Mystic Theurge, Variant (5e Class)

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This page is of questionable balance. Reason: This class is very bland. Mixing divine and arcane, and using a variant pool system is... already not interesting, but then gaining class features from either of these spell systems really brings this to a point. Crystallize what divine and arcane means, and make this class reach their goal. Maybe a spell list designed like this too would help.


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This page is incomplete and/or lacking flavor. Reason: No multiclassing information given.


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Mystic Theurge

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.

Class Features

As a Mystic Theurge you gain the following class features.

Hit Points

Hit Dice: 1d6 per Mystic Theurge level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Mystic Theurge level after 1st

Proficiencies

Armor: None
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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Mystic Theurge

LevelProficiency
Bonus
Cantrips KnownMax Spell
Level
Spell PointsFeatures
1st+2314Spell Progression, Divine Magic
2nd+2316Theurge Class Feature
3rd+23214
4th+24217Ability Score Improvement
5th+34327
6th+34332Theurge Class Feature
7th+34438
8th+34444Ability Score Improvement
9th+44557
10th+45564Theurge Class Feature
11th+45673
12th+45673Ability Score Improvement
13th+55783
14th+55783Theurge Class Feature
15th+55894
16th+55894Ability Score Improvement
17th+659107
18th+659114Theurge Class Feature, Greater Theurge
19th+659123Ability Score Improvement
20th+659133Master Theurge

Spell Progression

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 Point Cost
Spell LevelPoint Cost
1st2
2nd3
3rd5
4th6
5th7
6th9
7th10
8th11
9th13


Divine Magic

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.

Greater Theurge

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.

Master Theurge

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

Multiclassing

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:


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gollark: Also, names of functional programming concepts.
gollark: They're actually great.
gollark: `Operation Generous Sensibility`
gollark: I'm going to start using the Military Operation Names thing of that.
gollark: I want mine to all have meaningful names, but it takes *so long*.
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