Theurge
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Mystic Recovery, Lore | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Sagacious Tradition | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Spell Secrets (1/rest) | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | ─ | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Sagacious Tradition | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Spell Secrets (2/rest) | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Sagacious Tradition | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Spell Secrets (3/rest) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Improved Lore | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Sagacious Tradition | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Secrets (4/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Mystic Power | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
QUICK BUILD
You can make a theurge quickly by following these suggestions. First make intelligence or wisdom your highest ability score (depending on which you pick for your spell casting), your next highest ability score should be in dexterity or constitution. Second choose the sage or hermit background.
Class Features
As a theurge, you gain the following class features
Hit Points
- Hit Dice: 1d6 per theurge level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per theurge level after 1st
Proficiencies
- Armor: Light armor
- Weapons: All simple weapons
- Tools: None
- Saving Throws: Intelligence and Wisdom
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) quarterstaff or (b) dagger
- (a) component pouch, (b) arcane focus, or (c) holy symbol
- (a) priest's pack, (b) scholar's pack, or (c) explorer's pack
- Leather armor and a spellbook
Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.
Spellcasting
As a student of both arcane and divine magic, you have a spellbook containing spells that show the first glimmerings of your true power, See chapter 10 for the general rules of spellcasting.
Cantrips
At 1st level, you know three cantrips of your choice from the either the wizard or cleric spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the theurge table.
Spellbook
At 1st level. you have a spellbook containing six 1st-level theurge spells of your choice.
Preparing and Casting Spells
The Theurge table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of theurge spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence or Wisdom modifier + your theurge level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of theurge spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to east the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
As a theurge you have a choice between Intelligence or Wisdom as your spelleasting abilily for your theurge spells. You use your Intelligence or Wisdom whenever a spell refers to your spel1casting ability. In addition, you use your Inlelligence or Wisdom modifier when setting the saving throw DC for a theurge spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier
Spell attack modifier = your proficiency bonus + your Intelligence or Wisdom modifier
Ritual Casting
You can cast a theurge spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus or holy symbol (found in chapter 5) as a spellcasting focus for your theurge spells.
Learning Spells of 1st Level and Higher
Each time you gain a theurge level, you can add two theurge spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Theurge table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar).
Your Spellbook
The spells that you add to your spellbook as you gain levels reflect the magical research you conduct on your own, as well as mental breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the caster who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that Vou have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many casters keep backup spellbooks in a safe place.
Lore
At 1st level, thanks to your endless hours of research, and thoughtful study of life, the universe, and all things. You may learn spells from any two of the following class spell lists Bard, Cleric, Druid, Warlock, or Wizard.
One of these spell lists is a secondary pursuit and you are limited to 5th level spells from that list.
Additionally, pick two skills from among the following, Nature, Arcana, Religion, or History. You may double your proficiency when using those skills.
Mystic Recovery
You have learned to regain some of your magical energy by studying your spellbook or meditating. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your theurge level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level theurge, you can recover up to two levels worth of spell slots. you can recover either a 2nd-level spell slot or two 1st-level spell slots.
Sagacious Tradition
At 2nd level, you choose to follow a certain Sage like tradition. The tradition of Oracle, and the tradition of the contemplative detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 15th level.
Spell Secrets
Starting at 3rd level, you may pick any two spells you know, you always have these spells prepared, and they don't count against the number of spells you can prepare each day. Whenever you gain this feature, you may pick two additional spells.
Also, when you cast these spells you may apply one of the following metamagics to the spell. You must then finish a short or long rest to use this feature again.
You can use only one Metamagic option on a spell when you cast it.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you choose a number of those creatures up to your Intelligence or Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell.
When you cast a spell that has a range of touch, you can the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can reroll a number of the damage dice up to your Intelligence or Wisdom modifier (minimum of one). You must use the new rolls.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer. you can double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can cast it without any somatic or verbal components.
Beginning at 7th level, you can use your Spell Secrets twice between rests. At 11th level, you can use your spell secrets three times between rests, and at 18th level four times between rests.
Improved Lore
At 14th level, so great is your understanding of magic, that you may now select spells from a third class, chosen from the following list: Bard, Cleric, Druid, Warlock, or Wizard.
This spell list is a tertiary pursuit and you are limited to 3rd level spells from that list.
