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Thread: Theurge Redux

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    Default Theurge Redux

    HIT POINTS
    Hit Dice: d6
    Hit Points at 1st Level: 6+Constitution Modifier
    Hit Points at Higher Levels: 1d6 (4)+Constitution Modifier

    PROFICIENCIES
    Armor: None
    Weapons: All simple weapons
    Tools: Any one artisan tool

    Saving Throws: Wisdom and either Intelligence or Charisma
    Skills: Any two from Arcana, History, Nature, Religion, Medicine, or Performance.

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

    Theurge
    —Spell Slots per Spell Level I— —Spell Slots per Spell Level II— —Spell Slots per Spell Level III—
    Level Proficiency Bonus Features Cantrips
    Known
    1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2nd 3rd 4th 5th 6th 1st 2nd 3rd 4th
    1st +2 Spellcasting, Ritual Casting 3 2 — — — — — — — — — — — — — — — — — —
    2nd +2 Second Casting 4 2 — — — — — — — — 1 — — — — — — — — —
    3rd +2 Third Casting, Archetype 5 2 2 — — — — — — — 1 — — — — — 1 — — —
    4th +2 Ability Score Improvement 5 3 2 — — — — — — — 2 — — — — — 1 — — —
    5th +3 Substitute Casting 5 3 2 — — — — — — — 2 — — — — — 1 — — —
    6th +3 Archetype Feature 6 3 3 2 — — — — — — 3 1 — — — — 1 — — —
    7th +3 Might Of Magic 6 4 3 2 — — — — — — 3 1 — — — — 2 1 — —
    8th +3 Ability Score Improvement 7 4 3 2 — — — — — — 3 1 — — — — 2 1 — —
    9th +4 Archetype Feature 7 4 3 3 2 — — — — — 4 2 — — — — 2 1 — —
    10th +4 Esoteric Knowledge 7 4 3 3 2 — — — — — 4 2 1 — — — 2 1 — —
    11th +4 Combined Magic 8 4 3 3 2 — — — — — 4 3 1 — — — 3 2 1 —
    12th +4 Ability Score Improvement 8 4 3 3 3 1 — — — — 4 3 1 — — — 3 2 1 —
    13th +5 Archetype Feature 8 4 3 3 3 1 — — — — 4 3 2 — — — 3 2 1 —
    14th +5 Might Of Magic II 9 4 3 3 3 1 — — — — 4 4 2 1 — — 3 2 1 —
    15th +5 Additional Esoteric Knowledge 9 4 3 3 3 2 1 — — — 4 4 2 1 — — 4 3 2 1
    16th +5 Ability Score Improvement 9 4 3 3 3 2 1 — — — 4 4 3 1 — — 4 3 2 1
    17th +6 Archetype Feature 9 4 3 3 3 2 1 1 — — 4 4 3 2 — — 4 3 2 1
    18th +6 Signature Spells 10 4 3 3 3 3 1 1 1 — 4 4 3 2 1 — 4 3 2 1
    19th +6 Ability Score Improvement 10 4 3 3 3 3 2 1 1 — 4 4 3 2 1 — 4 4 3 2
    20th +6 Spell Mastery 10 4 3 3 3 3 2 1 1 1 4 4 3 3 2 1 4 4 3 2

    Spellcasting-At level one, you gain your first pool of spellcasting, following the first part of the spellcasting table above. This casting is based off any one mental stat, chosen at level one and never able to be changed. You may choose from the spell lists detailed below. You start with four spells known for this pool, and gain two more at each subsequent level in this class, recorded in a spellbook. You may have a number of spells prepared at a time equal to your levels in Theurge plus your casting stat for this pool.

    Ritual Casting-At level one, you also gain the ability to cast any spells you know with the ritual tag as rituals.

    Second Casting-At level two, you gain a second pool of spellcasting, following the second casting table. The casting is based off a different mental from the first pool, chosen at level two and never able to be changed. You may choose from the spell lists detailed below. You gain three spells known at level two for this pool, and two more at each subsequent level in this class, recorded in a spellbook. You may have a number of spells prepared at a time eqaul to half your levels in Theurge plus your casting stat for this pool.

