Mystic Theurge (4e Paragon Path)

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You may have overcome your limits, but I never had limits in the first place!

Prerequisite: Ability to use arcane and divine powers, training in arcana, training in religion.

Both arcane and divine power can be powerful. You have known these forces very long, but decided at first to use only one of them. Now, more powerful than ever, you have learned to combine your current powers with the new learned. Now you have become a master in all terrains of magic, it's up to you to decide if you want to use this power for good or for evil...

Mystic Theurge Path Features[edit]

Implement combination (11th Level): You can use your holy symbol as an arcane implement and vice versa.
Focused mind (11th Level): When you spent an action point to take an extra action, you gain a +5 bonus to will defense until the start of your next turn.
Knowledge of battle (16th Level): Once per encounter, you can add your wisdom modifier + your intelligence modifier to a damage roll.

Zone of fire Mystic Theurge Attack 11
You create a zone of fire that burns your enemies and fortifies your allies.
Encounter Star.gif Divine, Arcane, Implement, Fire
Standard Action Area burst 2 within 10
Target: Enemies in burst
Attack: Intelligence or Wisdom Vs. Reflex
Hit: 3d6 + intelligence modifier fire damage, and the burst creates a zone that last until the end of your next turn. Allies in the zone get a +1 power bonus to attack rolls and AC.
Miss: Half damage.
Sustain Minor: The zone persists

Healing missile Mystic Theurge Utility 12
You send a orb loaded with healing magic towards an ally or absorb it yourself.
Encounter Star.gif Arcane, Divine, Implement, Healing
Minor Action Ranged 20
Target: One creature
Effect: The target can spent two healing surges.

Protected prayer Mystic Theurge Attack 20
As you kneel down to pray, a magic burst erupts from you.
Daily Star.gif Arcane, Divine, Implement, Force
Standard Action Close burst 1
Target: Creatures in burst
Attack: Wisdom or Intelligence Vs. AC
Hit: 3d10 + Wisdom modifier force damage
Miss: Half damage
Effect: You gain 2d10 temporary hit points

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