Editing
Unearthed Arcana
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====August==== '''The Faithful:''' New subclasses to allow arcane casters to get in on the divine casters' schtick. This article introduced the Seeker Patron for Warlocks, and the Theurgy tradition for Wizards. There was an immediate uproar that the Seeker was all over the place and the Theurge was overpowered. ''Theurges'' are incredibly powerful, and this has led to quite a bit of backlash from fans who denounce them as being the most ''broken'' Arcane Tradition in the game, a title they held until the Lore Master came out in 2017. Essentially, a Theurge is a "wizard-priest", an [[arcanist]] who is either devoted to a deity sufficiently to wield some of their magical powers, or has learned to imitate (or usurp) divine magic through arcane lore. Essentially, the Theurgy Tradition is an alternative to the Arcana Domain for [[Cleric]]s, in that it tries to make a singular class out of the Cleric/Wizard [[Mystic Theurge]], but by from the basis of being a wizard who studies and wields godly magic. Amusingly, by its default fluff, you can easily use it to represent an [[Ur-Priest]] as well. It's first second-level feature is, of course, Divine Inspiration, which lets you pick a specific Cleric Domain. Naturally, this should be one appropriate to the deity your Theurgist is worshipping/studying/ripping power from, though it notes that the most natural fits for a Theurgist are probably Arcana, Knowledge and Light. Its second level 2 feature is Arcane Initiate; when you gain a level, you can choose to trade one of the Wizard spells you know for a Cleric spell from a slot level you can cast - so, if you can cast 3rd level spells, you can snag a 1st, 2nd or 3rd level Cleric spell. You ''must'' concentrate on gaining the bonus spells from your chosen Domain first; only if you can cast all of the spells from that Domain can you pick up "generic" Cleric spells for your spellbook. Additionally, though you keep these spells in your spellbook, other wizards can't learn to cast them by copying from your spellbook. Its final 2nd level feature is Channel Arcana, which basically gives you Channel Divinity 1/short rest (2/short rest at 6th level, 3/short rest at 18th). When you make use of this power, you can gain either the Divine Arcana power-up (+2 to attack roll or saving throw of the next spell you cast) or the Channel Divinity effect granted by your chosen domain. The rest of its Tradition features are based on gaining access to your Cleric Domain's bonus features, with the exception of weapon and armor proficiencies. Arcane Acolyte (level 6) gives you access to the level 1 bonus feature, Arcane Priest (10th level) gives you access to the level 6 bonus feature, and finally Arcane High Priest (level 14) gives you access to the level 17 cleric bonus feature for your domain. Arcane High Priest is the most commonly cited and least legitimate source for complaints about the "overpowered" status of Theurges, with many falsely insisting that, [[RAW]], you could take the Arcana Domain and thusly get access to [[Wish]] at level 14. More legitimate complaints focus on the potential for abuse if you apply Spell Mastery to Cleric spells,or the fact you can effectively have two Domains by becoming a multiclassed Theurgist/Cleric. ''Seeker'' - The Seeker is a semi-divine warlock, sworn to the service of a deity or similar entity dedicated to gathering lore and knowledge. The UA article it appears in outright states that it mostly owes its inspiration to [[Celestian]], the [[Greyhawk]] god of stars, space and wanderers. At 1st level, it grants the Shielding Aurora feature, where you can invoke a 1-turn-long forcefield once per short rest that grants you Resistance (All) and inflicts Radiant damage on any enemy that ends their turn within 10 feet of you. At level 6, it grants Astral Refuse; spend an action and you teleport off the battlefield to a non-space, where you can cast two spells on yourself before returning to where you started and ending your turn. 10th level grants you the Far Wanderer feature; you no longer need to breathe and are now Resistant to Fire and Frost damage. Finally, at level 14, you gain the Astral Sequestion feature: once per day, you can spend five minutes performing a ritual that teleports you and your party (no more than 10 people plus yourself, mind) to the Astral Plane. There, you get to complete a short rest before returning to the material plane with no time having passed in the interim. Its bonus spells are a mixture of divination and mobility enhancers, from ''Feather Fall'' to ''Legend Lore''.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information