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Thaumaturge


The Tireless Spellslinger

Unlike your more scholarly counterpart, you were never interested in dedicating yourself to the advanced study of magic. Instead, you dedicated yourself to learning the lower rungs of magical power so thoroughly that you could cast spells all day long, past the point that even advanced wizards would quickly tire of.

Creating a thaumaturge


Quick Build

You can make a Thaumaturge quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose a quarterstaff, a dagger and a sling and 20 sling bullets, an arcane focus, and an explorer's pack.

Class Features

As a Thaumaturge you gain the following class features.

Hit Points

Hit Dice: 1d6 per Thaumaturge level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Thaumaturge level after 1st

Proficiencies

Armor:
Weapons: quarterstaves, daggers, darts, light crossbows, and slings
Tools:
Saving Throws: Intelligence and Constitution
Skills: Choose two from Arcana, Investigation, Insight, Medicine, Perception, and Deception

Equipment

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

  • (a) A quarterstaff or (b) A light crossbow and 20 bolts
  • (a) Two daggers or (b) A dagger and a sling and 20 sling bullets
  • (a) Arcane focus or (b) Component pouch
  • (a) Explorer's pack or (b) Dungeoneer's pack

Table: The Thaumaturge

LevelProficiency
Bonus
FeaturesCantrips KnownSpells KnownHighest Known Spell Level
1st+2Spellcasting, Thaumic Focus40
2nd+240
3rd+2411
4th+2Ability Score Improvement411
5th+3522
6th+3522
7th+3522
8th+3Ability Score Improvement522
9th+4522
10th+4622
11th+4633
12th+4Ability Score Improvement633
13th+5633
14th+5633
15th+5743
16th+5Ability Score Improvement743
17th+6744
18th+6744
19th+6Ability Score Improvement754
20th+6754

Spellcasting

As a self-taught practitioner of the arcane arts, you have unlocked the secrets of casting spells with frightening regularity.

Cantrips

At 1st level, you know three cantrips of your choice from the thaumaturge spell list. You learn additional thaumaturge cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Thaumaturge table.

Casting Spells

Whenever you cast a spell, you cast it at the lowest available level. You may cast any spells you know as many times as you like.

Spells Known of 1st Level and Higher

You know one 1st-level spells of your choice from the thaumaturge.

The Spells Known column of the thaumaturge table shows when you learn more thaumaturge spells of your choice. Whenever you learn a new spell, it must be of a level lower than the level shown in the Highest Known Spell Level column of the thaumaturge table.

Additionally, when you gain a level in this class, you can choose one of the thaumaturge spells you know and replace it with another spell from the thaumaturge spell list, which also must be of a level for which the table allows you to.

Spellcasting Ability

Intelligence is your spellcasting ability for your thaumaturge spells, since the power of your magic is refined from intense rote training. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a thaumaturge spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your thaumaturge spells.

Thaumic Focus

At 1st level, you choose a thaumic focus, delving into a narrow band of magical ability. Choose between Elemental Thaum, Illusory Thaum, Discovery Thaum, or Protective Thaum, all detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

Honed Training

Your rote methods of training your magical prowess are paying off. Beginning at 6th level, your Spell Save DC increases by 1, and you can add 1 to your spell attack rolls.


Elemental Thaum

You heard about the famed monks who became masters of the elements. You too dedicated yourself to this path, through arcane methods.

Expanded Spell List

At 1st level, your dedication to the practice of the elements grants you the ability to learn additional spells:

Cantrips

Fire bolt, shocking grasp, ray of frost, shape water,

1st Level

Burning hands, chromatic orb, create or destroy water, Guidance, feather fall, fog cloud, jump, Guidance, longstrider, thunderwave

2nd Level

Flaming sphere, gust of wind, heat metal, misty step, scorching ray, shatter

3rd Level

Call lightning, fly, lightning bolt, meld into stone, sleet storm, water breathing, water walk, wind wall

4th Level

Control water, fire shield, ice storm, stone shape, stoneskin, wall of fire

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Illusory Thaum

You honed your magic into the art of messing with peoples' heads. Whether you're false images, hiding things from view, or even directly altering a creature's perception of the world, you have a solid grasp of the fundamentals of espionage.

Expanded Spell List

At 1st level, your dedication to the practice of illusion grants you the ability to learn additional spells:

Cantrips

Dancing lights, minor illusion

1st Level

Illusory script, dissonant whispers, sleep, silent image, disguise self, command, arcanist's magic aura

2nd Level

Blur, invisibility, suggestion, blindness/deafness, darkness, mirror image, silence

3rd Level

Hypnotic pattern, feign death, message, major image

4th Level

Confusion, greater invisibility, dominate beast, hallucinatory terrain, phantasmal killer

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Discovery Thaum

You honed your magic into discovering the deepest secrets of the arcane. You came away with powers of divination and discovery, and the toolkit to track down or stop creatures in their tracks in search of the truth; However, you may uncover things more eldritch than you had originally bargained for.

Expanded Spell List

At 1st level, your dedication to the practice of investigation grants you the ability to learn additional spells:

Cantrips

Guidance, true strike

1st Level

Detect magic, detect poison and disease, detect evil and good, identify, guiding bolt, alarm, faerie fire

2nd Level

Detect thoughts, locate object, Zone of truth, see invisibility, find traps, hold person, ray of enfeeblement

3rd Level

Clairvoyance, speak with dead, magic circle, tongues, slow

4th Level

Arcane eye, Black tentacles, divination, locate creature

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Protective Thaum

You needed magic to keep yourself safe, and thusly dedicated yourself to maximizing your own safety (and the safety of your friends) by any means possible.

Expanded Spell List

At 1st level, your dedication to the practice of defense grants you the ability to learn additional spells:

Cantrips

Guidance, spare the dying

1st Level

Alarm, Guidance, false life, feather fall, shield

2nd Level

Arcane lock, barkskin, enhance ability, Guidance, protection from poison, warding bond

3rd Level

Counterspell, Guidance, glyph of warding, haste, protection from energy, remove curse, tiny hut,

4th Level

death ward, private sanctum, resilient sphere, secret chest

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Thaumaturge Spell List

You can learn spells from the selection on the basic thaumaturge spell list and additional spells based on your subclass.

Cantrips

Prestidigitation, light, mage hand, mending, message

1st Level

Comprehend languages, floating disk, mage armor, magic missile, unseen servant

2nd Level

Darkvision, enlarge/reduce, gentle repose, knock, levitate, magic mouth, magic weapon, misty step, rope trick

3rd Level

Phantom steed, dispel magic, gaseous form

4th Level

Freedom of movement, blight, polymorph

Multiclassing


Prerequisites. To qualify for multiclassing into the thaumaturge class, you must meet these prerequisites: Have an intelligence score of 13 or higher.

Proficiencies. When you multiclass into the thaumaturge class, you gain the following proficiencies: Arcana, investigation.

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gollark: Vaguely relatedly, bismuth is neat.
gollark: But it's good gamma ray shielding, I think because of its density?
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gollark: That sounds foolish and "practical".
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