Divine Thaumaturge (3.5e Prestige Class)

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"You merely cast spells, I unravel and dissect them in order to understand their intricacies so as to come closer to being one with my god. It is the difference between self-pleasuring and making love."
—Chinzpeter of the Seven Cloaks, a Divine Thaumaturge of Azuth


Divine thaumaturgists are spellcasters who have chosen to look inward at their gods-given magic in order to better understand the multiverse, their faith, and ultimately themselves in the process. They are masterful students of the metamagic arts, studying spells and the techniques used to affect them. Unlike their arcane counterpart, the incantantrix, a divine thaumaturge does not waste time worrying about extraplanar denizens or the portals they use. Indeed, many enjoy traveling to the planes in order to learn more about the source of their magics and the creatures that dwell there.


Becoming a Divine Thaumaturge[edit]

Entry Requirements
Skills: Concentration 8 ranks, Knowledge (Arcana) 8 ranks, Spellcraft 8 ranks
Feats: Divine Metamagic and any one metamagic feats
Spellcasting: You must be able to cast 3rd level divine spells
Special: You must worship a deity that grants access to both the Magic and Spells domains, though you need not possess them yourself
Table: The Divine Thaumaturge

Hit Die: d6

Level BAB Saving Throws Class Features Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Bonus Metamagic Feat, Spell Failure
Thaumaturgy Domain
+1 level in divine spellcasting class
2nd +1 +3 +0 +3 Cooperative Metamagic +1 level in divine spellcasting class
3rd +2 +3 +1 +3 Metamagic Secret +1 level in divine spellcasting class
4th +3 +4 +1 +4 -- +1 level in divine spellcasting class
5th +3 +4 +1 +4 Spellweaving +1 level in divine spellcasting class
6th +4 +5 +2 +5 Metamagic Spell Trigger +1 level in divine spellcasting class
7th +5 +5 +2 +5 -- +1 level in divine spellcasting class
8th +6/+1 +6 +2 +6 Improved Divine Metamagic +1 level in divine spellcasting class
9th +6/+1 +6 +3 +6 -- +1 level in divine spellcasting class
10th +7/+2 +7 +3 +7 Counterspelling Virtuoso +1 level in divine spellcasting class

Class Skills (4 + Int modifier per level)::  Concentration, Craft (any), Decipher Script, Diplomacy, Heal, Knowledge (any),
Profession (any), Listen, Perform (Oratory), Ride, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, and
Use Magic Device

Class Features[edit]

All of the following are class features of the Divine Thaumaturge.

Weapon & Armor Proficiencies: You do not gain proficiency with any weapons, armor, or shields beyond those you already possess.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a divine thuamaturge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Metamagic Feat: At 1st level, and again at 4th, 7th, and 10th level, you may select any metamagic feat as a bonus feat. You must meet any prerequisites for a feat in order to select it.

Spell Failure: Due to the delicate nature of your craft, any of your spells that you manipulate with metamagic or any of your class abilities are treated as arcane spells for the purpose of arcane spell failure. This means that wearing heavy armor or using a shield can have a detrimental effect on your spellcasting. The source of your magic remains unchanged, they simply gain a chance for spell failure.

Thuamaturgy Domain (Ex): You gain the Thaumaturgy domain. If you already have two domains as a cleric, you gain this third one in addition to those. Regardless of your original divine spellcasting class, you gain the granted power of this new domain, adding your divine disciple level to your cleric level (if any) to determine level-based effects. If you have cleric levels, you also gain a third spell choice with which to fill your domain spell slot at each level. Divine spellcasters, including those who do not gain extra spell slots for domain spells do not gain the power to do so through this ability, can prepare or spontaneously cast the domain’s spells in or with your normal spell slots.

Cooperative Metamagic (Su): At 2nd level, you gain the ability to apply any metamagic feat you possess (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster. The caster need not prepare the spell in metamagic form or in a higher-level spell slot; you simply modify the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though you can use the Concentration skill with this ability as though you were casting defensively. You must ready an action to use cooperative metamagic when your ally begins casting and must be within 30' of the caster. You must then make a Spellcraft check (DC 18 + [3 × modified spell level]) to succeed. “Modified spell level” is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if you appliy the Maximize Spell feat to an ally’s chain lightning spell, the modified spell level is 9th (6th for the spell, +3 for the Maximize Spell feat), and the DC is 18 + (3 × 9) = 45. If you apply the same feat to an ally’s silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Metamagic Secrets: At 3rd level, and again at 6th and 9th level, you discover a fundamental secret of metamagic theory in exchange for one of your daily spell slots. You may choose from the following list of metamagic secrets. These abilities may only be selected once unless it is stated otherwise in their description.

Elemental Mastery: You can alter a spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. You decide whether to alter the spell’s energy type and chooses the new energy type when you begin casting. This ability costs one 7th-level spell slot.
Metashaping: You can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 4th-level spell slot.
Phantom Reach (Su): You can use spells with a range of touch on a target up to 30 feet away. You must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 6th-level spell slot each time it is chosen.
Reflective Magic: When you counterspell a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 5th-level spell slot.

Metamagic Spell Trigger (Su): You gain the ability to apply a metamagic feat you possess to the effect of a spell trigger item (such as a wand). To use this ability, you must have the appropriate metamagic feat you wish to use. Using metamagic spell trigger expends a number of additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, you can use Quicken Spell to modify a spell cast from a wand by spending 5 charges (1 + 4 additional charges for the spell slot increase). Alternatively, you can apply Empower Spell to the effect by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.

You cannot use this ability when using a spell trigger item that does not have charges, such as a strand of prayer beads.

Spellweaving (Su): By weaving strands of ambient mana into your spells, you can power those spells with the very essence of magic. Whenever one of your spells or spell-like abilities has an experience point cost associated with it, you can lower that xp cost by 5% per class level OR you can extend the duration of any of your spells by 10% per class level. This stacks with metamagic feats such as Extend Spell. Note that this is a supernatural ability, and it can be suppressed in an antimagic field, dead magic zone, or other similar phenomena. In epic levels, this ability can apply to the development and casting of epic spells if you have reached the 10th level of this class. At 10th level, if you have the appropriate crafting feats, you can also lower the xp cost for crafting magic items by 50%.

Improved Divine Metamagic (Su): Your advanced understanding of the Divine Metamagic feat allows you to use your turn undead attempts to spontaneously improve your spells with any metamagic feat you possess, not simply the one you choose when selecting the feat.

Counterspelling Virtuoso (Su): Your understanding of spell magic allows you to unravel and dispel hostile magics with unprecedented ease. You gain the Reactive Counterspell feat even if you do not meet the prerequisites, allowing you to counterspell an opponent's spell even if you have not readied an action to do so once per round. You may also use any spell of an equal or higher spell level to counterspell, even if it's from a different school or power source.



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