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**Theurgy Domain** characters draw power from **vows** kept to something greater: a god, a spirit, an ancestor, or a sacred ideal. Unlike the Incantor's inner elements or the Thaumaturge's book-learning, Theurgy is a **relationship**—power is granted, and it can be strained by broken promises. Theurgists bless, heal, and turn back the restless dead. A Theurgist might be a village priest, a wandering pilgrim, or a child who made a promise to the river spirit and kept it.

::: wrap tip

🕯️ Power Tag: **Divine** (or **Spirit**). Your GM decides which powers, faiths, and spirits exist in the world.

:::

## Tier 1 Base Card: Theurgy Initiate

**Theurgy Aspect:** Choose **Willpower** or **Discipline**.

### Core Feature: Sacred Vow

Choose a **vow** with your GM (e.g. *protect travelers*, *never lie*, *honor the dead*). While you keep it, once per scene you may give yourself **Advantage** on any Theurgy roll. If you break it, you lose this bonus until you **atone** (a short quest or sacrifice).

### Core Feature: Prayers

You may call on [Divine Spells](/rules/spells/divine/). You know **1 + your Theurgy Tier** Divine spells of a Tier no higher than your Theurgy Tier (cantrips count), chosen after each Full Rest in prayer. You cast them with your **Theurgy Aspect**; a spell's listed Aspect is only the target's Resistance (see [Spells](/rules/spells/)).

Choose **two** Domain Feature Cards from Tier 1.

### Requirements to Advance to Tier 2 (complete 3):

- Keep your vow when it costs you something  
- Heal or save someone who could not repay you  
- Turn back or lay to rest a restless spirit  
- Perform a blessing for a community  
- Learn something true about the power you serve
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 1 Feature Cards

### Blessing (Team Action – Active)

**Action Load:** 1

Bless an ally within 30 feet. Their next roll this scene has **Advantage**.

### Mend (Team Action – Active)

**Action Load:** 1

Touch an ally: they recover **1 HP** or reduce **1 Stress**. Once per ally per scene.

### Turning (Combat – Active)

**Action Load:** 2

Undead, spirits, or creatures opposed to your power within 30 feet must roll **Willpower** vs. your Theurgy Aspect or **flee** for a round.

### Smite (Combat – Active)

**Action Load:** 1 (added to a weapon attack)

Add **+1d6 Radiant** damage to one weapon attack.

### Omens (Exploration – Passive)

**Action Load:** — (Passive)

Once per day, ask the GM a yes/no question about the path ahead; the answer arrives as a sign.

### Voice of the Faith (Roleplay – Passive)

**Action Load:** — (Passive)

You roll with **Advantage** when speaking to the faithful, and you know the customs, holy days, and taboos of your faith.

## Tier 2 Base Card: Theurgy Adept

### Core Feature: Channel

Once per scene, when you use a Theurgy Feature, you may **reduce its Action Load cost by 1** (minimum 0).

Choose **two** Domain Feature Cards from Tier 2.

### Requirements to Advance to Tier 3 (complete 4):

- Bring an ally back from 0 HP  
- Consecrate a place  
- Defeat a foe opposed to your faith  
- Gain a follower or convert a skeptic by deed  
- Undertake a pilgrimage
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 2 Feature Cards

### ⚡ Sanctuary Word (Team Action – Reactive)

**Action Load:** 1

When an ally within 30 feet is attacked, the attacker must roll **Willpower** vs. your Theurgy Aspect or choose another target.

### Raise the Fallen (Team Action – Active)

**Action Load:** 2

An ally at 0 HP within 5 feet returns to **1 HP** and may act on their next turn. If they have **not yet chosen** a death option, this healing stabilizes them and they **skip the death options** (see [Dying](/rules/damage/)). If they chose *Risk Fate* and are dying, this ends the dying count. It cannot undo *Blaze of Glory* or death.

### Ward Against Evil (Combat – Passive)

**Action Load:** — (Passive)

You and allies within 5 feet have **+1 Evasion** against undead and spirits.

### Pilgrim's Path (Exploration – Passive)

**Action Load:** — (Passive)

You and your companions never go hungry on a journey: you always find food, water, or shelter enough for the night.

### Confessor (Roleplay – Passive)

**Action Load:** — (Passive)

People tend to tell you the truth. You roll with **Advantage** to learn someone's secret or regret.

## Tier 3 Base Card: Theurgy Expert

### Core Feature: Aura of Grace

Allies within **10 feet** of you reduce **1 extra Stress** whenever they reduce Stress.

Choose **three** Domain Feature Cards from Tier 3.

### Requirements to Advance to Tier 4 (complete 4):

- Perform a miracle the GM agrees is legendary  
- Lay a great evil to rest  
- Found or restore a shrine  
- Keep your vow through a great temptation  
- Speak directly with the power you serve
- Any one **Shared Milestone** (see [Domains](/rules/domains/))

## Tier 3 Feature Cards

### Holy Fire (Combat – Active)

**Action Load:** 2

Creatures of your choice within 15 feet roll **Reflex** Resistance against your Theurgy Aspect roll, taking **2d6 Radiant** damage on a failure or half on a success.

### Mass Mend (Team Action – Active)

**Action Load:** 2

All allies within 30 feet recover **1 HP** and reduce **1 Stress**. Once per Quick Rest.

### Exorcism (Exploration – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

Over a few minutes, drive a spirit or curse out of a person, place, or object.

### Oathbinder (Roleplay – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

You witness a promise. Anyone who breaks it is **marked** in a way all faithful can see.

### Spirit Guide (Exploration – Passive)

**Action Load:** — (Passive)

A friendly spirit leads you. You **cannot become lost**.

## Tier 4 Base Card: Theurgy Master

### Core Feature: Avatar

Once per day, for one scene, all your Theurgy Features cost **1 less Action Load** and you glow with sacred light (enemies opposed to your power have Disadvantage against you).

Choose **three** Domain Feature Cards from Tier 4.

## Tier 4 Feature Cards

### Miracle (Team Action – Active)

**Action Load:** 3

Once per adventure, ask your power for help. The GM grants a dramatic aid fitting your faith.

### Return (Team Action – Active)

**Action Load:** none (downtime or out of combat; takes minutes to hours)

Through a day-long rite, bring back someone who has fallen, if their spirit is willing and the GM agrees.

### Judgment (Combat – Active)

**Action Load:** 3

One creature within 30 feet must roll Willpower vs your Theurgy Aspect or be **Restrained** by holy chains for a round and take **3d6 Radiant** damage.

### Hallowed Ground (Exploration – Passive)

**Action Load:** — (Passive)

Wherever you rest becomes holy for the night: undead and spirits cannot enter.

### Prophet (Roleplay – Passive)

**Action Load:** — (Passive)

The faithful gather to you. You may call on a **congregation** for aid once per adventure.

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