Thaumaturge

Placeholder.   You must have a Charisma score of 6 and a Willpower score of 6 to multiclass into this class.  
Level Proficiency Bonus Perk Tier Other Features Cantrips Known Spell Level Spells Known
1st +2 1 Support Discipline, Arcane Eccentric 2 1 3
2nd +2 1 - 2 1 5
3rd +2 1 Ability Score Improvement 2 2 7
4th +3 2 - 3 2 9
5th +3 2 Thaumaturge Feature 3 2 11
6th +3 2 - 3 3 13
7th +3 3 Ability Score Improvement 3 3 15
8th +4 3 - 4 3 16
9th +4 Ultra - 4 4 17
10th +4 - Thaumaturge Feature 4 4 18
 

Class Features

Hit Points

Hit Dice: 1d8 per thaumaturge level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier
 

Mana Points

Mana Points at 1st Level: 3 × your Charisma modifier + 2 × your Willpower modifier
Mana Points at 2nd to 3rd Level: 1d8 + your Charisma modifier
Mana Points at 4th to 6th Level: 2d6 + 2 × your Charisma modifier
Mana Points at 7th to 8th Level: 3d6 + 3 × your Charisma modifier
Mana Points at 9th to 10th Level: 4d8 + 3 × your Charisma modifier
 

Proficiencies

Armour: light, medium
Weapons: simple, light shields
Tools: one type of artisan's tools
Saving Throws: Willpower, Charisma
Skills: Medicine and choose two of Arcana, Dexterity, Intuition, Investigation, Lore, Occult.
Other: Elvish  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a martial weapon or (b) two simple weapons
  • (a) lamellar or (b) scale shirt
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a simple weapon
 

Spellcasting

You regenerate up to one quarter of your mana on a short rest.  

Thaumaturge Feature

Starting at 5th level, when you give the help action, skills you aren't proficient in grant a +4, while skills you are proficient in grant a +6 to the creature you are helping.  

