Theurgist

Theurgists seek out, befriend, and appeal to nature spirits for aid and restoration. More experienced mages learn to channel the life energy that surrounds all things directly. While not the most powerfully directly, only a fool would underestimate a Theurgist and their allies certainly are thankful for their restorative abilities.  

Class Stats:

Hit Points
  • Hit Dice: 1d8 per Theurgist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Theurgist level after 1st
Proficiencies
Armor: Light, Medium
Weapons: Simple Weapons, Scimitar
Class Skills: Nature, Medicine, Animal Handling

Creating a Theurgist:

Wisdom is your spellcasting stat, so you will want your Wisdom score to be your highest stat. Next highest should be Constitution or Dexterity.   The Fey Warden specialization is the most straightforward and dependable option.
 
Theurgist Level
Base Attack Bonus
Saving Throw Bonus
Cantrips Known
Spell Points
Max Spell Level
Features
1
+0
Wis +2, Dex +2
3
3
1st
Spellcasting, Feat, Theme Benefit
2
+1
Wis +2, Dex +2
3
4
1st
School Specialty
3
+1
Wis +2, Dex +2
3
9
2nd
Feat
4
+2
Wis +3, Dex +3
4
11
2nd
Ability Score Increase, Dual Credit
5
+2
Wis +3, Dex +3
4
19
3rd
Feat, Specialty Ability
6
+3
Wis +3, Dex +3
4
22
3rd
Dual Credit, Theme Benefit
7
+3
Wis +3, Dex +3
4
26
4th
Feat
8
+4
Wis +4, Dex +4, Cha +2
5
30
4th
Ability Score Increase, Dual Credit
9
+4
Wis +4, Dex +4, Cha +2
5
39
5th
Feat
10
+4
Wis +4, Dex +4, Cha +2
6
44
5th
Dual Credit, Specialty Ability
11
+4
Wis +4, Dex +4, Cha +2
6
50
6th
Feat
12
+5
Wis +5, Dex +5, Cha +3
6
50
6th
Ability Score Increase, Dual Credit, Theme Benefit
13
+5
Wis +5, Dex +5, Cha +3
6
57
7th
Feat
14
+5
Wis +5, Dex +5, Cha +3
6
57
7th
Dual Credit
15
+5
Wis +5, Dex +5, Cha +3
6
71
8th
Feat, Specialty Ability
16
+5
Wis +6, Dex +6, Cha +4
6
71
8th
Ability Score Increase, Dual Credit
17
+6
Wis +6, Dex +6, Cha +4
6
87
9th
Feat
18
+6
Wis +6, Dex +6, Cha +4
6
92
9th
Ability Score Increase, Dual Credit, Theme Benefit
19
+6
Wis +6, Dex +6, Cha +4
6
110
10th
Feat
20
+6
Wis +7, Dex +7, Cha +4
6
116
10th
Archfey

Class Features

As a theurgist you gain the following features and abilities.  

Spellcasting

You have the ability to channel the powers of the magical essense of the universe. See the Magics of the Archipelago page for the rules of spellcasting.  

Cantrips

At 1st level, you know three cantrips of your choice from the Life Magic Spells or General Magic Spells page. You learn additional cantrips at higher levels as indicated in the Theurgist table.  

Spell Points

Starting at 1st level, you channel your magical powers through a pool of magical energy which you keep track of as Spell Points. The table above shows how many spell points you have at a given level. To cast a spell at a given level, you spend that number of spell points.   You cannot cast a spell at above the level indicated in the Theurgist table, even if you have enough points to do so. Even when you can cast any spell level, Spells of 8th level and higher are particularly taxing. Even if you have the points, you can only channel points to cast a spell at 7th level twice and levels 8-10 once each and must complete a long rest to regain the ability to cast them again. You regain all spent spell points after completing a long rest.  

Spells Known of Rank 1 and Higher

At 1st level, you know two Rank 1 spells of your choice from the Life Magic Spells page and one Rank 1 spell of your choice from the General Magic Spells page.   When gaining a level in this class, you learn 2 spells of your choice from either the Life Magic or Universal Spell Lists for free. These spells must be of a Rank equal to or less than your maximum spell level. Additionally, you can choose one Life or Universal spell you know and replace it with another from either of these two lists.  

Spellcasting Ability

Wisdom is your spellcasting ability since the power of your magic comes from your knowledge and relationship with the spirits of nature.   When you cast a spell that requires an attack roll, you add your base attack bonus to the roll.   Spell Save DC: Should a spell cast by you require a saving throw the DC equals 10 + your Wis Modifier + + half the Spell's Rank (rounded down; minimum of 1) when cast.  

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your theurgist spells.

