Theurgist

Source: Elaris Unbroken

Not all who serve deities of the upper planes do so as clerics, priests, and paladins. Some wizards focus their great intellect on studies of the divine, and in turn learn to produce divine magic. Wizards who join this school often reside in temples rather than towers, and tend to be more benevolent than their arcane counterparts—though those with study of evil deities or archfiends are some of the most vile of wizards. In their studies of the outer planes and their magic, these sages often find themselves sympathizing with the causes of the deities they spend their lives studying.  

Forbidden Schools

1st-Level Wizard (Theurgist) Feature   As a theurgist, you are barred from illusion and necromancy magic. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools. You must choose necromancy as one of these schools. You cannot choose universal magic as forbidden schools.  

Arcane Theologian

1st-Level Wizard (Theurgist) Feature   When you adopt this Arcane Tradition, you gain access to divine magics unavailable to most wizards. You can copy any cleric spell that you find in other spellbooks into your spellbook, so long as it is not a Healing spell. Any cleric spell you add to your spellbook through this feature counts as a wizard spell for you.   Additionally, you can cast spells from Divine Spell Scrolls as well as Arcane Spell Scrolls.   Moreover, when you gain a Wizard level, one of the spells you add to your spellbook can be from the Cleric spell list, so long as it is not a Healing spell.  

Channel Divinity

1st-Level Wizard (Theurgist) Feature   You learn to channel divine energy directly from the outer planes, and use it to fuel magical effects. You gain the Devout Follower feat, so long as you meet the prerequisites for it.   When you reach 6th level, you additionally gain the Harness Divine Power Channel Divinity.

Channel Divinity: Harness Divine Power

As a bonus action, you can grasp a holy symbol, utter a prayer, and regain one expended 1st-level spell slot.   At certain wizard levels, you can use this Channel Divinity to regain expended spell slots of higher levels: at 10th level (2nd-level spell slots) and 14th level (3rd-level spell slots).  

Divine Protection

10th-Level Wizard (Theurgist) Feature   Your knowledge of the outer planes grants you a measure of protection. When a creature attacks you, it must make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. If you are Good-Aligned, this applies to Fiends. If you are Evil-Aligned, this applies to Celestials. Regardless of if you are Good, Evil, or neither, this also applies to Undead.   Any creature with an Intelligence of 6 or higher is aware of this effect before it makes its attack against you.  

Blessed Intervention

14th-Level Wizard (Theurgist) Feature   You can use your knowledge of the divine to implore a being of the outer planes for direct aid.   As an action, you can grasp a holy symbol and beseech that deity for aid, naming a Cleric or Wizard spell of your choice, of a level for which you have a spell slots. Roll percentile dice. If the result is equal to, or higher, than the number on the table below for the level of spell you wish the deity to cast, you are successful. On a success, the spell is instantly cast as if you had cast it without expending a spell slot or components.   Once you use this feature to successfully cast a spell, you cannot use this feature again for 1 week.
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