Arcane Traditions You can thunderously rebuke attackers. When a creature
within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Theurgy Dexterity saving throw against your spell save DC. The creature takes 2d8 lightning or thunder damage (your choice) A number of deities claim arcane magic as their domain, for on a failed saving throw, and half as much damage on a mage is as much a part of the fabric of the cosmos as wind, successful one. fire, lightning, and all other primal forces. Just as there are You can use this feature a number of times equal to your deities of the sea and gods of warfare, the arcane arts feature Intelligence modifier (a minimum of once). You regain all their own divine patrons. expended uses when you finish a long rest. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These Trickery religious magic-users follow the arcane tradition of Theurgy, You can use your action to touch a willing creature other than and are commonly known as theurgists. Such spellcasters are yourself to give it advantage on Dexterity (Stealth) checks. as dedicated and scholarly as any other wizard, but they This blessing lasts for 1 hour or until you use this feature blend their arcane study with religious devotion. again.
Expanded Spell List War
Wizards who focus on researching divinity are allowed to You gain proficiency with simple and martial weapons and learn spells from an expanded list when learning a wizard light armor. spell. The following spells are added to the wizard spell list for Additionally, when you use the Attack action, you can make you. one weapon attack as a bonus action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all Theurgy Expanded Spells expended uses when you finish a long rest. Spell Level Spells 1st bless, sanctuary 2nd silence, warding bond Consecration 3rd daylight, speak with dead Starting at 6th level, your spells carry a divine weight that 4th freedom of movement, guardian of faith restricts the unfaithful. 5th dispel evil and good, hallow Spells you cast of 1st level or higher that affect an area have the additional effect of creating an area of difficult terrain, equal to the area of the spell that only affects Divine Inspiration creatures of your choice. In addition, creatures affected by When you choose this tradition at 2nd level, choose a domain this area have disadvantage on ability checks. from your chosen deity’s list of eligible domains (see appendix This area remains consecrated for the duration of the spell. B, “Gods of the Multiverse,” in the Player’s Handbook for If the duration of the spell is instantaneous, the consecration examples). The Knowledge and Light domains are especially effect lasts until the end of your next turn. appropriate choices for a theurgist. You gain the feature listed below associated to the domain chosen. Potent Wizardry Knowledge Starting at 10th level, you add your Intelligence modifier to You learn two languages of your choice. You also become the damage you deal with any wizard cantrip. proficient in your choice of the two following skills: Arcana, In addition, you can alter the damage type of a wizard History, Nature, or Religion. cantrip as you cast it to become radiant instead of its normal Your proficiency bonus is doubled for any ability check you damage type. make that uses either of those skills. You can do this a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses Light when you finish a long rest. You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within Divine Mastery 30 feet of you that you can see, you can use your reaction to At 14th level, you choose two spells from the cleric spell list, impose disadvantage on the attack roll, causing light to flare one from 6th and one from 7th level. You add them to your before the attacker before it hits or misses. An attacker that spellbook and treat them as wizard spells. can’t be blinded is immune to this feature. At higher levels, you gain more cleric spells to add to your You can use this feature a number of times equal to your spellbook: one 8th-level spell and one 9th-level spell at 17th Intelligence modifier (a minimum of once). You regain all level. expended uses when you finish a long rest.
Nature You learn one druid cantrip of your choice. This counts as a wizard cantrip for you. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, and Survival.