Additionally, when you gain this feature, you learn five new spells chosen from your new spell list.
Mystic Power
At 20th level, pick two spells that you picked from your spell secrets feature. When you cast those spells, all targets of those spells automatically fail any saving throw, are automatically hit, or both. These spells regardless of level cannot be counterspelled. You can use this power twice before needing a long rest.
Sagacious Traditions
Theurge's come in a variety of flavors and styles. Listed below are two of the most common. The oracle, master of fates and The contemplative, wise and powerful.
The Oracle
The oracle searches outward, trying to wrest knowledge of the future from the cosmos, the gods, or any higher power. They learn the patterns of the stars, seas, and the seasons of the earth. They find connections in the world around us to tell our fates.
Faster Than Thought
Starting at level 2, as a reaction whenever you roll initiative you may select a target within 60 feet of you, you can make your initiative total either 1 more or 1 less than the target of this ability. You cannot use this ability again until you complete a short rest.
Peerless Seer
At 6th level, you learn the divination spell. You can now cast the divination spell, both as a spell and a ritual and without material components. You learn this spell if you don't know it already. Additionally it is always considered prepared for you.
Deja Vu
At 10th level you can act with limited precognition. As a bonus action you can gain advantage on all attacks, saving throws, and skill checks for 1 minute. You can use this ability twice before needing a long rest.
The Gods Speak, We listen
Starting at 15th level, when you cast the divination spell, the message from the gods is clear, concise, easily understood, and always truthful.
Additionally you may ask about any event, past or present, no matter how far in the past or future it lies.
The Contemplative
The contemplative searches inward, mediation and self reflection are their bread and butter. Through internal peace comes true understanding. They are always searching for wisdom and believe that true enlightenment can only be done through this process.
Deep Meditation
Starting at 2nd level, whenever you spend 30 minutes meditating, which can be part of either a short or long rest, you gain one of the following meditation effects of your choice. You may select a new meditation effect each time you meditate.
At 6th, 10th, and 15th level pick an additional meditation effect to have active when you complete your meditation.
These features lasts until you take another short or long rest.
Force of Will
Starting at 6th level, You gain proficiency in Charisma saving throws.
Group Meditation
At 10th level, you can lead three other creatures in mediation. The creatures gain the use of one of your mediations, selected by you, until they take another rest.
The selected mediation must be one you yourself are selecting.
Man on the Mountain
When you reach 15th level, pick one mediation, this feature is permanently active.
Meditations
The mediations are presented in Alphabetical order.
Cleansing Mediation. You have advantage on saving throws against poison or disease.
Enlightened Speech. Pick a language you are considered proficient in that language.
Focused Mind. Pick a skill or tool for which you are proficient. You have advantage on all skill checks using that skill.
Mental Accuracy. You gain a +2 bonus to spell attack rolls you make with ranged spells.
Mind Over Matter. You gain temporary hit points equal to your wisdom modifier. (Minimum of 1.) These hit points are replenished on the start of your turn.
Sight Beyond Sight. You can see into the ethereal plane and also invisible creatures or objects within 30 feet of you and within line of sight.
Steel Mind. You are immune to the frightened and charmed condition.
Third Eye, Sixth Sense. You can sense creatures that originate from another plane, within 60ft radius of you.
You know which plane they come from and their current location. You need not be able to see the creatures to sense them.
Wise
and
Mystical
A man high atop a lonely mountain, in a temple to the god of fate, enters a strange almost terrifying trance. He speaks in tongues, unable to respond as he communes with the gods, seeking answers for the mighty king who seeks to know his own fate for the coming year. Will his people prosper or will famine claim the land? Only the Oracle will know.
A woman sits down at a secluded river, a powerful waterfall just beyond. She closes her eyes and the world fades away, her mind is cleared all that remains is her consciousness and the sound of the waterfall. Her wounds heal and her mind strengthens. She opens her eyes and stands. She walks, enlightened and prepared for what lies ahead.
The Theurge combines the study and discipline of the arcane with the belief and understanding of the divine.
Watch out for more classes coming soon.
Additional Credits\pagebreak
Cover Art: Allen Douglas
Inside art listed in order of appearance.
Magic Scrolls and Books: Carlos Torreblanca
Mage: Qian-Li
Oracle of Thassa: Dallas-Williams
Hilbert: Michael Witmann