My RPG

A rules-light tabletop RPG by Ron Helwig

Theurgy Domain

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.

🕯️ 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. 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).

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)

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)

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). 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)

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.