dauntless/content/Classes/Theurge/*Playing a Theurge*.md
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Players Guide 2

**Base Class

Some spend their lives poring over ancient tomes and texts. Others devote themselves to the gods, acting as emissaries of the divine. The theurge seeks to achieve a perfect balance between the arcane and the divine, blending both kinds of magic into a powerful and cohesive whole.

Theurges revel in the unbridled wonders of magic, regardless of its source. They strive to refine their magical abilities, driven by their quest to accomplish ever greater feats of spellcasting. Although many theurges worship a specific deity, often one devoted to magic, others choose to venerate personifications of magical forces or perhaps even magic itself. Theurges typically possess an unquenchable and obsessive thirst to further their understanding and mastery of spellcasting and magic. Their might lies in their ability to draw upon, combine, and manipulate multiple forms of magical power to overcome any obstacle.

Playing this class will yield great rewards for players with a keen understanding of spellcasting, especially those who delight in curating the perfect spell list from a bounty of options. The theurge class allows you to break the rules, rewrite the laws of magic, and combine spells in ways other casters can only dream of.

Theurges as Adventurers

Theurges are remarkable individuals who redefine the limitations of spellcasting by uniting Arcane and Divine magic. A theurge pursues their craft with a clerics devotion and a wizards discipline, combining the best of two distinct worlds to forge a potent mystic power that is entirely their own. A theurges unique blend of disparate perspectives, philosophies, and values allows them to navigate a wide variety of communities with ease. Traveling with a theurge often opens doors and makes it easy to find allies among academics, priests, mages, and monks of all stripes.

Theurges, like wizards, are primarily academics, ill-suited to physical challenges. However, like clerics, a theurges access to the Divine source allows them to heal, bolster, and defend allies on the frontlines. While the difficulty of simultaneously mastering two sources limits the number of Arcane and Divine spells a theurge can ultimately master, they more than make up for a lack of versatility with their ability to rewrite the rules of magic. A theurge can cast spells at an astounding rate and maintain these spells through conditions that would break even the most tenacious clerics or wizards.

Class Features

As a theurge, you have the following class features.

Hit Points

Hit Dice: 1d6 per theurge level

Hit Points at 1st Level: 6 + your CON modifier

Hit Points at Higher Levels: 1d6 (or 4) + your CON modifier per theurge level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons

Tools: None

Saves: INT, WIS

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Starting Equipment

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

  • (a) a quarterstaff or (b) a dagger.
  • (a) a component pouch or (b) an arcane focus or holy symbol.
  • (a) a scholars pack or (b) an explorers pack.
  • A libram.
Theurge Progression
Level PB Features Cantrips Known Rituals Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spell Nexus, Spellcasting 3 1 2
2nd +2 Spellcraft (d6), Summon Libram 3 1 3
3rd +2 Theurge Subclass 3 2 4 2
4th +2 Improvement 4 2 4 3
5th +3 Spell Synthesis 4 3 4 3 2
6th +3 Superior Focus 4 3 4 3 3
7th +3 Subclass Feature 4 4 4 3 3 1
8th +3 Improvement 4 4 4 3 3 2
9th +4 Spellcraft (d8) 4 5 4 3 3 3 1
10th +4 Heroic Boon 5 5 4 3 3 3 2
11th +4 Subclass Feature 5 6 4 3 3 3 2 1
12th +4 Improvement 5 6 4 3 3 3 2 1
13th +5 Spell Synthesis (2/Rest) 5 7 4 3 3 3 2 1 1
14th +5 Flawless Concentration 5 7 4 3 3 3 2 1 1
15th +5 Subclass Feature 5 8 4 3 3 3 2 1 1 1
16th +5 Improvement 5 8 4 3 3 3 2 1 1 1
17th +6 Spellcraft (d10) 5 9 4 3 3 3 2 1 1 1 1
18th +6 Spell Synthesis (3/Rest) 5 9 4 3 3 3 3 1 1 1 1
19th +6 Improvement 5 9 4 3 3 3 3 2 1 1 1
20th +6 Epic Boon 5 9 4 3 3 3 3 2 2 1 1

Spell Nexus

1st-Level Theurge Feature

As a bonus action while your libram is within 100 feet of you, you can open a magical conduit between you and it, allowing you to instantly replace one spell you currently have prepared with another spell of the same circle and same source transcribed within the libram. For example, if youre a 3rd-level theurge, you could instantly replace one 1st-circle Arcane spell you currently have prepared with another 1st-circle Arcane spell transcribed in your libram.

