Theurge (3.5e Class)

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A master of Divine Spell casting and arcane spell casting.

Making a Theurge[edit]

Strong points: the ability to cast from the cleric spell list and the wizard/sorcerer spell cast is a great ability because, they are able to cast both divine and arcane spells. weak point: most are very easily killed because of their low health, and not very good in melee combat.

Abilities: Best abilities for a Thuerge is his charisma, which is where their spellcasting comes from. Constitution is the next best thing for a thuerge due to his low health, and Dexterity for a llittle bit more armor.

Races: most Thuerge's are Elves, however some thuerges have known to be gnomes, half elves, and on rare occasions dwarves, but never a human or half-orc. mostly any race that can live over 100 years old.

Alignment: most Thuerge's are on the neutral axis: lawful neutral, chaotic neutral, neutral good, or neutral evil. and all theurges must worship boccob

Starting Gold: same as a wizard

Starting Age: 100+ years old.

Table: The THUERGE Hit Die: d4
Level Base
Attack Bonus
Saving Throws Special Spells per day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 domain, magic missile 3 1
2nd +1 +0 +0 +3 mage armor 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 5 3 2
5th +2 +1 +1 +4 5 3 2 1
6th +3 +2 +2 +5 improved mage armor 5 3 3 2
7th +3 +2 +2 +5 6 4 3 2 1
8th +4 +2 +2 +6 stoneskin 6 4 3 3 2
9th +4 +3 +3 +6 6 4 4 3 2 1
10th +5 +3 +3 +7 greater mage armor 6 4 4 3 3 2
11th +5 +3 +3 +7 6 5 4 4 3 2 1
12th +6/+1 +4 +4 +8 lesser globe of invulnerability 6 5 4 4 3 3 2
13th +6/+1 +4 +4 +8 6 5 5 4 4 3 2 1
14th +7/+2 +4 +4 +9 mastered mage armor 6 5 5 4 4 3 3 2
15th +7/+2 +5 +5 +9 6 5 5 5 4 4 3 2 1
16th +8/+3 +5 +5 +10 boccob's stone skin 6 5 5 5 4 4 3 3 2
17th +8/+3 +5 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +9/+4 +6 +6 +11 boccob's mage armor 6 5 5 5 5 4 4 3 3 2
19th +9/+4 +6 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +10/+5 +6 +6 +12 chosen of boccob 6 5 5 5 5 5 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), hide (Dex), Knowledge (arcana) (Int), Knowledge (religion), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int),

Class Features[edit]

All of the following are class features of the THEURGE.

Weapon and Armor Proficiency: The Theurge is proficient with the club, dagger, short sword, heavy crossbow, light crossbow, short bow, longbow, and the preferred weapon of choice is usually the quarter staff. the theurge however is not proficient with any armor or shields.

Spells: the theurge casts both arcane and divine spells which are drawn from the sorcerer/wizard spell list and the cleric spell list. the theurge prepares spells granted to him by boccob each day which is any combination of both arcane and divine spells (for example a thuerge can cast 5 level 1st level spells at level 20. so he decided he was going to prepare 2 cure light wounds, 1 cause fear, and 2 burning hands.). to prepare the spells of choice or cast the spells, the theurge must have a Charisma score of 10+the spell level. the Difficulty Class or DC vs the theurge's spell is equal to 10+the spell Level+the Charisma Modifier.

Magic Missile: At Level 1 the theurge can cast magic missile as a spell like ability, this can be cast any number of times perday and is treated like the spell, so the theurge can cast 1d4+1 damage; +1 missile for every two levels, however it doesn't max out at 5 missiles and may exceed that number, for example a level 19 theurge may cast 10d4+10 points of damage. casting this spell however may provoke an attack of opportunity from an opponent in combat and a concentration check must be made in order to cast the spelllike ability.

Domain: At Level 1 the theurge may choose a domain from boccobs domain choices, either magic, trickery, or Knowledge and the theurge will gain the bonus granted from choosing one like a cleric would.

Mage Armor: a 2nd level theurge is granted mage armor as supernatural ability giving the theurge a +4 deflection bonus to his ac, this mage armor is a gift from boccob and is active at all times. the mage armor cannot be subject to any sort of dispel, disruption, or spell resistance, however it is not able to function in areas where magic is suppressed or negated, such as an antimagic field.

Improved Mage Armor: at 6th level the theurge's bonus to Mage Armor increases to a +6 Deflection Bonus to his AC.

Stone Skin: at 8th level boccob grants the theurge Stone Skin as a supernatural ability letting the theurge ignore the first 10 points of damage.

Greater Mage Armor: at 10th level the theurge's bonus to Mage Armor increases to a +10 Deflection bonus to his AC.

Lesser Globe of Invulnerability: at 12th level the theurge get a Lesser globe of invulnerability as a supernatural ability, see lesser globe of invulnerability.

Mastered Mage Armor: at 14th level the theurge's bonus to Mage armor increases to a +12 Deflection bonust to his AC.

boccob's Stone Skin: at 16th level the thuerges stone skin increases to 15 points.

Boccob's Mage Armor: at 18th level the thuerge's mage armor becomes a gift from Boccob himself increasing your deflection bonus to +15.

Chosen of Boccob: at 20th level the theurge now becomes a servant of Boccob, he now takes on the half celestial template and switches his sub type to Native/Outsider.


When a Theurge loses his neutral alignment axis (for example he goes from NG to CG) he loses all supernatural abilities granted by his god including his half celestial template if high enough level, however he will Keep all of his spells, and finally will loose boccob as his deity.

Campaign Information[edit]

Playing a Theurge[edit]

Religion: A Theurge must worship the deity Boccob.

Other Classes: The Theurge gets along well with wizards because of knowledge in the arcane arts, and they get along well with clerics of boccob, however believe that the clerics of other deitys are selfish, mindless drones looking to spread words of their religion around trying to recruit, instead of study the divine arts and are not accepting to other types of magic.

Combat: a theurge can take the role of a good buffer, healer, or damage dealer. they however should not find them self in the front line because of their low health.

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