Mystic Theurge, Variant (5e Class)
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Mystic theurge are fascinated with magic in whatever form it takes, never dedicating themselves to one form of magic nor dedicating themselves to worshiping a single deity. This fascination with magic allows them to blur the lines between divine and arcane casters, drawing power from divine sources, musty tomes or innate powers alike. Just as a jack of all trades, your wide knowledge base comes with a sacrifice to the more specialized skills of your fellow practitioners; but, what you lack in focus you gain in utility.
As a Mystic Theurge you gain the following class features.
- Hit Points
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: Herbalism Kit
Saving Throws: Choose two of the following: Charisma, Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Deception, History, Intimidation, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a Dungeoneer's pack or (b) an Explorer's pack
- an arcane focus
- (a) a divine focus or (b) a druidic focus
- (a) a spellbook or (b) an Explorer's pack
|Cantrips Known||Max Spell
|1st||+2||3||1||4||Spell Progression, Divine Magic|
|2nd||+2||3||1||6||Theurge Class Feature|
|4th||+2||4||2||17||Ability Score Improvement|
|6th||+3||4||3||32||Theurge Class Feature|
|8th||+3||4||4||44||Ability Score Improvement|
|10th||+4||5||5||64||Theurge Class Feature|
|12th||+4||5||6||73||Ability Score Improvement|
|14th||+5||5||7||83||Theurge Class Feature|
|16th||+5||5||8||94||Ability Score Improvement|
|18th||+6||5||9||114||Theurge Class Feature, Greater Theurge|
|19th||+6||5||9||123||Ability Score Improvement|
The Mystic Theurge class uses the Variant: Spell Points system from the DMG p288. Each spell has a point cost based on its level. Cantrips do not require slots and therefore don't require spell points.
Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell point total to less than 0, and you regain all spent spell point when you finish a long rest.
Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.
The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.
|Spell Level||Point Cost|
You choose one Arcane and Divine Class as your influences. When your Spellcasting feature lets you learn new spells as a sorcerer/wizard of 1st level or higher, you can choose the new spell from the cleric/druid spell list or the Arcane spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Wizard spell for you.
Theurge Class Feature
At 2nd level, you can choose from one of the following based on your arcane or divine influence: Cleric-Divine Domain, Druid-Druid Circle, Sorcerer-Sorcerous Origins, Wizard-Arcane Tradition. You continue to gain the leveled abilities for this class feature as you level based on the theurge level chart. NOTE: Some features require you to have one or more levels in the class to gain be able to use some of those features; such as Channel Divinity for the cleric, wild shift for the druid, and sorcery point for the sorcerer.
'Variant Theurge Class Feature' Some Theurge dedicate themselves to becoming true hybrids of the arcane and divine arts. This dual nature means you will never gain the higher level abilities of a Theurge focused in one, but your versatility tends to give you greater advantages in the long run. Starting at 2nd level, you can choose to embrace your dual nature. Each time this feature is gained, you must choose one feature you want to gain that level, on your next level of this feature you gain the other classes feature of the previous level.
For example: A Theurge with Druid and Sorcerer influences would, at 2nd level, take Druid Circle and gain the 2nd level abilities, and at level 6 they would instead gain the 1st level abilities of Sorcerous Origins
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 18th level, your greater knowledge of the arcane and divine is coming to a fruition; Pick one feature from either of your arcane or divine classes to learn, this feature must be of 18th level or lower. Example of feature: Divine intervention, Timeless Body, Beast Spells, Metamagic (if you do not already possess this ability, gain 2 sorcery points), or Spell Mastery
NOTE: Some features require you to have one or more levels in the class to gain be able to use some of those features; or previous level with this feature.
At 20th level you have mastered your art; gain the feature of your other influence class from 18th level or Gain the feature from 20th level.
NOTE: Some features require you to have one or more levels in the class to be able to use some of those features; or previous level with this feature, such as Divine Intervention improvement, Archdruid, Beast Spells, Sorcerous Restoration, Signature Spell
Prerequisites. To qualify for multiclassing into the mystic theurge class, you must meet these prerequisites:
Proficiencies. When you multiclass into the mystic theurge class, you gain the following proficiencies: