Theurgy.

Arcane Tradition.

A wizard who blends arcane study with religious devotion and does not limit their knowledge to a singular paradigm

Overview

Some wizards place no boundaries on their magical abilities and find no irreconcilable paradox in devotion to the arcane as well as the divine. They seek magic in all of its forms, finding no reason or logic in denying themselves instruction by limiting their knowledge to one singular paradigm, though some are simply hungry for more power.

These religious magic-users 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 religious devotion. A theurgist believes in a deity as a cleric does.  Through their study and devotion they are able to produce powerful magical effects that only their peity can bring.

Theurgy Features

Wizard LevelFeature
2ndEsoteric Adept, Channel Arcana, Mystic Inspiration
6thMystic Recovery
10thChannel Arcana: Spell Synthesis
14thSage

 

Esoteric Adept

When you select this tradition at 2nd level, you gain proficiency in the Arcana and Religion skills.

Mystic Inspiration

Beginning when you choose this tradition at 2nd level, your expanded study and research into mystic and esoteric knowledge allows you to learn spells from the cleric class. You gain an additional cantrip of your choice from the cleric spell list, but it doesn’t count against your number of cantrips known. When your Spellcasting feature lets you add a wizard spell to your spellbook, you can choose the new spell from the cleric spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.

Other wizards cannot copy cleric spells from your spellbook into their own spellbooks.

Channel Arcana

At 2nd level, choose a domain from the list of eligible domains. You gain the ability to channel arcane energy directly from your chosen domain, using that energy to fuel magical effects. You start with two such effects: Mystic Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.

When you use your Channel Arcana, you choose which effect to create. 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, the save DC equals your wizard spell save DC.

Beginning at 6th level, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.

Channel Arcana: Mystic Arcana

As a bonus action, you speak a mystic words 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.

Mystic Recovery

At 6th level, you can sacrifice your arcane power to refuel your mystic power. As a bonus action, you can expend a spell slot of 3rd level or higher to recover one use of your Channel Arcana.

Channel Arcana: Spell Synthesis

Starting at 10th level, you are able to use your Channel Arcana ability fuel a burst of magical effects.

As a bonus action, when you cast a spell of the wizard or cleric spell list, you may cast another spell from the other list that is half the level of the first, rounded down (if you cast a wizard spell of 4th level, the second spell must be a cleric spell of no more than 2nd level). Both spells must be spells known in your spellbook.

Sage

At 14th level, you gain increased mastery over magic. You may expend a use of your Channel Arcana to concentrate on two spells at the same time. One spell must be of the wizard spell list and the other from the cleric spell list.