    Third Casting-At level three, you gain your third and final pool of spellcasting, following the third casting table. This casting is based off the third mental stat. You may choose from the spell lists detailed below. You gain two spells known at level three, and two more at each subsequent level in this class, recorded in a spellbook. You may have a number of spells prepared at a time eqaul to one third your levels in Theurge plus your casting stat for this pool.

    Spoiler: A Note On Spell Pools
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    First off, multiclassing-should a Theurge multiclass, you should let them gain a fourth pool of casting-their Theurge pools, and then their regular casting pools. This does make the Theurge multiclass-unfriendly, but better than breaking the game.

    Second off, you CAN select the same list for each pool. This can let you flesh out your list, if you want, or play a highly specialized mage. Generally, though, I'd recommend picking different lists, for variety's sake.


    Archetype-At level three, choose your archetype. You gain additional features at levels six, nine, thirteen, and seventeen.

    Ability Score Improvement-At levels four, eight, twelve, sixteen, and nineteen, you may either gain +2 to any one stat, or +1 to any two. Unless otherwise stated, no stat can be brought above 20 in this fashion.

    Substitute Casting-At level five, you may substitute two spell slots from different pools to cast a spell of the same level from the third pool. For instance, you may trade a 1st level slot from your first and second pools to cast a 1st level spell from the third pool, using the third pool's casting stat for it.

    Might Of Magic-At level seven, you may add your proficiency bonus to any damage dealt with spells, or to any healing done with spells.

    Esoteric Knowledge-At level ten, you may add any one spell known of a level you can cast to any one pool of casting.

    Combined Magic-At level eleven, you may combine spells from all pools to cast a spell of higher potency. You may take a slot from the first, second, and third pool (of the same level) to cast a spell from any pool at the level of the slots used plus one. For instance, you may take a third level slot from all three pools to cast a spell at fourth level from the second pool, even though you do not have a fourth level slot normally available in that pool.

    Might Of Magic II-At level fourteen, you may inflict damage and give healing even on spells that normally do not. Any time you cast a harmful spell that doesn't normally deal damage (such as Bane or Hold Person) you may inflict your proficiency modifier in psychic damage, if they fail their save. (Note that this damage is considered part of the initial casting, and so does not trigger any "when damaged" effects.) In addition, any time you cast a beneficial spell (excluding cantrips), the recipients regain HP equal to your proficiency modifier.

    Additional Esoteric Knowledge-At level fifteen, you may gain one spell known of a level you can cast to every pool of casting.

    Signature Spells-At level eighteen, pick one third level or lower spell known from each spell pool. You may, once per short rest, cast these spells at third level without expending a slot.

    Spell Mastery-At level twenty, pick any two second level or lower spells from your first pool, any two second level or lower spells from your second pool, and any one first level spell from your third pool. You may cast these at-will at either second level (for the first and second pools) or first level (for the third) without expending any slots.

    Spoiler: Helper
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    Magical Invigoration-At third level, you gain temporary hit points every time you cast a spell, equal to the slot level expended. (Cantrips give 1 THP.)

    Powerful Healing-At sixth level, any time you roll maximum on a die for healing, you may roll the die again and add its result to the healing done.

    Shared Invigoration-At level nine, you may redirect your THP as a reaction. Whenever someone you can see who is within 60' takes damage, you may give them your THP as a reaction.

    Healer's Ward-At thirteenth level, you gain +2 to your AC so long as your focus or component pouch are wielded.

    Frugal Healer-At level seventeen, you may expend half the cost of any material components used and still cast a spell with a costly component.


    Spoiler: Harmer
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    Warmage-At level three, you gain proficiency in light armor and martial weapons.

    War Magic-Also at level three, you gain the ability to make a single weapon as a bonus action attack after expending a spell slot.

    Magical Fortitude-At level six, you gain an additional hit point for every level you take in this class.

    Improved War Magic-At level nine, you may now make a single weapon attack as a bonus action after casting any spell, even cantrips.

    Powerful Spells-At level thirteen, any time you roll maximum on a damage die with a spell, you may roll the die again and add the result to the damage done.

    Heightened Spell-At level seventeen, you may, once per short rest, impose disadvantage on the first saving throw made against a spell you cast.