Perk List

Perk Name Tier Description
Support Discipline 0 As support, you gain the following traits:
  • You have a pool of mana you can use to cast spells equal to 3 times your Charisma modifier plus 2 times your Willpower modifier.
  • You gain proficiency in Medicine.
  • You regenerate up to ¼ of your mana on a short rest.
  • You know Elvish.
Arcane Eccentric 0 Skilled in a bit of everything, you explore how the natural world and magic intertwine, pulling the threads of magic through music, embedding objects into the weave, or perhaps mixing herbs into alchemical concoctions. Gain the following traits:
  • You are proficient in light and medium armour, simple weapons, and light shields.
  • You gain proficiency in Willpower and Charisma saving throws.
  • You gain proficiency in two of Arcana, Dexterity, Intuition, Investigation, Lore, Occult.
Perk Name Tier Description
Alchemist 1 Gain the following traits:
  • You gain proficiency with brewer’s supplies.
  • Besides creating standard potions, you can use brewer’s supplies over the course of a long rest to create a decoction with one of the following effects of your choice:
    • Stoneskin: when consumed, the decoction grants +3 to physical damage for 1 hour.
    • Proofing: when consumed, the decoction grants +3 to one type of elemental or spirital damage for 1 hour.
    • Regeneration: when consumed, the decoction regenerates 1d4 + 1 hit points at the beginning of each of your turns for 3 turns.
    • Bolster: when consumed, the decoction grants +1 to one ability score for 1 hour.
    • Thorns: when consumed, the decoction provides retaliation to attackers for 1 minute. When damaged by a creature within 5 feet of you, make a melee attack against that creature with a +6 to hit, dealing 1d4 + 1 piercing damage on a hit.
    • Luck: the next skill check you perform within 10 minutes will be considered a 20.
Enchanter 1 Gain the following traits:
  • You gain proficiency in smith’s tools.
  • You gain the ability to imbue magic into a weapon or armour. At the end of a rest, you can touch one non-magical object that is a suit of armour or a simple or martial weapon. For the next 24 hours, the object gains a magical effect of your choice:
    • Enhance: a weapon gains +1 to attack and damage rolls or armour gains +1 to AC.
    • Lighten: armour lightens, no longer imposing stealth penalties or having Strength requirements.
    • Infuse: a weapon gains an additional damage die of a chosen elemental damage type on a critical hit, or armour gains +1 resistance to a chosen elemental damage type.
    • Refine: you increase the critical hit probability of a weapon by 5%, or you bolster the physical resistances of armour by +3 when taking a critical hit.
Once you use this feature, you can’t use it again until you finish a long (short for this campaign) rest.
Fatebender 1 Gain the following traits:
  • As a reaction, you may turn a hit made by you or an ally you can see into a critical hit. You can use this once before needing to finish a short or long rest.
  • You gain a pool of fate dice, d4s, equal to half your Thaumaturge level. As a reaction when a creature makes a roll, you may expend one of these dice, rolling it and either adding or subtracting it from a roll. You regain used dice on a long rest, or you may expend hit dice on a short rest, regaining one fate die per hit die expended.
Mana Pool 1 Gain the following traits:
  • On a short rest, you may expend hit dice to restore mana.
  • Once per rest, you may use a bonus action to expend a hit die to restore mana. Once you reach 4th level you may expend up to two hit dice. Once you reach 8th level you may expend up to four.
  • Your maximum mana increases by your Willpower score.
Mystic 1 Prerequisite: Occult proficiency
Gain the following traits:
  • You may cast identify or detect magic as a ritual without consuming mana. You can do this a number of times equal to your Charisma modifier before needing to finish a long rest.
  • You gain a +3 to Occult checks for learning new spells.
  • You gain access to an extradimensional pocket. As an action, you can reach into a space that can hold up to 48 spaces of items to store or retrieve an item. When you do this, it appears to others your arm vanishes past a threshold. Living matter placed inside the space takes 10 necrotic damage per minute.
Stability 1 Gain the following traits:
  • You gain +5 to Concentration (Willpower) saving throws
  • When rolling damage, you may treat a 1 on a die as a 2.
Summoner 1 You prefer to let others do things for you, and (perhaps for lack of friends) you’ve gotten quite good at summoning things to do them. Gain the following traits:
  • Any creature that you summon gains temporary hit points equal to your warlock level.
  • The speed of creatures summoned by you increases by 1/6 of their base move speed.
  • Creatures that require a bonus action to command can now be commanded with a free action.
Perk Name Tier Description
Arcane Smith 2 Prerequisite: Enchanter
Gain the following traits:
  • You can enchant up to three items per rest.
Aura 2 You can use an action to create a shimmering sphere with a radius of 10 feet that lasts for one minute. The sphere has one of the following effects of your choice:
  • Spells cast by allies within the sphere cost 20% less to cast.
  • Allies within the sphere gain +2 to saving throws.
  • Allies within the sphere gain +1 to all stats.
  • Creatures within the sphere are invisible to creatures outside the sphere.
Once you use this feature, you can't use it again until you complete a long rest.
Fractional Distillation 2 Prerequisite: Alchemist
Your alchemy improves. Gain the following traits:
  • When making standard potions, you gain a chance to make double the standard amount of potion.
  • When you make your alchemist’s decoction, you can apply two effects to it (Bolster or Proofing can be stacked twice with different ability scores/damage types).
Psychosomatic Fortress 2 Gain the following traits: You are immune to the Charmed and Frightened conditions.
  • You gain +4 resistance to psychic damage.
  • You gain +3 to saving throws against enchantment spells.
Tonal Architect 2 Prerequisite: Mystic
You hear the music of the spheres and have learned to pluck at its strings and channel its acoustics. Gain the following traits:
  • You gain proficiency with your choice of mason’s tools, carpenter’s tools, or potter’s tools and one musical instrument.
  • You can cast detect magic and identify as a ritual using artisan’s tools without consuming mana.
  • You gain one type of metamagic (see Wizard perk list for metamagic types).
Perk Name Tier Description
Interdisciplinary Study 3 Pick either the Healer or the Warlock. Gain the following traits:
  • You learn 3 spells and 1 cantrip from your chosen class’ spell list.
  • You gain one proficiency they gain at first level.
  • Ironskin: If you choose Healer, you gain the ability to invoke a legendary resistance. As a reaction when you take damage, you bolster yourself physically, mentally, and spiritually against harm, gaining immunity to all damage against one source. If a creature is under the effect of a spell that requires your concentration, or is inside of your aura if you have taken the Aura perk, you may instead extend this benefit to that creature. Once you use this feature, you can’t use it again until completing a short or long rest.
  • Fateless Influence: If you choose Warlock, you gain the ability to alter the outcome of events. As a reaction when you or another creature you can see makes an attack, ability check, saving throw, or luck roll, you may add or subtract 20 to the roll. Once you use this feature, you can’t use it again until completing a short or long rest.
Weave Emanations 3 Prerequisite: Aura
Gain the following traits:
  • The radius of your aura increases to 15 feet.
  • You can use a bonus action to move the aura up to 30 feet.
  • As a bonus action, you may spend 2 mana to change the effect of the aura to one of the other possible effects. You may also spend 5 mana to invoke the plane shift effect.
  • When you create your aura, you may spend 5 mana to invoke an effect of transporting all creatures within the aura to another plane of your choice. While in another plane, the aura acts as a barrier to physical or magical effects of the plane, such as retaining a breathable atmosphere or warding off encroaching flames. Creatures may still enter or exit unimpeded by the aura. Upon the end of this effect, either by expiration or by changing the effect, all creatures inside the aura return to the material plane.

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