Arcane Tradition: Theurgy

Theurgy is the practice of tapping into the divine through arcane study and practice. Theurgists are able to circumvent the need for a diety's favor in order to invoke divine domains and spells. They study the very essence of the soul and its radiant power.

Some view theurgy as heretical, with churches and religious orders banning the practice and burning the spellbooks of the wizards who dabble in the practice. Others see theurgy as merely another form of divine service.

Theurgy Features Wizard Level Feature 2nd Channel Arcana, Student of the Divine 6th Healing Soul 10th Soulful Manipulation 14th Signature Domain

Channel Arcana When you choose this tradition at 2nd level, you choose a divine domain of which to strive to replicate in your research. You gain the ability to utilize the Channel Divinity option gained by your chosen domain at the cleric class's 2nd level. You must 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.

Student of the Divine Beginning when you choose this tradition at 2nd level, your research into the divine has allowed you to replicate their magics through arcane means. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric spell of your choice. The spell must be of a level for which you have spell slots. Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbook.

Healing Soul At 6th level, when you use your Channel Arcana feature you also restore hit points to yourself equal to your wizard level.