School Specialty

Starting at 2nd level, you choose a style to harness your magical abilities. These Specialties are documented below.

Dual Credit

Once you reach 4th level you've gained enough control of your own magic that you can take advantage of other types of magic. You recieve a "Dual Credit" at 4th level, 6th level, 8th level, 10th level, 12th level, 14th level, 16th level, and 18th level.   These Dual Credit points allow you to learn 1 additional spell at any point. This is the primary method of learning a spell of a different school though you cannot learn a spell 6th level or higher outside the schools of Life. You may treat spells not of your associated school as Theurgist spells for the purpose of Spell Save DC and attack bonus. However, to cast these spells requires +2 spell points than it usually would unless otherwise noted. The only way to unlearn / replace these spells is to find a magic item or boon that reverts your duel credits back into credits and you can re-configure your character after.

Archfey

At 20th level, your magic is matched by only a very rare few. You gain DR (Radiant) 20. Additionally, choose one Theurgist level 2 or lower spell and one level 6-7 Theurgist spell. You can now cast the lower level spell at will without needing any spell points. For the higher level spell, you ignore the limitation of casting spells at that level when you are casting this spell.

Specialties

Your specialty, in other systems known as a sub-class, curates your magic in special ways to make your Life Mage unique. Your choice grants you special abilities at different levels as indicated below.  

Fey Warden

Your affinity with nature and the spirits who harness its power is stronger than most. This relationship manifests in unique ways such as empowering your life channeling or causing others to be unnerved in your presence.
Forest Defender (Level 2)
You gain proficiency with heavy armor.
Natural Healer (Level 5)
When you cast a healing spell, the healing granted increases by 1d6 + your Wisdom modifier. The bonus die increases to 2d6 at 12th level.
Fey Trickery (Level 10)
Non-Magical Weapons are considered magical for you when factoring in damage and resistance. Additionally, as a Standard Action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.   For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Surge of Life (Level 15)
As a Full Round Action, you may grant any number of creatures within 30ft of you that you can see a surge of healing. You have a pool equal to 5 times your Theurgist level and divide the pool equally among the creatures. Constructs and Undead cannot benefit from this healing. Affected creatures also gain Temporary Hit Points equal to 3d6 (roll once and all creatures recieve this amount) for the next hour.   You may perform this action up to two times and must complete a short or long rest to regain spent uses.

Beast Tamer

While many wizards have familiars and pets, you know how to train your companion for combat. Your pet companion gains abilities others do not have access to in order to aid and defend you in battle.
Animal Friend (Level 2)
If you do not already have a pet, you may spend a short rest beseeching the nature spirits to guide one to you. See the Pet page for rules on what pets would be available to you.   Your pet uses the statblock noted on the pets page and has its own turn that alway follows your in initiative order. It can move and use its reaction by itself, however will only take the Defensive Stance action on its turn unless directed otherwise. You may use a Swift Action on your turn to issue a simple command such as "attack this target" or "go here." If you are unconscious, your companion with act on its own and attack the creature who last attacked you or that attacked it.
Empowered Companion (Level 5)
Your companions attacks count as magical for the purposes of resistances. Additionally, it is more intelligent in its movement and positioning. You no longer have to command it to move to areas you want it to be in, and it will take opportunities to grant flanking bonuses when it can.
Independent Creature (Level 10)
Your companion can act fully on its own without you needing to command it to do anything. You may issue commands as before as Free Actions instead of Swift Actions.
Share Spells (Level 15)
When casting a spell, you can cast them from yourself or from your animal companion. Additionally, any spell you or an ally casts that affects you also affects your companion. This does not apply if the companion already would have been targetted by the effect and would have recieved the same effects.

Druid

You have bonded with the essence of nature istelf. While you may not be the most powerful mage in the room, you are often the most reliable and consistent.
Natural Regeneration (Level 2)
When you complete a short rest you regain a number of spell points up to your Theurgist Level.
One with the Land (Level 5)
You ignore rough terrain from natural means (mud, rock, sand, etc) and can move through brambles, thorns, and other hostile plantlife without harm. You also have advantage on saving throws against becoming entangled or otherwise restrained from plantlife or spells / creatures using plants to restrain you.
Dampen Elements (Level 10)
When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Nature's Decay (Level 15)
You know that the circle of life is one of balance. Though you use it to channel healing and restoration, nature demands balance in all things.   You may unleash a cloud of deadly spores into a 30ft sphere center on yourself. Creatures in the area of your choice that you can see must make a DC 12 + your Wisdom Modifier Constitution saving throw or take 3d6 Necrotic damage on a failure or half as much on a success. A success also makes a creature immune to this affect for 24 hours. This cloud lingers for 1d6 rounds and when a creature enters the cloud or starts its turn within it must make this save again.

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