Thaus (5e Class)

Thaus

A Thaus is a powerful wielder of the elements, utilising magical forces with efficacy exceeding that of expert wizards. They command a special type of magic; rather than utilising spells, they wield a unique category of magical forces, known as Thauscraft. The process of becoming a Thaus is quite difficult, and only a select few in the world bear the talent to truly call themselves Thaus.

The Order of the Thaus

The Thaus were once far more common in numbers; they endured persecution for their powers due to the numerous calamities unleashed upon the land by Thaus of inferior discipline. The original Thaus, however, utilised their abilities primarily for artistic purposes, referring to themselves as "arcane artists". They utilised their special type of magic for performance and the creation and preservation of beauty, known as Thauscraft. However, scarce Thaus remain in the present day, as the unique talent required to become a Thaus grew in rarity, and the arts of the Thaus were removed from history, a punishment for the actions of the destructive. Now, the few Thaus that remain practice particular arts: the creation of beauty, akin to the original Thaus, or the destruction of homeliness, akin to the undisciplined Thaus. These Thaus adhere to the scriptures discovered within the remnants of the Halls of the Thaus, of which only two were found: the decrees of the ancient Hall of Creation, and the precedents of the ill-famed Hall of Destruction.

Becoming a Thaus

The process of becoming a Thaus is strenuous: one must bear the talent to become a Thaus as their birthright, and such is quite uncommon. Additionally, one who bears the talent must hone their mind greatly over many years, studying special tomes written by the first Thaus. Finally, after training their talent with substantial study, they must seek a true Thaus for the final test, the contents of which vary depending on the Thaus. Upon completion of this test, the Thaus will lose much of their power, and they who passed the test shall become a fledgling Thaus. Only a Thaus of great power and experience can issue such a test: a junior Thaus lacks the capability to do so.

Creating a Thaus

When creating a Thaus, consider the source of your power, the training you endured, and how such a power has affected your life. Were you born into a family of Thaus, trained by the most experienced member to carry on their legacy? Did you discover your talent at an early age, cultivating it discretely until you discovered a Thaus willing to test you? The power of a Thaus is difficult to obtain, and an individual who wields the power can accomplish great feats or grievous misdeeds.


Quick Build

You can make a Thaus quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom and Charisma. Second, choose the sage background. Third, choose the dagger and the scholar's pack.

Class Features

As a Thaus you gain the following class features.

Hit Points

Hit Dice: 1d8 per Thaus level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Thaus level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Animal Handling, Arcana, Deception, Insight, History, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A quarterstaff or (b) A dagger
  • (a) A scholar's pack or (b) A diplomat's pack
  • A book of the Thaus
  • If you are using starting wealth, you have If you are using starting wealth, you have 4d4 × 10 gold pieces. in funds.

Table: The Thaus

LevelProficiency
Bonus
FeaturesMystical Discharge DieMarks of DestinySorcerous Shield AC
1st+2Thauscraft, Mystical Discharge1d12--
2nd+2Marks of Destiny, Sorcerous Shield1d12310 + Intelligence modifier
3rd+2Halls of the Thaus2d12411 + Intelligence modifier
4th+2Ability Score Improvement2d12511 + Inteliigence modifier
5th+3Second Surge3d12612 + Intelligence modifier
6th+3Intermediate Arcane Arts3d12712 + Intelligence modifier
7th+3Halls of the Thaus feature4d12813 + Intelligence modifier
8th+3Ability Score Improvement4d12913 + Intelligence modifier
9th+4Essence of the Elements5d121014 + Intelligence modifier
10th+4Halls of the Thaus feature5d121114 + Intelligence modifier
11th+4Advanced Arcane Arts6d121215 + Intelligence modifier
12th+4Ability Score Improvement6d121315 + Intelligence modifier
13th+5Calamitous Discharge7d121416 + Intelligence modifier
14th+5Magical Efflux7d121516 + Intelligence modifier
15th+5Halls of the Thaus feature8d121617 + Intelligence modifier
16th+5Ability Score Improvement, Ultimate Arcane Arts8d121717 + Intelligence modifier
17th+6Aura of Assailability9d121818 + Intelligence modifier
18th+6Halls of the Thaus feature9d121918 + Intelligence modifier
19th+6Ability Score Improvement10d122019 + Intelligence modifier + your Proficiency Bonus
20th+6Ascendent Art10d122119 + Intelligence modifier + your Proficiency Bonus