    Spoiler: Spell Lists
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    Spoiler: Helpful
    Show
    Spoiler: Cantrips
    Show
    Blade Ward
    Control Flames
    Create Bonfire
    Dancing Lights
    Druidcraft
    Guidance
    Gust
    Light
    Mage Hand
    Mending
    Message
    Minor Illusion
    Mold Earth
    Prestidigitation
    Produce Flame
    Resistance
    Shape Water
    Spare The Dying
    Thaumaturgy
    True Strike

    Spoiler: First Level
    Show
    Animal Friendship
    Absorb Elements
    Alarm
    Beast Bond
    Bless
    Ceremony
    Command
    Compelled Duel
    Comprehend Languages
    Create Or Destroy Water
    Cure Wounds
    Detect Evil And Good
    Detect Magic
    Detect Poison And Disease
    Disguise Self
    Expeditious Retreat
    Faerie Fire
    False Life
    Feather Fall
    Goodberry
    Guiding Bolt
    Healing Word
    Heroism
    Identify
    Illusory Script
    Jump
    Longstrider
    Mage Armor
    Protection From Evil And Good
    Purify Food And Drink
    Sanctuary
    Shield
    Shield Of Faith
    Silent Image
    Sleep
    Speak With Animals
    Tenser's Floating Disk
    Unseen Servant
    Zephyr Strike

    Spoiler: Second Level
    Show
    Aid
    Alter Self
    Animal Messenger
    Arcane Lock
    Augury
    Barkskin
    Beast Sense
    Blur
    Calm Emotions
    Continual Flame
    Darkvision
    Detect Thoughts
    Enhance Ability
    Enlarge/Reduce
    Find Traps
    Gentle Repose
    Gust Of Wind
    Healing Spirit
    Invisibility
    Knock
    Lesser Restoration
    Levitate
    Locate Animals Or Plants
    Locate Object
    Magic Mouth
    Magic Weapon
    Mirror Image
    Misty Step
    Nystul's Magic Aura
    Pass Without Trace
    Prayer Of Healing
    Protection From Poison
    Rope Trick
    See Invisiblity
    Silence
    Skywrite
    Spider Climb
    Warding Bond
    Zone Of Truth

    Spoiler: Third Level
    Show
    Aura Of Vitality
    Beacon Of Hope
    Blink
    Catnap
    Clairvoyance
    Create Food And Water
    Daylight
    Elemental Weapon
    Fly
    Gaseous Form
    Haste
    Leomund's Tiny Hut
    Life Transference
    Magic Circle
    Major Image
    Mass Healing Word
    Nondetection
    Phantom Steed
    Plant Growth
    Protection From Energy
    Remove Curse
    Revivify
    Sending
    Speak With Dead
    Speak With Plants
    Tiny Servant
    Tongues
    Wall Of Sand
    Wall Of Water
    Water Breathing
    Water Walk
    Wind Wall

    Spoiler: Fourth Level
    Show
    Arcane Eye
    Aura Of Life
    Aura Of Purity
    Control Water
    Death Ward
    Dimension Door
    Divination
    Fabricate
    Fire Shield
    Freedom Of Movement
    Greater Invisibility
    Hallucinatory Terrain
    Leomund's Secret Chest
    Locate Creature
    Mordekainen's Private Sanctum
    Otiluke's Resilient Sphere
    Polymorph
    Stone Shape
    Stoneskin

    Spoiler: Fifth Level
    Show
    Animate Objects
    Antilife Shell
    Awaken
    Bigby's Hand
    Commune
    Commune With Nature
    Contact Other Plane
    Control Winds
    Creation
    Dream
    Far Step
    Greater Restoration
    Hallow
    Holy Weapon
    Legend Lore
    Mass Cure Wounds
    Modify Memory
    Passwall
    Planar Binding
    Raise Dead
    Rary's Telepathic Bond
    Reincarnate
    Scrying
    Seeming
    Skill Empowerment
    Telekenisis
    Teleportation Circle
    Transmute Rock
    Tree Stride
    Wall Of Force
    Wall Of Stone

    Spoiler: Sixth Level
    Show
    Arcane Gate
    Contingency
    Drawmij's Instant Summons
    Druid Grove
    Find The Path
    Forbiddance
    Globe Of Invulnerability
    Guards And Wards
    Heal
    Heroes' Feast
    Investiture Of Flame
    Investiture Of Ice
    Investiture Of Stone
    Investiture Of Wind
    Move Earth
    Planar Ally
    Primordial Ward
    Programmed Illusion
    Scatter
    Transport Via Plants
    True Seeing
    Wind Walk
    Word Of Recall

