School of Theurgy (5A)

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This is a Wizard subclass for 5A. This is a complete rewrite of the theurgist from Unearthed Arcana.

Theurgy is the study of divine power using arcane methods, developing ways to call on divine power as a part of the arcane tradition of wizardry. This is usually done as a part of organized religion. A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. 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.

Greyhawk: Some theurgists use the methods of arcane magic to study divine magic. These students have a domain, but do not have a Divine patron, and are considered heretics by many. They tend to be synchretists as well, with a very academic view of the gods. Greyhawk City and the Republic of Andoran are regions where this is common.

Source: Unearthed Arcana 34 - Wizard Revisited - Divine Inspiration. Heavily rewritten.

Divine Classes

There are many sources of power in all the many worlds, but the most well-known and most respected is that of the divine. Some call this miracles, some say its astral magic, everyone agrees the healing and enhancements are nice. Clerics and Paladins are the masters of this magic, but others practice it as well in certain subclasses such as the barbarian Zealot, bard Chanter, fencer Legate, rogue Holy Slayer and Saint of Sinners, sorcerer Divine Soul, warlock Celestial Patron, and wizard Astral Magic and Theurgist.

Subclass Features

Arcane Initiate

Beginning when you select this tradition at 2nd level, add all spells on the cleric spell list to your wizard spell list. These spells count as wizard spells to you, but another wizard can only copy these spells into their spellbook if they have also added the spell to their personal spell list by some means, such as by this subclass.

You can learn cleric spells from scrolls, just as if they were scrolls of wizard spells. Less likely, you can learn cleric spells from the spellbook of another wizard that has access to that spell, most likely another astral magician or theurgist.

Cantrips You now know all cleric cantrips and can change into these when you change cantrips on a long rest.


Cleric Domains
  1. Animist5A
  2. Arcana
  3. Cold5A
  4. Darkness5A
  5. Death
  6. Earth5A
  7. Forge
  8. Grave
  9. Insidious5A
  10. Knowledge
  11. LabyrinthEN
  12. Liberation5A
  13. Life
  14. Light
  15. Luck5A
  16. Masks5A
  17. Nature
  18. Order
  19. Peace
  20. Prophecy5A
  21. ProtectionEN
  22. Relic Weapon5A
  23. Spiritualism5A
  24. Tempest
  25. Travel5A
  26. Trickery
  27. Twilight
  28. War
  29. Water5A

At 2nd level, choose a cleric domain. The Arcana, Knowledge, and Light domains are especially appropriate choices for a theurgist. This affects all other abilities from your arcane tradition.

At 2nd level, you add the 1st level spells to your spell list. At level 3, 5, 7, and 9 you gain additional domain spells. These spells are added to your spellbook at no cost in gold or time. They are wizard spells to you, but other wizards cannot scribe them into their spellbooks unless they have somehow added the particular spell to their own spell list.

At 6th level you gain the 1st level ability of your chosen domain. Any abilities except spells you gain from your domain undergoes these changes:

  • Replace any mention of heavy armor with light armor.
  • Replace any mention of Wisdom with Intelligence.
  • If the domain gives proficiency in martial weapons, you instead gain proficiency with simple weapons.

At 14th level, you gain your chosen domain’s 6th-level benefits.

Channel Arcana

At 10th level , you gain the ability to channel arcane energy, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. If your domain grants an additional way to channel divinity at level 6, you gain that ability at level 14. You employ that Channel Divinity options 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 14th level , you can use your Channel Arcana twice 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: Divine Arcana

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.

See Also

External Links