Mystic Theurge (5e Class)

This material is published under the OGL
The main contributor(s) of this page determined that this page should be reviewed. Reason: Recently completed.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Mystic Theurge

Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once.

Mystic theurges have unparalleled diversity of spells. In time, a mystic theurge can cast almost any spell. Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight.

Mystic theurges tend to be fascinated with magic in whatever form it takes. They’re always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity’s agenda.

Design Note: In previous editions of D&D, spellcasters were divided into two categories: divine casters, and arcane casters.

Divine casters are spellcasters that receive their magic from the gods. Divine spellcasters include clerics, druids, paladins, rangers, and sorcerers (favored souls only).

Arcane casters are spellcasters that pull their magic directly from the Weave. Arcane spellcasters include artificers, bards, fighters (eldritch knight), rogues (arcane trickster), sorcerers (all except favored soul), warlocks, and wizards.

Prerequisites

To qualify for multiclassing into the Mystic Theurge class, you must meet these prerequisites:

  • Proficiency with the Arcana and Religion skills.
  • Able to cast 2nd-level spells from a divine spellcasting class (see above).
  • Able to cast 2nd-level spells from an arcane spellcasting class (see above).

Class Features

As a Mystic Theurge you gain the following class features.

Hit Points

Hit Dice: 1d6 per Mystic Theurge level
Hit Points per Level: 1d6 (or 4) + Constitution modifier per Mystic Theurge level

Proficiencies


LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1stSpell Progression, Theurge Lore2
2ndPotent Cantrips3
3rd42
4thAbility Score Increase43
5th432
6thMetamagician433
7th4331
8thAbility Score Increase4332
9th43331
10thSpell Synthesis43332

Spell Progression

Even though the mystic theurge class has spell slots, it does not have any spells of its own. Instead, it boosts the spellcasting progression of other classes its users have. When determining the number of spells you can prepare for a spellcasting class, you can prepare spells as if you were a spellcaster of a level equal to your actual level in that class plus your mystic theurge level. When determining the number of spells known (including cantrips) for a spellcasting class, you can know a number of spells equal to the number of spells you would know if you were a spellcaster of a level equal to your actual level in that class plus your mystic theurge level.

For example, if you were a 3rd-level cleric, 4th-level sorcerer, and 2nd-level mystic theurge, you would prepare cleric spells as if you were a 5th-level cleric, and you would know 4 cleric cantrips, since that is the number of cantrips that a 5th-level cleric would know. You would also know 5 sorcerer cantrips and 7 sorcerer spells of 1st level or higher, since that is the number of spells that a 6th-level sorcerer would know.

Theurge Lore

Your proficiency bonus is doubled for any ability check you make that uses the Arcana or Religion skill.

Potent Cantrips

Starting from 2nd level, when you cast a cantrip that deals damage, you add your spellcasting ability modifier to the damage roll if you don't already.

Ability Score Increase

When you reach 4th level, and again at 8th level, you can increase one ability score of you 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.

Metamagician

When you reach 6th level, choose one metamagic option available to the sorcerer. You can use that metamagic option once without expending sorcery points. You regain the ability to use this metamagic option in this manner when you complete a long rest.

Spell Synthesis

Starting from 10th level, when you use your action to cast a spell of 5th level or lower, you can use your bonus action to cast a second spell of 5th level or lower with a casting time of 1 action or 1 bonus action. One spell must be from the spell list of an arcane spellcasting class (see above), and the other spell must be from the spell list of a divine spellcasting class, but it does not matter which spell is cast first. Once you use this class feature, you can't use it again until you complete a long rest.


Back to Main Page 5e Homebrew Classes Special Classes

Open Game Content (place problems on the discussion page).
This is {{{1}}}. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains {{{2}}} material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
gollark: We will sow distrust of the entire concept.
gollark: But yes, ALL are to implement fake chain letter generation.
gollark: æ you.
gollark: I blame Macron.
gollark: Maybe I should send mine retroactively.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.