Thauscraft

You have practiced Thauscraft, the art of magic manipulation wielded by the Thaus. You know a list of magical techniques known as arcane arts. You learn additional arcane arts as your Thaus level increases. Some of your arcane arts require a saving throw. The DC for these arcane arts equals 8 + your Intelligence modifier, Wisdom modifier, and Charisma modifier added together and halved, rounded down + your Proficiency Bonus. Your spellcasting ability is determined by your arcane art. You know the following arcane arts at 1st level, displayed below:

Crimson Flame
  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Ability: Intelligence

You conjure a burning ball of red flame and launch it at an adversary. Make a ranged attack against one target. On a hit, the target suffers fire damage equal to 4d8 + your Intelligence modifier. Creatures within 5 feet suffer half of the damage dealt. A flammable object struck by this arcane art is ignited if it is not being worn or carried.

Frost Spear
  • Casting time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous
  • Ability: Wisdom

You invoke a sharp spear of ice to be hurled at an adversary. Make a ranged attack against a single creature. On a hit, the targeted creature takes cold damage equal to 3d10 + your Wisdom modifier, and their speed is reduced by 20 feet until the start of your next turn.

Fierce Bolt
  • Casting time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous
  • Ability: Charisma

You unleash a bolt of lightning that strikes in a 60-foot line that is 5-feet wide. Creatures within the radius must make a Dexterity saving throw. On a failed save, they take lightning damage equal to 5d6 + your Charisma modifier. A creature made of or wearing metal struck by this arcane art suffers an additional 2d6 lightning damage.

Holy Hand
  • Casting time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Ability: Wisdom

You channel sacred energy into your hand. A creature you touch regains hit points equal to 2d10 + your Wisdom modifier and is cured of one poison or disease afflicting them.


You can use your arcane arts a total number of times equal to your Intelligence modifier, Wisdom modifier, and Charisma modifier added together, rounded up. You regain all uses upon finishing a long rest.

Mystical Discharge

You wield a powerful magical ability, a specialty of the Thaus, known as the Mystical Discharge. You gain a new attack option that you can take with the Attack action. This special attack is a ranged spell attack with a range of 50 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage is force, and it inflicts 1d12 damage, which changes as you level up in the Thaus class, as displayed under the Mystical Discharge Die column of the Thaus table.

If you roll a critical hit with this special attack, the attack's damage is maximized, and the targeted creature is knocked prone.

Marks of Destiny

You are capable of channelling the power of fate to bolster your Thauscraft. Beginning at 2nd level, you have a number of Marks of Destiny, or marks, equal to the number displayed for your level under the Marks of Destiny column of the Thaus table. Marks can be utilised for the following purposes:

  • When you roll dice as a result of using an arcane art, you can expend one mark to maximize each roll required.
  • When you make an attack roll with an arcane art, you can expend one mark to automatically hit.
  • When you impose a saving throw with an arcane art, you can expend one mark to force the targeted creature to automatically fail the saving throw.
  • As an action, you can expend any number of marks to restore a number of a willing creature within 30 feet's spell slots equal to the amount of marks you expend. The maximum slot level you can restore is equal to your Thaus level ÷ 2, rounded up.
  • Upon successfully hitting a creature with your Mystical Discharge, you can expend two marks to make another attack with your Mystical Discharge.

Certain Thaus features require marks as well. You restore all expended marks upon finishing a long rest.

Sorcerous Shield

The raw magic that swirls within you shields you from harm. Also at 2nd level, while unarmored, your AC equals an amount based on your Thaus level, as displayed under the Sorcerous Shield AC column of the Thaus table.

Additionally, while unarmored, whenever you receive damage, the damage taken is reduced by a number equal to your Thaus level + your Proficiency Bonus.

Halls of the Thaus

At 3rd level, you begin practice in a particular pursuit of Thauscraft, the Halls of the Thaus. Choose between the Hall of Creation or the Hall of Destruction, both detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th level, 10th level, 15th level, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Second Surge

Your Mystical Discharge strikes twice. Beginning at 5th level, whenever you take the Attack action and make a special attack with your Mystical Discharge, you can attack twice.