You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.

Spellcasting

1st-Level Theurge Feature

As a student of Arcane and Divine magic, you have a theurgic libram containing spells that show the first glimmerings of your true power. See Spellcasting in the Players Handbook for general rules of spellcasting and for the Arcane and Divine spell lists.

Cantrips

At 1st level, you know one cantrip of your choice from the Arcane spell list, one cantrip of your choice from the Divine spell list, and a third cantrip from either the Arcane or Divine spell list (your choice). You learn additional cantrips at higher levels that you can choose from either the Arcane or Divine lists, as shown in the Cantrips Known column of the Theurge Progression table.

Libram

You learn how to craft a libram, which is a Tiny magical object that contains your spells. However, a theurges libram is more than just a mere spellbook, it is a physical manifestation of a theurges power and a mystic reservoir of the esoteric knowledge unlocked over the course of their magical studies.

Creating a libram forges a bond between it and the theurge that transcends physical reality. The process stamps the theurges soul with a mystic symbol that forever tethers the libram to its creator. This symbol is typically invisible to those with normal sight, but it is visible upon the theurges skin when viewed with magical sight—or it might become visible when the theurge casts their spells. The exact appearance and placement of this mark is up to you, but traditionally, it appears as a golden third eye on the theurges brow.

Librams Appearance. Your libram is a unique vessel for recording spells and other information. Most resemble books stamped with a theurges personal symbol, but they can also take the form of scrolls, inscribed tablets, or similar objects that can be easily held. The exact appearance of a libram is a reflection of the theurge who created it, so the details are ultimately up to you.

Libram Spells. When you first create your libram at 1st level, it contains six 1st-circle spells. You can choose these spells from the Arcane or Divine spell lists, but at least two of these spells must be from the Arcane spell list and at least two must be from the Divine spell list. Your libram is the repository of all the Arcane and Divine spells you know—except for your cantrips, which are so simple and well-rehearsed that you dont need to write them down. The theurgic wisdom contained within your libram is incomprehensible to anyone but you, and other creatures cant read or copy any spells or text contained within it.

Destroying the Libram. A libram doesnt have an AC, doesnt have hit points, and it cant be damaged or destroyed by conventional means. It cant be used or activated by any creature other than the theurge that created it, but it otherwise follows the rules of a standard magic item. If you die, your libram disintegrates after 24 hours.

Replacing the Libram. If your libram is lost or destroyed, you can perform a 1-hour ceremony to create a replacement, which can be performed as part of a short or long rest. The contents of your replacement libram are identical to the contents of the previous one. If the previous libram still exists, it is destroyed the moment you complete the ceremony to create a replacement.

Preparing Spells

You must prepare spells in advance before you can cast them. You can prepare any spell in your libram for which you have spell slots. You determine which spell slots you can access by checking your level on the Theurge Progression table. You can choose a number of spells equal to your INT modifier + your theurge level (minimum of one spell). This is your list of prepared spells from which you can cast.

Preparing a new list of spells requires time studying your libram and re-memorizing incantations and gestures: at least 1 minute per spell circle for each spell you change. You can change your list of prepared spells as part of a long rest.

Casting Spells

You have prepared a number of spells and can cast any of them by using a spell slot of the spells circle or higher.

The Theurge Progression table shows how many spell slots you have at a given level. For example, at 3rd level, you have four 1st-circle and two 2nd-circle spell slots, and with a 16 INT, you can have six prepared spells of 1st or 2nd circle, in any combination. You only have two spell slots for 2nd-circle spells though, so if you prepare only 2nd-circle spells, you wont be able to use your 1st-circle spell slots at all.

