True Mystic Theurge (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

True Mystic Theurge[edit]

Wizard Arcane Tradition

The True Mystic Theurge Arcane Tradition is followed by those Wizards who are not content to study arcane magics alone, these sages expand their magical repertoire by delving into the mysteries of divine magic as well. Some Mystic Theurges follow this path because of a thirst for knowledge, others as a means to find harmony between their arcane studies and their faith. Many who follow this arcane tradition also actively study to become Clerics of their chosen faith.


Design Note: This content assumes you are using the Spell Points[1] variant rule.

Divine Spell Book

At 2nd level, if you have no levels in Cleric, you learn 1 Cleric Cantrip. Additionally, you may write additional Cleric Spells into your Spell Book from Divine Scrolls you come across, just as you can with Arcane Scrolls. You prepare these spells from your Spellbook as a Wizard normally does, but you cast the spells as if you were a level 1 Cleric. For multi-classed characters, this instead allows you to cast Cleric Spells as if you were 1 level higher in your Cleric Class. This does not grant you any class abilities that a Cleric would normally gain other than spells that they have access to. You may still only prepare and cast spells that you have copied into your Spell Book. You continue to gain new Cleric Spells as you progress, with your effective Cleric Level becoming 3 at level 6, 5 at level 10, and 7 at level 14. For multi-classed characters with actual Cleric levels, these levels stack, causing your effective Cleric level for spellcasting to increase by these amounts

Extra Spell Points

At 2nd level, you add 2 to the maximum Spell Points in your pool. At level 6, you add an additional 3 Spell Points to your pool, 5 at level 10, and 6 at level 14 for a total of 16 bonus Spell Points at level 14.

Bonus Languages

Starting at 2nd level, you learn one exotic language, from the following: abyssal, celestial, deep speech, draconic, infernal, sylvan and primordial. You how to read, speak and write on the chosen language.

Magic Fatigue

At 6th level, you can exert an extreme effort, in order to cast spells even when your magic potential depletes. When you cast a spell, you can choose to do it without spending a spell slot. To do so, make a Constitution saving throw against a DC of 10. On a success, you cast the spell. On a failure, you lose your action, don't cast the spell and suffer 1 level of exhaustion per level of the spell you attempted to cast.

Regardless of the case, the DC increases by 5 each time you use this feature. The DC returns to 10 when you finish a long rest.

Signature Style

At 10th level, you can choose to devote yourself to a specific school of magic, specializing yourself on it. You spend half the gold and time to write spells from the chosen school on your spellbook. Also, whenever you attempt to counterspell or dispel a spell from your signature style, you add your proficiency bonus to the check.

You also have advantage on any Intelligence checks made to understand, recall information or research spells from the chosen type, and in Wisdom checks to perceive spells from that type.

In addition, you can cast five levels of spells from your chosen school, without spending spell slots. You can use this feature on a single casting of a 5th-level spell, five castings of 1st-level spells or anything in between. Once you spend the five levels of spells, you can't use this feature again until you finish a long rest.

Spell Burn

At 14th level, you can convert your arcane energy in a blast of pure magical power. You can choose to target a single creature within 150 feet or an area with one of the following shapes: 60-foot cone, 120 by 5 feet line or 30-foot radius. As an action, you can spend a spell slot of your choice. The target, or all creatures in the area (depending on the chosen target) must succeed on a Dexterity saving throw.

If you choose an area, all creatures take damage equal to 3d6, plus 1d6 per level of the spell slot you spend. If you choose a single creature, you cause 6d6 damage, plus 2d6 per level of the spell slot spent. On a success, the target take half damage. The damage is force.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

  1. Dungeon Master's Guide pp.288