Additionally, your Mystical Discharge lands a critical hit on an attack roll of 19-20.

Intermediate Arcane Arts

You have learned new arcane arts, practiced by experienced Thaus. Beginning at 6th level, you learn the following arcane arts:

Fulmination
  • Casting time: 1 bonus action
  • Range: Self (30-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Ability: Wisdom

You unleash a burst of explosive sound, devastating nearby creatures. Creatures within a 30-foot cube originating from yourself must make a Constitution saving throw. On a failed save, they take an amount of thunder damage equal to 10d8 + your Wisdom modifier, and they become deafened for 1 minute. Additionally, affected creatures and unsecured objects within the radius are pushed 20 feet away, and the arcane art emits a thunderous sound audible from 500 feet away. On a successful save, they suffer half the damage and are deafened, but not pushed away.

Umbral Grasp
  • Casting time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Ability: Charisma

You grab an adversary with a hand imbued with fearsome darkness, forcefully ripping the life from them. Make a melee attack against a creature within your reach. On a hit, the foe takes an amount of necrotic damage equal to 8d12 + your Charisma modifier, and they cannot recover hit points until they finish a long rest. Additionally, they suffer disadvantage on Strength and Constitution rolls for 1 minute. On a successful save, they suffer half the damage and no disadvantage.

Wrathful Light
  • Casting time: 1 action
  • Range: Self (50-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Ability: Charisma

The light of holy fury erupts from within you. Creatures of your choice within a 50-foot cube centered on yourself must make a Dexterity saving throw. On a failed save, they suffer an amount of radiant damage equal to 9d10 + your Wisdom modifier, and they become blinded for 1 minute. Additionally, a 50-foot-radius sphere of bright light that sheds an additional 50 feet of dim light forms in your space. If this light overlaps with an area of darkness created by a spell of 5th level or lower, the spell that created the darkness is dispelled. On a successful save, they suffer half the damage.

Corrosive Wave
  • Casting time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Ability: Intelligence

You invoke a wave of acid upon an area within range. The area can be up to 30-feet long, up to 10-feet tall, and up to 10-feet wide. Each creature within the area must make a Dexterity saving throw. On a failed save, they suffer an amount of acid damage equal to 12d8 + your Intelligence modifier, and an additional 6d8 acid damage at the end of their next turn. Additionally, any metal within the radius is instantly destroyed. The acid spreads across the ground in all directions, dealing an additional 1d8 acid damage to all creatures on the ground within the radius before promptly vanishing. On a successful save, they suffer half the damage and no additional damage.

Conqueror's Form
  • Casting time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Ability: Intelligence

A powerful surge of magic is utilised to enhance the user's abilities. For the duration, you gain the following benefits:

  • You gain a +3 bonus to your AC.
  • Your Mystical Discharge deals an amount of additional force damage equal to 3d8 + your Intelligence modifier.
  • Your movement speed is increased by 10 feet.
  • You gain advantage on Strength, Dexterity, and Constitution saving throws.
  • You can take an additional action on each of your turns.
  • You gain an amount of temporary hit points equal to your hit point maximum. If any of these remain when the duration ends, they are lost.
Heavenly Healing
  • Casting time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Ability: Wisdom

You utter a word of vitality to cure the wounds of others. Choose up to five willing creatures that you can see within range. The selected creatures restore an amount of hit points equal to 8d8 + your Wisdom modifier, and they gain advantage on attack rolls for 1 minute.

Essence of the Elements

You have unlocked the secrets to certain magical qualities. Beginning at 9th level, you gain a fly speed of 30 feet, a swim speed of 30 feet, and a burrow speed of 10 feet. Additionally, you become immune to the effects of extreme heat or cold, and you gain resistance to fire, cold, and lightning damage.

Advanced Arcane Arts

You have become qualified to issue the Thaus's test, and you have mastered fearsome arcane arts. Beginning at 11th level, you learn the following arcane arts:

Malignant Evasion
  • Casting time: 1 reaction
  • Range: Self (20-foot cube)
  • Components: V
  • Duration: Instantaneous
  • Ability: Intelligence

You unleash a burst of highly toxic gas in response to danger. When a creature within 20 feet subjects you to an attack, but before any of the effects of the attack are applied, you can expend your reaction and choose any number of creatures within 20 feet to make Dexterity saving throws. On a failed save, they suffer an amount of poison damage equal to 10d10 + your Charisma modifier, and they are poisoned for 1 minute. You are then instantaneously transported to an unoccupied space within 30 feet that you can see. On a successful save, they suffer half the damage.

