Wizard
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 deity's ideals. However, some spellcasters choose to blend their religious devotion with arcane study, leading them to follow the path of wizardry in an effort to better understand the nature of divine magic.
These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. In many cases, theurgists double as trained theologians who ask questions about the nature of the gods and their relationship to mortals. Where these questions lead can be just as varied as any other religious spellcaster, forever shaping theurgists' philosophical views and the nature of their magic.
Student of Faith
2nd-level Theurgy feature
Your blend of arcane study and religious devotion grants you the following benefits:
- You gain proficiency in one of the following skills of your choice: Insight, Medicine, or Religion.
- 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 can use a holy symbol as a spellcasting focus for your wizard spells.
- You can read and cast spells from spell scrolls that are inscribed with spells from the cleric spell list.
Divine Affinity
2nd-level Theurgy feature
Choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You gain a feature based on that affinity. You can use this feature a number of times equal to your
Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Good. When you cast a spell of 1st level or higher that targets only one creature, you can choose to have the target regain a number of hit points equal to the spell's level + your proficiency bonus.
Evil. When you cast a spell of 1st level or higher that targets only one creature, you can choose to have the target take necrotic damage equal to the spell's level + your proficiency bonus.
Law. When you cast a spell of 1st level or higher that targets only one creature, you can choose to grant the target advantage on saving throws against the charmed and frightened conditions until the start of your next turn.
Chaos. When you cast a spell of 1st level or higher that targets only one creature, you can choose to give the target disadvantage on its next attack roll.
Neutrality. When you cast a spell of 1st level or higher that targets only one creature, you can choose to have the target gain a number of temporary hit points equal to the spell's level + your proficiency bonus.
Channel Arcana
6th-level Theurgy feature
You learn how to channel divine energy to fuel magical effects. You gain two Channel Arcana options: Divine Arcana and an option determined by your chosen Divine Affinity.
When you use your Channel Arcana, you choose which option to use. You must then finish a short or long rest to use your Channel Arcana again.
Some Channel Arcana effects require saving throws. When you use such an effect from this subclass, the DC equals your wizard spell save DC.
When you reach 14th level in this class, you can use your Channel Arcana twice between rests. You regain any expended uses when you finish a short or long rest.
Divine Arcana. You can use your Channel Arcana to empower your spells. When you cast a spell that has an attack roll or forces a
creature to make a saving throw, you can use your reaction to add a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate. You can choose to use this feature after you make your spell attack roll or a creature makes its saving throw, but must decide before the DM determines whether the attack roll hits or misses or whether the saving throw succeeds or fails, as appropriate.
Good: Restore Life. You can use your Channel Arcana to heal wounds. As an action, choose a number of creatures up to your proficiency bonus that you can see within 30 feet of you. You speak a prayer and the targets regain a number of hit points equal to 2d6 + your Intelligence modifier (minimum of 1 hit point). You can’t use this feature on undead or constructs.
Evil: Invoke Curse. You can use your Channel Arcana to inflict curses. As an action, choose a creature that you can see within 30 feet of you. You speak a curse and the target is cursed until the end of your next turn. The next time you or a friendly creature hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, then the curse ends.
Law: Create Order. You can use your Channel Arcana to command others. As an action, choose a number of creatures up to your proficiency bonus that you can see within 30 feet of you. You speak a prayer and each target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
Chaos: Invoke Disorder. You can use your Channel Arcana to disorient others. As an action, choose a number of creatures up to your proficiency bonus that you can see within 30 feet of you. You speak a curse and each target must succeed on a Charisma saving throw or be cursed by you for 1 minute. Whenever a cursed creature makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. A cursed creature can repeat its Charisma saving throw at the end of each of its turns, ending the effect on itself on a success.
Neutrality: Abjure Evil and Good. You can use your Channel Arcana to abjure otherworldly creatures. As an action, you speak a prayer and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom
saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its movement in a space within 30 feet of you. It also can’t use effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Exalted Mind
10th-level Theurgy feature
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.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Otherworldly Intercession
14th-level Theurgy feature
You can implore an otherworldly being to assist you: you add an additional spell to your spellbook based on your chosen Divine Affinity, as shown in the Divine Affinity Spell table. If the spell doesn’t appear on the wizard spell list, the spell is nonetheless a wizard spell for you. If the spell is already in your spellbook, add a wizard spell of your choice of 6th level or lower to your spellbook instead.
You can cast the spell once at 6th-level without a spell slot and without a material component, and you regain the ability to do so when you finish a long rest. If the spell doesn’t appear on the wizard spell list, other wizards can’t copy it from your spellbook into their own spellbooks unless they also have this feature and the same chosen Divine Affinity.
Divine Affinity Spell
Affinity | Spell |
---|---|
Good | summon celestial |
Evil | summon fiend |
Law | summon construct |
Chaos | summon fey |
Neutrality | summon elemental |
Alternative Theurgy Capstone
For those who either don't have access to the spells listed for the Otherworldly Intercession feature or would prefer a more tailored Theurgy capstone feature, the following alternative feature is available to you.
Otherworldly Intervention
14th-level Theurgy feature, which replaces the Otherworldly Intercession feature
As an action, you magically summon an otherworldly being to assist you. The creature appears in an unoccupied space that you can see within 90 feet of you and uses the Otherworldly Spirit stat block. The creature's type and some of the traits in its stat block are determined by your chosen Divine Affinity. The creature disappears after 1 hour, when it drops to 0 hit points, or if you lose your concentration (as if you were concentrating on a spell).
The creature is friendly to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. The creature obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
Once you use this feature, you can’t use it again until you finish a long rest.
Design Credits
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- Originally created and posted by one of our founders, /u/jldixon1, and shared here in updated form with their permission
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Art Credits
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Special Thanks
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"Theurgy (Wizard)" 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.
Otherworldly Spirit
Large Celestial (Good), Fiend (Evil), Construct (Law),
Fey (Chaos), or Elemental (Neutrality)
- Armor Class AC 17
- Hit Points 50 (Good, Evil, or Chaos only) or 60 (Law or Neutrality only)
- Speed 40 ft.; fly 40 ft. (Chaos only)
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 15 (+2) 10 (+0) 14 (+2) 16 (+3)
- Damage Resistances radiant (Good only); necrotic (Evil only); poison (Law only)
- Damage Immunities poison (Neutrality only)
- Condition Immunities charmed, frightened (Chaos only); poisoned (Law only)
- Senses darkvision 60 ft., passive Perception 12
- Languages understands the languages you speak
- Challenge — Proficiency Bonus equals your bonus
Magic Resistance. The spirit has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The spirit makes three Slam attacks, or makes three Hurl Flame attacks (Evil only).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 9 radiant damage (Good only), necrotic damage (Evil only), or bludgeoning damage (Law, Chaos, or Neutrality only).
Hurl Flame (Evil Only). Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d8 + 9 fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Elemental Maelstrom (Neutrality Only; Recharge 5–6). Creatures within 30 feet of the spirit must make a Constitution saving throw against your spell save DC, taking 3d8 force damage on a failed save, or half as much damage on a successful one.
Enchanting Aura (Chaos Only). Creatures of the spirit's choice that it can see within 10 feet of it must succeed on a Wisdom saving throw against your spell save DC or become charmed by you and your allies for 1 minute or until the target takes any damage.
Reactions
Protect (Good or Law Only). When a friendly creature the spirit can see within 10 feet of it would take damage, the spirit can reduce the damage by 1d10.