel magical effects. You gain the following two Channel Divinity options.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Divine Arcana. You can use your Channel Divinity to empower your spells. 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.

Restore Life. You can use your Channel Divinity to heal wounds. As a bonus action, choose a creature you can see within 60 feet of you. You speak a prayer and the target regains a number of hit points equal to 2d6 + your Intelli-gence modifier (minimum of 1 hit point). You can’t use this feature on an undead or a construct.

Exalted Mind

At 10th level, your religious devotion helps you achieve an enduring state of divine bliss. When you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to succeed instead. Once you use this feature, you can’t use it again until you finish a short or long rest.

Divine Intercession

Beginning at 14th level, you can implore a celestial being to assist you: you add the summon celestial spell to your spell-book (a spell in Tasha's Cauldron of Everything). You can also cast it once without a spell slot and without a material com-ponent, and you regain the ability to do so when you finish a long rest. Other wizards can’t copy this spell from your spell-book into their own spellbooks, unless they also have this feature.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.


Credits
  • Created by Reddit user /u/jldixon1 using GM Binder
  • "White Mage FFXV" by Ryan Alexander Lee
  • This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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