Curse of the Fallen
  • Casting time: 1 bonus action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous
  • Ability: Charisma

You utter a word of vehement condemnation upon one creature within 120 feet that you can see. The creature must make a Wisdom saving throw. On a failed save, they suffer the following effects:

  • The creature suffers disadvantage on ability checks, attack rolls, and saving throws.
  • The creature cannot cast spells.
  • The creature must make a Wisdom saving throw at the beginning of each of their turns. On a failed save, they squander their turn doing nothing.
  • The creature suffers an amount of additional necrotic damage equal to 3d12 + your Charisma modifier whenever you damage it.
  • The creature loses all resistances and immunities to damage, if they have any.

These effects last for 1 minute.

Reaper's Hand
  • Casting time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Ability: Charisma

You grasp an opponent with a hand forged from death itself. Make a melee attack against a creature within reach. On a hit, they suffer an amount of necrotic damage equal to 12d12 + your Charisma modifier + 40, and they become frightened of you for 1 minute. Additionally, a creature reduced to 0 hit points by this arcane art is instantly killed and cannot be resurrected by any means other than a wish spell. If you reduce a creature to 0 hit points with this arcane art, you gain advantage on all attack rolls for 1 minute.

Soul Shatter
  • Casting time: 1 action
  • Range: 1200 feet
  • Components: V, S
  • Duration: Instantaneous
  • Ability: Wisdom

You forcibly shatter the mind and soul of another creature within 1200 feet, forcing them to make a Charisma saving throw. On a failed save, they suffer an amount of psychic damage equal to 15d8 + your Wisdom modifier, and they become stunned for 1 minute. Additionally, their Intelligence, Wisdom, and Charisma scores are reduced to 3 while they are stunned. This arcane art has no effect on undead or constructs.

Winds of Fury
  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Ability: Intelligence

You conjure a raging tornado to wreak havoc on your opponents. The tornado can be up to 75 feet tall and 50 feet wide. You can choose any number of creatures to be unaffected by the tornado. Creatures within 5 feet of the tornado must make a Strength saving throw. On a failed save, they are pulled up to 25 feet into the tornado and suffer an amount of slashing damage equal to 14d10 + your Intelligence modifier. The space inside of the tornado is treated as difficult terrain, and creatures who enter or end their turn inside of the tornado, as well as creatures within the radius of the tornado when it is created, must make the same Strength saving throw as listed above. Airborne creatures suffer disadvantage on these saving throws. Creatures of the Huge size or smaller who fail the saving throw are pulled 20 feet into the air at the beginning of each of their turns. Upon being lifted up a number of feet greater than the height of the tornado, the creature is additionally launched 40 feet away, suffering fall damage if applicable.

You can move the tornado up to 20 feet in any direction as an action, moving creatures within the tornado as well.

Destructive Spire
  • Casting time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous
  • Ability: Wisdom

Choose a space you can see on the ground within range. A colossal pillar of stone erupts from the ground in a 15-foot circle, forcing any creatures within the radius to make a Dexterity saving throw. On a failed save, they suffer an amount of bludgeoning damage equal to 8d20 + your Wisdom modifier. Additionally, they are launched up to 60 feet directly upwards into the air. The pillar promptly vanishes, following this. On a successful save, they suffer half the damage and remain in place.

Calamitous Discharge

Your Mystical Discharge has become quite deadly, and only a scarce few can endure it. Beginning at 13th level, your Mystical Discharge lands a critical hit on a roll of 18-20. Additionally, if you make another attack with your Mystical Discharge by expending two marks, you can expend a third mark to double the total damage dealt. You gain one level of exhaustion, however.

Magical Efflux

The magical power you wield is overflowing, and such excess can be controlled more easily. Beginning at 14th level, you can take an additional action every turn. This action can be used only to utilise an arcane art.