Casting a spell doesnt remove it from your list of prepared spells, it just uses up a spell slot. You regain all used spell slots when you finish a long rest.

Learning Spells of 1st Circle and Higher

Each time you gain a theurge level, you can add two spells of your choice to your libram: one of these spells must be from the Arcane spell list and one must be from the Divine spell list. Each spell must be of a circle for which you have spell slots, as shown on the Theurge Progression table.

In addition, when you gain a level of theurge, you can choose one Arcane or Divine spell in your libram and replace it with another spell from the same source (Arcane or Divine). The replacement spell must be of a circle for which you have spell slots.

Spellcasting Ability

Intelligence (INT) is your spellcasting ability. Your INT modifier determines the save DC or the attack modifier for certain spells you cast:

Spell save DC = 8 + your proficiency bonus (PB) + your INT modifier

Spell attack modifier = your proficiency bonus (PB) + your INT modifier

Rituals

You can also cast a type of long-form spell called a ritual. Rituals dont need to be prepared, and they dont use up spell slots.

At 1st level, choose one ritual from the Arcane or Divine ritual list. You learn more rituals at higher levels, as shown in the Rituals Known column of the Theurge Progression table, but only from a circle for which you have spell slots. Rituals you learn dont count against the number of spells you learn at each level.

Rituals are contained in your libram alongside your regular spells.

Spellcasting Focus

You can use an arcane focus, a holy symbol, or your libram as a spellcasting focus for your Arcane and Divine spells.

Spellcraft

2nd, 9th, and 17th-Level Theurge Feature

Your studies and experience using power from multiple magic sources gives you profound insight into the workings of magic. This insight is represented by a pool of Spellcraft dice. You have a number of spellcraft dice equal to your INT modifier (minimum of 1), and these dice are d6s. You cant spend more than one Spellcraft die to modify the same roll. Unless specified otherwise, once you spend a Spellcraft die, you immediately roll it and add the number rolled as instructed. The die is then expended. You regain expended Spellcraft dice when you finish a short or long rest.

You can spend your Spellcraft dice in the following ways:

  • When you deal damage or restore hit points with a spell you cast, you can spend one Spellcraft die and deal additional damage of the type dealt by the spell or restore additional hit points equal to the result.
  • When you make a CON save to maintain concentration, you can spend one Spellcraft die and add the number rolled to the check result.
  • When you make an ability check to learn, decipher, or recall information about a spell, spellcaster, magic item, or magic effect, you can spend one Spellcraft die and add the number rolled to the check result.

The size of your Spellcraft die changes when you reach certain levels in this class. The die become a d8 at 9th level and a d10 at 17th.

Summon Libram

2nd-Level Theurge Feature

Your growing power deepens your mystic bond with your libram, allowing you to sense its location and summon it to your side.

While your libram is on the same plane of existence as you, you can sense its location and know the exact amount of distance between you and it. If the libram is on a different plane, you know which plane but not its precise location on that plane.

As a bonus action if the libram is on the same plane of existence as you, you can summon it, causing it to appear in your hand or in the nearest unoccupied space within 5 feet of you (if you dont have a free hand).

Theurge Subclass

3rd, 7th, 11th, and 15th-Level Theurge Feature

Choose a subclass that reflects your focused area of magical devotion: Conduit, Illuminary, or Source Spinner. Your choice grants you features at 3rd, 7th, 11th, and 15th level.

Improvement

4th, 8th, 12th, 16th, and 19th-Level Theurge Feature

Choose one of the following improvements (ability scores cant be raised above 20 with this feature):

  • Increase a single ability score by 2.
  • Increase two different ability scores by 1 each.
  • Increase one ability score by 1 and select a talent from the magic talents list (see Players Guide).

