Health Die. 1d6 Hit Points at 1st level. 6 + Constitution Ability Score Hit Points at Higher level. 1d6 (or average roll, 4) + Con Mod per level after 1st. Mana Die. 1d10 Mana Points at 1st level. 10 + Intelligence Ability Score Mana Points at Higher levels. 1d10 (or average roll, 6) + Int Mod per level after 1st.
Proficiency
Skill Groups. AcademiaAcademiaCulture (Int), Dungeoneering (Int), Geography (Int), History (Int), and Religion (Int), SlynessSlynessAcrobatics (Dex), Deception (Cha), Disguise (Cha), Sleight of Hand (Dex) and Stealth (Dex), and SocialSocialCulture (Int), Deception (Cha), Diplomacy (Cha), Insight (Wis) and Intimidation (Cha).. Primary Defense.WillWill DefenseUsed to resist mental attacks and spells. Determined by 10 + Wisdom or Charisma Modifier + Class Bonus. Offense. One Weapon Type Spell Focus.Orbs, Staves, Wands Armor. Light, Medium, Heavy
Spellcasting
The Theurgist learns 3 + Intelligence Modifier (minimum +1) spells at 1st level and learns an additional spell in the Theurgist Spell List every even Theurgist level gained.
Born of Light and Shadow
At 1st level the Theurgist chooses a ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. between Radiant and Dark damage. The chosen ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. cannot be the WeaknessWeaknessThe creature always yields an Advantage when the Condition is used on them and the hit is always treated as a Critical hit. If the roll of the attack on it is a Critical hit roll then apply an additional die for the Critical. chosen from your Star Sign.
Divine Determination
At 3rd level the Theurgist adds their Charisma modifier to all single target rolls that restore Hit Points to an ally. The Theurgist recovers Mana Points equal to ½ the amount rolled to heal.
At 13th level Divine Determination applies to all rolls that restore Hit Points to allies.
Unbreakable Faith
At 5th level the Theurgist may choose a Defense. Any Status Condition caused by targeting the selected Defense yields DisadvantageCombat DisadvantageDisadvantage in combat encounters gives the characters a +3 or a -3 to their respective rolls. against the roll to hit.
At 11th level the Theurgist may choose an additional Defense for Unbreakable Faith.
Prophet of Mercy
At 7th level when the Theurgist casts a spell that restores an ally of a Condition, the Theurgist may spend Mana Points to cast another Condition restoring spell as a Ranged spell up to 30 ft as long as the Theurgist can see and hear them.
At 14th level you may cast the additional spells for half the Mana Point cost.
Power of Suggestion
At 9th level when an ally that the Theurgist can see and can hear is targeted with a Condition by the chosen Defense of Unbreakable Faith, the Theurgist may use their Reaction to apply the benefits of Unbreakable Faith to the ally until the beginning of the Theurgist’s next turn.
At 15th level when the Theurgist uses Power of Suggestion and the ally is still affected with the Condition the Theurgist may cast a spell as part of the Reaction to heal the affected ally of their Condition, provided they have both the spell to remove the Condition and the Mana Points to cast the spell.
Divine Intervention
A 20th level, once per day the Theurgist may use their Standard Action to target all allies within 60 ft from them. All Conditions for all allies are removed, if the ally is DeadDead ConditionThe target is no longer in the land of the living, starting a new life in the ascension of Death., DyingDyingThe creature is in a completely unstable state and struggling to not pass out. The creature is making Death Saves in order not to die., or BloodiedBloodied ConditionThe target is at 50% health or below and now looks visibly worse for wear., they are brought back to a stable state with ½ their max Hit Points rounded up.
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