Ultimate Arcane Arts

You have mastered the greatest techniques a Thaus can learn. Beginning at 16th level, you learn the following arcane arts:

Conflagrant Cataclysm
  • Casting time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Ability: Intelligence

A column of fire flares up, destroying all in its wake. Choose a space on the ground within range. A pillar of flame erupts from that space, forcing all creatures within its radius to make a Dexterity saving throw. The column can be up to 150 feet tall and 50 feet wide. On a failed save, a creature suffers an amount of fire damage equal to 20d12 + your Intelligence modifier. They suffer an additional 5d12 fire damage at the end of their next turn. Any flammable objects within the radius are disintegrated, and a creature reduced to 0 hit points by this arcane art is turned to ash. On a successful save, they suffer half the damage.

If you utilise this arcane art and expend a mark to maximize your damage rolls, creatures who fail the saving throw suffer an additional 40 fire damage as well.

Cocytus
  • Casting time: 1 action
  • Range: Self (200-foot line)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Ability: Wisdom

A howling wind of frost and destruction is discharged from you in any direction. The gale is 200 feet long and 20 feet wide, and those within its radius upon creation, as well as creatures who enter or end their turn within the radius, must make a Constitution saving throw. You can choose any number of creatures to automatically pass the save and suffer no damage or additional effects. On a failed save, they suffer an amount of cold damage equal to 18d10 + your Wisdom modifier. If this damage would reduce their hit points to any number below half of their hit point maximum, they become petrified as well, frozen in eternal ice, which cannot be removed by any means short of divine intervention or the wish spell. On a successful save, they suffer half the damage and are pushed 20 feet back.

While concentrating on this arcane art, you cannot move, and on each of your turns, you can expend your action to continue concentrating on the arcane art. Taking any action other than concentrating on this will end the arcane art.

If you utilise this arcane art and expend a mark to maximize your damage rolls, the movement speed of creatures that you did not choose within the radius is reduced to 0.

Rain of Judgement
  • Casting time: 1 action
  • Range: 1 mile
  • Components: V
  • Duration: Instantaneous
  • Ability: Charisma

You conjure an incredible burst of lightning centered on one point within range. Creatures that you choose within a 150-foot sphere centered on that point suffer an amount of lightning damage equal to 30d8 + your Charisma modifier. Additionally, they must make a Constitution saving throw. On a failed save, they become paralyzed for 1 minute. Airborne creatures that you choose within the radius automatically fail the saving throw. The movement speed of creatures within the radius that you did not choose is increased by 20 feet for 1 minute.

If you utilise this arcane art and expend a mark to maximize your damage rolls, creatures you choose automatically fail the saving throw.

Absolution
  • Casting time: 1 bonus action
  • Range: 300 feet
  • Components: V
  • Duration: Instantaneous
  • Ability: Wisdom

You speak a word of exoneration, liberating any number of creatures within range of their wounds. The creatures you choose restore an amount of hit points equal to their hit point maximum, and they are cleansed of all harmful effects afflicting them, such as conditions, poisons, diseases, curses, and hostile magical effects. Additionally, they gain an amount of temporary hit points equal to the amount of hit points they restored (e.g. a creature with 50 hit points remaining and a hit point maximum of 200 heals 150 hit points, returning to 200 hit points and gaining 150 temporary hit points). Furthermore, they gain advantage on all saving throws, and they suffer no damage upon passing a saving throw, and only half damage on a failed save, for 10 minutes.

Aura of Assailability

Adversaries within your presence cannot defend themselves against your magic. Beginning at 17th level, hostile creatures within 30 feet of you lose all resistances and immunities to damage. Additionally, they suffer disadvantage on all saving throws, as well as a -5 reduction to their AC.

Ascendent Art

You have mastered the final arcane art, a secret technique known only to the greatest Thaus. Beginning at 20th level, you learn the following arcane art:

Apotheosis
  • Casting time: 1 action
  • Range: 2640 feet
  • Components: V
  • Duration: Instantaneous
  • Ability: Intelligence

You shine with the ultimate power of the Thaus, utterly destroying any opposition. Choose any number of creatures within range. The essence of pure magic pursues your targets, dealing an amount of force damage equal to 25d20 + your Intelligence modifier. Additionally, targeted creatures must make a Charisma saving throw with disadvantage. On a failed save, all of their ability scores are reduced to 1 for 10 minutes. Furthermore, a creature reduced to 0 hit points by this arcane art is instantly killed and cannot be resurrected by any means. This arcane art's damage cannot be reduced or nullified by any means.


