A theurgist is someone who has devoted themselves both to the study of magic and worship of a god. As pious as any priest, a theurgist wields their considerable powers in the name of their deity.
Alignment: A theurgist’s alignment must be within one step of their deity’s, along either the law/chaos axis or the good/evil axis.
Weapon Proficiencies: A theurgist is proficient with all simple weapons, as well as the favored weapon of their deity. This alters the theurgist’s weapon proficiencies.
Aura: A theurgist of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells: A theurgist casts arcane spells drawn from the Wizard spell list and divine spells drawn from the Cleric spell list. A theurgist must choose and prepare their spells ahead of time.
To learn, prepare, or cast an arcane spell, the theurgist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a theurgist’s arcane spell is 10 + the spell level + the theurgist’s Intelligence modifier. Armor interferes with a theurgist’s movements, which can cause their arcane spells with somatic components to fail.
To learn, prepare, or cast a divine spell, the theurgist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a theurgist’s divine spell is 10 + the spell level + the theurgist’s Wisdom modifier.
A theurgist can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is that of a wizard of their level. In addition, they receive bonus spells per day if they have a high Intelligence score or a high Wisdom score. Bonus spells gained through high Intelligence must be used to prepare arcane spells and bonus spells gained through Wisdom must be used to prepare divine spells.
A theurgist begins play with a spellbook containing all 0-level wizard and cleric spells (except any arcane spells from their opposed schools, if any; see Arcane Schools) and a single 1st-level wizard or cleric spell of their choice. The theurgist also selects a number of additional 1st-level wizard spells equal to their Intelligence modifier and additional 1st-level cleric spells equal to their Wisdom modifier to add to the spellbook. At any time, a theurgist can also add spells learned from other clerics or found in other wizards’ spellbooks to their own.
Theurgists perform a certain amount of spell research between adventures. Each time a character attains a new theurgist level, they gain an arcane spell and a divine spell of their choice to add to their spellbook. The two free spells must be of spell levels they can cast.
Any spell that appears on both the Cleric and the Wizard spell list may be learned as either an arcane or a divine spell, depending on the method of acquisition; spells learned from wizard spellbooks or arcane scrolls are learned as arcane spells, and spells learned from divine casters or divine scrolls are learned as divine spells.
This ability replaces the Spells feature.
Bonus Languages: A theurgist’s bonus language options include Draconic, Celestial, Abyssal, and Infernal. These choices are in addition to the bonus languages available to the character because of their race.
Arcane Bond: A theurgist who selects a bonded object must choose either their deity’s favored weapon or a holy symbol of their deity as their chosen item; treat a holy symbol as an amulet.
This ability alters the arcane bond feature.
Spontaneous Casting: A theurgist gains Spontaneous Casting, as the cleric class feature. The spell they lose in order to convert it to a cure or inflict spell must be a prepared divine spell.
Arcane School: A theurgist’s school spell slots can only be used to prepare arcane spells of their specialty school. Additionally, see the Domain feature below.
This ability alters the arcane school feature.
Domain: A theurgist chooses one domain from amongst those belonging to their deity, as the cleric’s Domains ability. They automatically add each of the domain’s spells to their spellbook at the appropriate level as divine spells. A theurgist’s domain spell slots may only be used to memorize these domain spells as divine spells. In addition, the theurgist may choose to replace one of their arcane school powers with a domain power of equivalent level, using their theurgist level in place of their cleric level.
Bonus Feats: In place of Scribe Scroll or one of the bonus feats gained at every 5th level, a theurgist may instead choose to gain Channel Energy, as the cleric class feature. They use their theurgist class level in place of their cleric level, except that the damage dealt or healed remains at 1d6 points of damage regardless of their level. They may choose this feature multiple times; each time they do, they increase the damage dealt or healed by an additional 1d6 points of damage.
Spellbooks: In order to add a divine spell to their spellbook, a theurgist must succeed at a Spellcraft check and pay the same cost as though adding an arcane spell of equal level to their spellbook. A theurgist may learn a Cleric spell from a divine caster who has it prepared as though they were copying a spell from a spellbook.
|Equipment and Items||House Rules||Locations||Setting References|