    Spoiler: Seventh Level
    Show
    Etherealness
    Mirage Arcana
    Mordenkainen's Magnificent Mansion
    Plane Shift
    Project Image
    Regenerate
    Ressurection
    Reverse Gravity
    Simulacrum
    Teleport
    Temple Of The Gods

    Spoiler: Eight Level
    Show
    Animal Shapes
    Antimagic Field
    Clone
    Control Weather
    Demiplane
    Glibness
    Holy Aura
    Mighty Fortress
    Mind Blank
    Telepathy

    Spoiler: Ninth Level
    Show
    Astral Projection
    Foresight
    Gate
    Invulnerability
    Mass Heal
    Mass Polymorph
    Power Word Heal
    Shapechange
    Time Stop
    True Polymorph
    True Ressurection

    Spoiler: Damage
    Show
    Spoiler: Cantrips
    Show
    Acid Splash
    Chill Touch
    Create Bonfire
    Eldritch Blast
    Fire Bolt
    Frostbite
    Infestation
    Magic Stone
    Poison Spray
    Primal Savagery
    Produce Flame
    Ray Of Frost
    Sacred Flame
    Shillelagh
    Shocking Grasp
    Thorn Whip
    Thunderclap
    Toll The Dead
    Vicious Mockery
    Word Of Radiance

    Spoiler: First Level
    Show
    Armor Of Agathys
    Arms Of Hadar
    Burning Hands
    Catapult
    Chaos Bolt
    Chromatic Orb
    Divine Favor
    Guiding Bolt
    Hail Of Thorns
    Hellish Rebuke
    Inflict Wounds
    Ray Of Sickness
    Searing Smite
    Thunderous Smite
    Thunderwave
    With Bolt
    Wrathful Smite
    Zephyr Strike

    Spoiler: Second Level
    Show
    Aganazzar's Scorcher
    Branding Smite
    Cloud Of Daggers
    Dragon's Breath
    Dust Devil
    Flame Blade
    Flaming Sphere
    Heat Metal
    Magic Weapon
    Maximilian's Earthen Grasp
    Melf's Acid Arrow
    Mind Spike
    Moonbeam
    Phantasmal Force
    Pyrotechnics
    Ray Of Enfeeblement
    Scorching Ray
    Shadow Blade
    Shatter
    Snilloc's Snowball Swarm
    Spike Growth
    Spiritual Weapon

    Spoiler: Third Level
    Show
    Call Lightning
    Crusader's Mantle
    Elemental Weapon
    Erupting Earth
    Fireball
    Flame Arrows
    Hunger Of Hadar
    Lightning Arrow
    Lightning Bolt
    Melf's Minute Meteors
    Sleet Storm
    Spirit Guardians
    Thunder Step
    Vampiric Touch

    Spoiler: Fourth Level
    Show
    Blight
    Elemental Bane
    Evard's Black Tentacles
    Guardian Of Faith
    Ice Storm
    Mordenkainen's Faithful Hound
    Phantasmal Killer
    Shadow Of Moil
    Sickening Radiance
    Staggering Smite
    Storm Sphere
    Vitriolic Sphere
    Wall Of Fire

    Spoiler: Fifth Level
    Show
    Banishing Smite
    Bigby's Hand
    Circle Of Power
    Cloudkill
    Cone Of Cold
    Conjure Volley
    Dawn
    Destructive Wave
    Flame Strike
    Holy Weapon
    Immolation
    Maelstrom
    Negative Energy Flood
    Steel Wind Strike
    Wall Of Light
    Wrath Of Nature

    Spoiler: Sixth Level
    Show
    Blade Barrier
    Bones Of The Earth
    Chain Lightning
    Circle Of Death
    Disintegrate
    Eyebite
    Harm
    Otiluke's Freezing Sphere
    Sunbeam
    Wall Of Ice
    Wall Of Thorns

    Spoiler: Seventh Level
    Show
    Crown Of Stars
    Delayed Blast Fireball
    Divine Word
    Finger Of Death
    Fire Storm
    Mordenkainen's Sword
    Prismatic Spray
    Symbol
    Whirlwind

