Arcane Tradition: Theurgy 2.0

Theurgy Features Wizard Level Features 2nd Religious Savant, Signs of Divinity 6th Channel Arcana 10th Holy Recovery 14th Henosis

Religious Savant At 2nd level, you have the ability to learn spells that are on the cleric spell list. Whenever you learn spells from leveling as a wizard, you can replace one of the two spells you learn with one from the cleric spell list. Additionally, you can add cleric spells to your spellbook if you find them on scrolls or religious tomes. You treat them as wizard spells when you cast them. Other wizards will not be able to copy these spells into their spellbooks unless they also have this feature. Additionally, the time and gold it takes to copy a spell that is on the cleric spell list into your spellbook is halved. Lastly, you gain proficiency in the Religion skill.

Signs of Divinity You learn the cantrip thaumaturgy as a Wizard cantrip, and it does not count against your number of cantrips known. You learn one additional cantrip from the cleric spell list of your choice as a Wizard cantrip, and it does not count against your number of cantrips known. Whenever you cast a spell you can choose to activate thaumaturgy, requiring no additional components for thaumaturgy. The cantrip can be triggered in this way during the casting of the spell, the duration of the spell, or directly after the duration of the spell. This overrides the rules of the duration of thaumaturgy and how many effects you can have active at a time. When you use this feature, you can use your reaction to create a larger show of divine power, increasing the range of thaumaturgy to 100 feet and causing up to 3 simultaneous effects. When you do so, creatures of your choice that see or hear you must make their choice of either a Charisma saving throw or an Intelligence (Religion) check with a DC equal to your spellcasting DC. If they fail, they are frightened of you for one minute. A creature frightened of you by this has disadvantage on saving throws against your spells while they can see you. A creature is immune to this effect for 24 hours if they succeed on the roll or the effect has run its duration. After you use your reaction to create a larger show of divine power, you cannot do so again until you complete a short or long rest.

Channel Arcana Once you've reached 6th level, you've learned how to channel magic with the perfection and purity that the gods do. You can Channel Arcana to cause two different effects. When you use your Channel Arcana, you choose which effect to create. Choose one of the options presented at the end of this feature description, Positive Empowerment or Negative Empowerment, as your first effect. For the second effect, choose a Divine Domain from the cleric class. You can use this feature to replicate the Channel Divinity option the Divine Domain grants at 2nd level. These choices cannot be changed and represent the two different effects you can generate with Channel Arcana. Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC. If a Channel Arcana effect references your cleric level, substitute that with your wizard level. At 6th level, you can use Channel Arcana twice. At 14th level, you gain one additional use. You regain expended uses of Channel Arcana after completing a short or long rest. Channel Arcana: Positive Empowerment When you roll radiant damage, or roll to heal a living creature, you can use your Channel Arcana to maximize the dice, instead of rolling. Channel Arcana: Negative Empowerment When you roll necrotic damage, or roll to give a creature temporary hit points, you can use your Channel Arcana to maximize the dice, instead of rolling.

Holy Recovery Starting at 10th level, when you use your Arcane Recovery feature, you regain hit points equal to twice your wizard level.