Spell Synthesis

5th, 13th, and 18th-Level Theurge Feature

Your profound understanding of magical duality allows you to tap into deep reserves of spellcasting power. You can expend a use of this feature to cast two prepared spells of 4th circle or lower on your turn as long as one spell is from the Arcane list and the other is from the Divine list and also either of the following circumstances are met:

  • You can cast a spell with a casting time of 1 action with the Cast a Spell action and a second spell with a casting time of 1 bonus action as your bonus action.
  • You can simultaneously cast two spells with a casting time of 1 action as part of the same Cast a Spell action.

Casting spells in this way expends spell slots for each spell as normal. You cant cast a spell with a spell slot of 5th circle or higher with this feature, even if you could normally use a spell slot to cast the spell at a higher circle. Due to the intense effort simultaneous casting requires, you cant take reactions until the start of your next turn after activating your Spell Synthesis feature.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice, and at 18th level, you can use it three times before taking a rest. Regardless of whether you have multiple uses available, you cant use this feature more than once on the same turn.

Superior Focus

6th-Level Theurge Feature

You can simultaneously maintain two spells that require concentration. One spell must be from the Arcane spell list, and the other must be from the Divine spell list.

While concentrating on two spells in this way, you must make a CON save (DC 10 + the highest-circle spell cast) to maintain concentration on these spells at the start of each of your turns. If you fail this save, both spells immediately end.

In addition, while concentrating on two spells, you have disadvantage on CON saves to maintain concentration whenever you take damage or suffer another effect that would potentially break concentration (this disadvantage doesnt apply to the CON saves you make at the start of each of your turns). Anything that causes you to lose concentration, including being incapacitated or killed, causes you to lose both spells.

Heroic Boon

10th-Level Theurge Feature

Your commitment to the theurges path grants you a powerful new ability. Choose one of the following heroic boons:

  • Careful Craft. When you add one of your Spellcraft dice (see Spellcraft feature) to an ability check or save and the roll still fails, the die isnt expended.
  • Persistent Craft. If a creature you can see succeeds on a save against one of your spells, you can expend a Spellcraft die (see Spellcraft feature) to force the creature to reroll the save, subtracting the number rolled on your Spellcraft die from the new check result.
  • Precise Craft. If you roll a 1 on a Spellcraft die (see Spellcraft feature), you can reroll the die, and you must take the new result. In addition, if you roll the maximum result on a Spellcraft die (such as an 8 on a d8), you can roll the die again and add both numbers rolled to your check result.
  • Vicious Craft. You gain an additional way to use your Spellcraft dice (see Spellcraft feature). When you cast a spell that requires you to make an attack roll, you can spend one Spellcraft die and add the number rolled to the check result.

Flawless Concentration

14th-Level Theurge Feature

While maintaining concentration on one or more Arcane or Divine spells, you never have disadvantage on CON saves to maintain concentration, regardless of the damage you take, environmental phenomena, or any other features or effects.

In addition, if a creature deals damage to you with multiple attacks or effects on its turn, you no longer have to roll CON saves for each instance of damage it deals to maintain concentration. Instead, you need to make only one save against the instance with the highest DC to successfully maintain concentration.

Epic Boon

20th-Level Theurge Feature

Your commitment to the theurges path grants you a powerful new ability. You gain one of the following epic boons:

  • Supreme Craft. You can now expend up to two Spellcraft dice (see Spellcraft feature) to modify the same roll. If you end your turn with no Spellcraft dice remaining, you automatically recover one expended Spellcraft die.
  • Supreme Focus. When you make a CON save to maintain concentration, you can treat any d20 roll of 9 or lower as if you had rolled a 10 on the die. In addition, if you fail a CON save to maintain concentration while you are concentrating on two spells simultaneously, you lose concentration on only one spell instead of both (you choose which spell remains active).
  • Supreme Unity. If you start your turn with no uses of your Spell Synthesis feature remaining, you can combine raw power from your Arcane and Divine magic sources to immediately restore all expended uses (no action required). You must finish a long rest before you can use this feature again.