Theurge
You learn the secret names of angels so you can call them forth to serve your needs. Rarely do the gods look kindly on the subversion of their servants, and thus you risk much by dabbling in these techniques. Whether you aim to exploit those immortals or work along with them, there might one day be consequences for your work.
Being a theurge means walking a path between light and darkness. No matter the good deeds you might attempt, your theft of divine magic makes you a pariah to the gods and their servants. Further, many wicked agents would exploit your knowledge for their own ends, so you must guard against fiends, demons, and other dread foes.
Level 3 Theurge
Attributes: Increase two attributes by 1 each.
Health: +8
Traditions: One, Spells: One novice
Pilfer Theological Revelation (Magical): You can perform a ritual to gain some advantage at the expense of a divine servant. When you finish, you learn one novice spell of your choice from the Invocation tradition. You learn two spells at level 4, three at level 6, and four at level 9; one of these four can be an expert spell. You retain knowledge of these spells until you use this talent again.
After you use this talent, make a luck roll. On a failure, you become cursed for 24 hours.
Level 4 Theurge
Health: +8, Bonus Damage: +1d6
Spells: One novice
Divinely Warded (Magical): When you make an Intellect or Will roll, you can use this talent to also make a luck roll. If either result is a success, the attribute roll succeeds. Once you use this talent, you lose access to it until the start of your next turn.
Level 6 Theurge
Health: +8, Bonus Damage: +1d6
Spells: One expert
Angelic Wings (Magical): You acquire wings through the exploitation of angels. You gain the Fly trait. If you can already fly, you impose 1 bane on rolls to attack you while you are flying.
Level 9 Theurge
Health: +8
Spells: One master
Burning Feathers (Magical): You can use an action to cause cinders to fall into a Size 5 space centered on you until the end of your next turn. Each creature other than you that starts its turn in the affected space takes 5d6 damage and makes both an Agility roll and a Will roll. A failure on the Agility roll causes the creature to catch fire (luck ends). A failure on the Will roll causes the creature to become frightened of you (luck ends).
Each time you use this talent, make a luck roll. On success, one of your allies of the Sage’s choice that you can see is struck by divine lightning and takes 3d6 damage. On a failure, you are struck by lightning and take 3d6 damage instead.
Summon Seraph (Magical): You can use an action to pull a seraph from the High One’s control and force it to appear in an empty Size 2 space within 5 yards. When it appears, make a Will roll with 1 boon against the seraph’s Will. If you have used Burning Feathers since you last rested, you get an automatic success, but the seraph loses the Fly trait. On a success, the seraph is controlled by you. On a failure, it regards you as an enemy and risks its own existence to kill you. The seraph remains for 1 minute and then disappears. Once you use this talent, you lose access to it until after you rest.