Upon using this arcane art, you cannot utilise it again until you finish a long rest.

Hall of Creation

The Thaus wield tremendous power, capable of erasing kingdoms and obliterating any who would stand in their way. They are cognizant of this, yet they do not embrace it. The Hall of Creation is reserved for only the most disciplined Thaus, who would cultivate their power solely for the preservation of their arts and the defense of others. Although the destructive power wielded by those who occupy the Hall of Creation is inferior to those who occupy the Hall of Destruction, the sheer potency they wield is unmatched.

The Art of Fabrication

You can create physical objects with your magic through the manipulation and combination of the elements. Beginning at 3rd level, you learn the following arcane arts:

Coalescence
  • Casting time: 1 action
  • Range: 100 feet
  • Components: S
  • Duration: Instantaneous
  • Ability: Wisdom

You conjure an inanimate object in your hand or on the ground in an unoccupied space that you can see within 100 feet of you. The object can be no larger than 30 feet on one side and weigh no more than 500 pounds, and its form must be that of a nonmagical object. The object does not appear magical, but a spell or magical effect that would detect magic reveals it to be magical. The object does not disappear unless it is destroyed. It cannot be dispelled, and it does not disappear if you utilise this arcane art again. You can destroy the object instantly as a bonus action.

Imperceptible Grasp
  • Casting time: 1 action
  • Range: 600 feet
  • Components: S
  • Duration: Up to 1 hour
  • Ability: Intelligence

You reach your hand to an object, and the forces of magic move it. You can move an object that weighs up to 3,000 pounds. If the object isn't being worn or carried, you automatically move it up to 100 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you pull the object away from that creature and can move it up to 100 feet in any direction but not beyond the range of this spell. You can exert perfect control on objects with this arcane art, such as fencing, writing, opening a door, untying a rope, or gently stacking objects.

Shield Blessing

You can bestow your magical defense upon others as well. Beginning at 7th level, as a bonus action, you can grant a creature within 60 feet a bonus to their AC equal to your Wisdom modifier, as well as a bonus to their saving throws equal to your Charisma modifier. These effects last for 1 minute.

Sorcerous Circle

You can invoke a circle of magic that grants many blessings. Beginning at 10th level, you can create a magical cylinder up to 40 feet tall and 30 feet in radius. You and friendly creatures within this field gain the following benefits:

  • They restore 40 hit points at the beginning of each of their turns.
  • Unless they wish to be affected, spells cast on them of 6th-level or lower have no effect. They gain advantage on saving throws against all other spells and magical effects.
  • When they restore hit points, treat any dice rolled to determine the hit points regained as though they rolled their maximum value.
  • They become immune to the blinded, charmed, deafened, fatigued, frightened, paralyzed, petrified, poisoned, and stunned conditions.

Hostile creatures within the radius suffer a plethora of detriments, as displayed below:

  • They suffer disadvantage on attack rolls, ability checks, and saving throws.
  • They cannot cast spells or utilise other magical effects.
  • They cannot take the Attack action.
  • They lose any resistances and immunities to damage they may have.
  • They cannot restore hit points.

The Sorcerous Circle remains for 1 minute or until dispelled by the Thaus. These benefits or detriments remain until the creature exits the radius of the Sorcerous Circle. You can use this feature an amount of times equal to your Charisma modifier, regaining all expended uses upon finishing a long rest.

Indestructible Art

Your creations are protected by magic. Beginning at 15th level, objects you create by means of the Coalescence arcane art cannot be destroyed by any means other than the creator destroying them. Additionally, the maximum size of an object you can create by means of your Coalescence arcane art increases to 50 feet on one side, and the maximum weight increases to 10,000 pounds.