    Spoiler: Eight Level
    Show
    Abi-Dalzim's Horrid Wilting
    Earthquake
    Illusory Dragon
    Incendiary Cloud
    Sunburst
    Tsunami

    Spoiler: Ninth Level
    Show
    Meteor Swarm
    Power Word Kill
    Prismatic Wall
    Psychic Scream
    Storm Of Vengeance
    Weird

    Spoiler: Indirect Harm
    Show
    Spoiler: Cantrips
    Show
    Create Bonfire
    Friend
    Magic Stone
    Shillelagh

    Spoiler: First Level
    Show
    Bane
    Cause Fear
    Charm Person
    Color Spray
    Dissonant Whispers
    Ensnaring Strike
    Entangle
    Grease
    Sleep
    Tasha's Hideous Laughter

    Spoiler: Second Level
    Show
    Blindness/Deafness
    Cordon Of Arrows
    Darkness
    Earthbind
    Enthrall
    Hold Person
    Phantasmal Force
    Silence
    Web

    Spoiler: Third Level
    Show
    Animate Dead
    Bestow Curse
    Conjure Animals
    Counterspell
    Dispel Magic
    Enemies Abound
    Fear
    Glyph Of Warding
    Hypnotic Pattern
    Slow
    Stinking Cloud
    Tiny Servant

    Spoiler: Fourth Level
    Show
    Banishment
    Charm Monster
    Compulsion
    Confusion
    Conjure Minor Elementals
    Conjure Woodland Beings
    Dominate Beast
    Elemental Bane
    Evard's Black Tentacles
    Giant Insect
    Grasping Vine
    Summon Greater Demon

    Spoiler: Fifth Level
    Show
    Animate Objects
    Conjure Elemental
    Danse Macabre
    Dispel Evil And Good
    Dominate Person
    Dream
    Enervation
    Geas
    Hold Monster
    Infernal Calling
    Mislead
    Synaptic Static

    Spoiler: Sixth Level
    Show
    Conjure Fey
    Create Homonculus
    Create Undead
    Eyebite
    Flesh To Stone
    Magic Jar
    Mass Suggestion
    Mental Prison
    Otto's Irresistible Dance
    Soul Cage

    Spoiler: Seventh Level
    Show
    Conjure Celestial
    Delayed Blast Fireball
    Forcecage
    Power Word Pain
    Sequester
    Symbol

    Spoiler: Eighth Level
    Show
    Antimagic Field
    Anitpathy/Sympathy
    Dominate Monster
    Feeblemind
    Illusory Dragon
    Maddening Darkness
    Maze
    Power Word Stun

    Spoiler: Ninth Level
    Show
    Imprisonment
    True Polymorph





    Oi, those spell lists are a PAIN to do! Please, as usual, critique this. I could especially use some advice on making the spell lists better, perhaps some homebrew spells, and more lists to pick from. Maybe with tighter themes...

    Also, this is a toned-down version of the old Theurge. Its slots are the same, but its features are MUCH weaker.
    I have a LOT of Homebrew!

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    Default Re: Theurge Redux

    Re-opening for critique and advice.
    Last edited by JNAProductions; 2022-03-04 at 09:00 PM.
    I have a LOT of Homebrew!

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    Dwarf in the Playground
     
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    Default Re: Theurge Redux

    Let me start by asking about the cantrips.

    1) The class doesn't have the sub-feature of spellcasting, called cantrips. So technically you don't get any... but the table does have them.
    2) The "Indirect Harm" list only has 4 of them... while probably on point thematically... this seems very low, compared to the other 2 lists with 15ish
    3) Several features (both main class and sub class) allow cantrips to count for the triggering conditions... this seems like a really bad idea to me.


    Moving on to Starting equipment... there isn't any. Nowhere near the most important bit of a class, but if you mention it, it might be a good idea to actually fill it out.


    Then we have the main classes Non-spellcasting features, which are strong enough to fill out the average wizard sub-class.