Chains of Creation

You can conjure the Chains of Creation, a magical binding technique typically reserved for usage against rogue Thaus. Beginning at 18th level, you learn the following arcane art:

Chains of Creation
  • Casting time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: Up to one millenium
  • Ability: Charisma

You invoke magical chains that bind one creature within range. The creature you select is grasped by phantasmal chains connected to the ground, which cannot be destroyed or dispelled by any means other than being dispelled by the Thaus who created them. The creature is restrained and cannot take any actions for the duration of the arcane art. You can only imprison one creature with this arcane art; utilising this arcane art on another creature will disable the previous Chains of Creation. While affected by this arcane art, the creature does not need to breathe, eat, drink, or sleep, and they cannot be located or perceived by spells or other magical effects. You can end this arcane art at any moment, and it is automatically dispelled if you die.

Hall of Destruction

The Thaus bear truly exceptional talents. Without calling upon a spell, they can unleash fearsome balls of fire, invoke massive storms, and raise the earth itself. Those within the Hall of Destruction accept this, desiring to cultivate the devastating capabilities of their arts to be wielded against those who oppose them, their allies, and their ideals. The Hall of Destruction requires greater innate talent than the Hall of Creation, the powers they wield are nothing short of astounding.

The Art of Deconstruction

You are capable of destroying matter through the direct removal of comprising elements. Beginning at 3rd level, you learn the following arcane arts:

Erasure
  • Casting time: 1 action
  • Range: 100 feet
  • Components: S
  • Duration: Instantaneous
  • Ability: Charisma

You destroy an inanimate object in your hand or on the ground in an unoccupied space that you can see within 100 feet of you. The object can be no larger than 30 feet on one side and weigh no more than 500 pounds, and its form must be that of a nonmagical object. If the object is magical, you can make an ability check using your Charisma. On a success, the item is destroyed. You cannot destroy an object that is being worn or carried.

Rupture
  • Casting time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Ability: Intelligence

You extend your palm, and matter crumbles before you. Make a ranged attack against a creature, object, or structure within range. On a hit, the target suffers an amount of force damage equal to 6d8 + your Intelligence modifier. An object, structure, or petrified creature suffers double the damage dealt.

Destructive Force

Your annihilative capabilities have improved greatly. Beginning at 7th level, your arcane arts deal an additional amount of damage dice equal to your Thaus level ÷ 2, rounded up. Additionally, creatures who are subjected to a saving throw by one of your arcane arts suffer a penalty to their roll equal to your Intelligence modifier.

Elimination Expedient

You are capable of precise, violent demolition. Beginning at 10th level, you learn the following arcane arts:

Ray of Removal
  • Casting time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous
  • Ability: Charisma

You unleash a beam of unbridled destructive energy upon one unfortunate adversary within range. Make a ranged attack against one creature. On a hit, they suffer an amount of force damage equal to 12d10 + your Charisma modifier, as well as an additional 3d10 necrotic damage. Additionally, they suffer a -5 reduction to their AC for 1 minute.

Abolition of the Living
  • Casting time: 1 action
  • Range: Self (30-feet radius)
  • Components: V
  • Duration: Instantaneous
  • Ability: Wisdom

You create a deadly circle centered on yourself. All creatures, including yourself, must make a Charisma saving throw. On a failed save, they suffer an amount of necrotic damage equal to your hit point maximum × your Thaus level ÷ 10, rounded up, or none on a successful save. Additionally, creatures who fail the saving throw suffer disadvantage on Constitution saving throws for 1 minute. The user cannot be reduced to 0 hit points by this arcane art.

Obliterate

You are capable of utterly destroying one adversary at the cost of your vitality. Beginning at 15th level, as an action, you can expend 50 hit points to choose one creature within 30 feet of you. The creature must make a Constitution saving throw. On a failed save, they are instantly killed. On a successful save, they suffer an amount of damage equal to 20d10 necrotic damage + your Intelligence, Wisdom, and Charisma modifiers added together. You can use this feature three times, regaining all expended uses upon finishing a long rest.

Additionally, the maximum size of an object you can destroy by means of your Erasure feature is increases to 50 feet long on one side, and the maximum weight is increased to 1000 pounds.

Absolute Annihilation

The power of your arcane arts is augmented even further by your marks. Beginning at 18th level, when you expend a mark to maximize the damage of an arcane art, the total damage dealt is doubled.

Multiclassing

Prerequisites. To qualify for multiclassing into the Thaus class, you must meet these prerequisites: Intelligence 13, Wisdom 13, Charisma 13.

Proficiencies. When you multiclass into the Thaus class, you gain the following proficiencies: simple weapons, herbalism kit.

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