    The spolier "A Note On Spell Pools" has me asking 2 things:
    1) What did you mean by all the info on multiclassing (I honestly didn't understand what you meant by any of it... unless you really want to give them even more 1st level spell slots by gaining the other class their spell slots, etc, as if they were normally taking that class?)
    2) The note on picking the same spell pool 3 times... see my note above about cantrips in the 3rd pool, that'd be a problem.


    Moving on to the Sub-classes, where I wanna say 2 things:
    1) The "any time you roll a maximum on a X die" features, sound cool, but by the time you start throwing around 6+ dice... that's going to add up, ALOT. Also, would maximum values on those additional dice trigger this again?
    2) Both sub-classes feel like they basically give several feats/items/class features for free.



    And finally, the overal picture:
    I hope this class isn't meant to be balanced versus normal 5e classes. Because, as is (even if you didn't take a sub class), this class is going to blow most wizards out of the water.

    Let's compare some things directly to a wizard:
    Cantrips at level 20: 5 vs 10 ==> Theurge doubles
    Spell slots: the first list equals the wizards list ==> Theurge wins by margin of both II and III list
    Spells known: The first spellcasting list equals the wizard ==> Theurge wins by margin of both II and III list
    Spell Mastery level: Wizard gets it at level 18, Theurge at level 20 ==> Slightly slower for Theurge, but, see next point:
    Spell Mastery amount: Wizard gets 1 1st level and 1 2nd level, Theurge gets 4 2nd level or lower and 1 1st level ==> Theurge wins by up to 3 2nd level spells
    Signature Spells level: Wizard gets it at level 20, Theurge at level 18 ==> Slightly faster for Theurge, but also:
    Signature Spells amount: Wizard gets 2 3rd level spells, Theurge gets 3 3rd level or lower ==> Theurge wins by up to 1 3rd level spell (Minor bonus on the wizard side is that the spells always count as prepared)

    On top of that you get 6 "Magical Secrets" ala Bard to flesh out all 3 pools (unless you only get 2 but they get added to all pools?)
    And we have the bonuses to damage/healing, while not large, this is still a consistent and probably unnecessary bonus.


    General conclusion:
    The idea is interesting (I always loved the dual-casting prestige classes of 3.x), but the execution feels more "Gestalt" than "Theurge". In other words, this feels significantly overpowered compared to the already available classes and should only be used in a extremely high power campaign, with the rest of the classes/characters boosted to a similar degree.


    PS: I haven't gone into depth regarding the spell pools, except to check if they contain some of the big wizard spells (which they do).
    PPS: Also, looking back now, how about the spell book... can they add new spells from scrolls?
    Last edited by Loek; 2022-03-05 at 05:29 PM.
    Help improve my (favorite) 5e homebrews: The Circle of the Full Moon, Items of Darkness and The Unseen Hand (Warlock Patron).
    My old 3.5 homebrews: The Disciple of the gem, the Dragonhearted and my Warlock fix.

  4. - Top - End - #4
    Dwarf in the Playground
     
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    Default Re: Theurge Redux

    (And I just noticed that I forgot to add some possible suggestions, besides looking at the things I critiqued)

    My suggestion would be to reduce the I slots, (half?) and the amount of spells learned maybe also halved.
    And then limit II and III atleast as much (check if you have more/less spell slots and free spells known, compared to the average wizard. I'd go for more lower level slots, less high level slots (Maybe a single slot they can use for their 7th/8th/9th spell). And more spells known, but again with a similar focus on lower level spells - Keep the cantrips, but maybe start lower and make sure that at least X% must be from pool II and III)
    Also, for spells prepared, I'd say you don't get the modifier from the mental stat for the 2nd and 3rd... maybe not for the first either.

    Then go through the rest of the features and dump anything that is purely "more numbers/dice" and replace it with something thematic to the kind of theurge they are. And again, make sure you aren't just giving them free feats/other classes' features/free inherent items.

    Also, maybe consider having 3 pools (wizard/sorc, cleric, druid) and only picking 2. (And, this would be hard, maybe a half caster kind of pool option, though that would then always default to the last pool... so yeah, hard)
    Last edited by Loek; 2022-03-05 at 05:39 PM.
    Help improve my (favorite) 5e homebrews: The Circle of the Full Moon, Items of Darkness and The Unseen Hand (Warlock Patron).
    My old 3.5 homebrews: The Disciple of the gem, the Dragonhearted and my Warlock fix.

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