Thaumaturge

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Thaumaturge
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[edit] Thaumaturge

Millennia ago the lands were ruled and protected by a temple of powerful arcane masters who’s powers were granted by Nel’Hoen, the Goddess of spiritual magic. Devout followers were able to tap into the power of the spirit world and their own ghosts for immense powers through her and were known as Thaumaturges, or miracle workers, because of their incredible might. Peace had lasted for many years until a new threat arose called the Soul Eaters. Worshiping the deity Njari, the Soul Devourer, they developed a thirst for magic and the power it brings which could only be sated by killing any in their path and devouring their departing souls. The Thaumaturges opposed this new enemy without knowing what they were and paid the price. No power of magic could overwhelm these evil beings who seemed to thrive off of spiritual magic and return it tenfold, and the Thaumaturges were all but annihilated. The last remaining mages fled to a hidden temple in the mountains and consulted with their goddess. For many years the Soul Eaters were left unchecked and claimed the lands for their own, and when all seemed lost the last remnant of the Thaumaturges returned. Among their ranks was a beautiful women clad in ethereal garb which shined with an enormous light and the mages themselves appeared different as well. No more clad in arcane robes and vestments, they wore armor and wielded weapons which sparkled and crackled with magical power. Channeling their spiritual arcane might into themselves and their armaments and sealing their power, they gained great physical prowess, and led by their goddess they slew the Soul Eater threat. This change in power had greatly reduced their arcane prowess but nonetheless secured their standing as guardians of the realm for centuries to come..

[edit] Making a Thaumaturge

Decent base for any ranged or melee fighter with excellent party enhancements as levels progress.

Abilities: Constitution is their main stat as it provides bonuses to health, casting ability through spiritual power, and effectiveness of class abilities. Strength is important for those wishing more melee prowess and damage, while dexterity is needed to be good archers or access certain dexterity orientated feats. Intelligence and wisdom are also useful for many of the Thaumaturges class skills.

Races: Any.

Alignment: Any non-evil.

Religion: Must worship the Goddess, Nel'Hoen.

Starting Gold: 2d4.

Starting Age: As wizard.

Table: The Thaumaturge

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bonus Feat, Aura of Magic I 2
2nd +1 +0 +3 +3 2 0
3rd +2 +1 +3 +3 Channel Armament I 2 1
4th +2 +1 +4 +4 Bonus Feat 3 1 0
5th +3 +1 +4 +4 Spiritual Casting Minor 3 2 1
6th +4 +2 +5 +5 Channel Armament II 3 2 1
7th +5 +2 +5 +5 Channel Self I, Evasion 3 2 2 0
8th +6/+1 +2 +6 +6 Bonus Feat 3 3 2 1
9th +6/+1 +3 +6 +6 Channel Armament III, Aura of Magic II 3 3 2 1
10th +7/+2 +3 +7 +7 Channel Self II, Spiritual Casting 3 3 3 2 0
11th +8/+3 +3 +7 +7 Diamond Spirit 3 3 3 2 1
12th +9/+4 +4 +8 +8 Channel Armament IV, Bonus Feat 3 3 3 2 1
13th +9/+4 +4 +8 +8 Channel Self III 3 3 3 3 2 0
14th +10/+5 +4 +9 +9 3 3 3 3 2 1
15th +11/+6/+1 +5 +9 +9 Channel Armament V, Spiritual Casting Plus 4 3 3 3 2 1
16th +12/+7/+2 +5 +10 +10 Channel Self IV, Bonus Feat 4 4 3 3 3 2 0
17th +12/+7/+2 +5 +10 +10 Aura of Magic III 4 4 4 3 3 2 1
18th +13/+8/+3 +6 +11 +11 4 4 4 4 3 2 1
19th +14/+9/+4 +6 +11 +11 Channel Self V 4 4 4 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Bonus Feat, Perfect Spirit Channel 4 4 4 4 4 3 2

Class Skills (6 + Int modifier per level, ×4 at 1st level)
The Thaumaturges class skills and key abilities for each skill are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Jump (Str), Knowledge (Arcane and Religion) (Int), Listen (Wis), Ride (Dex), Search (Int), Spell craft (Int), Spot (Wis), Swim (Str)..

[edit] Class Features

All of the following are class features of the Thaumaturge.

Weapon and Armor Proficiency: Thaumaturges are proficient with simple and martial weapons as well as with both light and medium armor. They are not proficient with heavy armor or shields.

Spells: A Thaumaturge casts arcane (and some divine) spells by channeling the power of their deity through their own spirits. All spells have a verbal and somatic component. To be able to channel a spell, a Thaumaturge must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw is 10 + spell level + Con modifier. A Thaumaturge’s selection of spells is limited by level and spells known. They gain bonus spells for high Con Modifiers. Also they can swap spells upon leveling as a bard or sorcerer can. The Thaumaturge’s spell list is the same as a wizard/sorcerer plus these additions:

0—Cure Minor Wounds, Create Water.

1st—Divine Favor, Shield of Faith, Cure Light Wounds.

2nd—Shield Other, Cure Moderate Wounds, Restoration Lesser.

3rd—Cure Serious Wounds, Create Food and Water.

4th—Divine Power. Cure Critical Wounds, Restoration.

5th—Commune, Cure Light Wounds Mass, Raise Dead.

6th—Heroes Feast, Cure Moderate Wounds Mass, Undeath to Death.


Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 4 1
3rd 5 2
4th 5 2 1
5th 6 3 2
6th 6 3 2
7th 6 3 3 1
8th 6 3 3 2
9th 6 4 3 2
10th 6 4 3 3 1
11th 6 4 4 3 2
12th 6 4 4 3 2
13th 6 4 4 3 3 1
14th 6 4 4 4 3 2
15th 6 4 4 4 3 2
16th 6 5 4 4 3 3 1
17th 6 5 5 4 4 3 2
18th 6 5 5 5 4 3 2
19th 6 5 5 5 5 4 3
20th 6 5 5 5 5 5 4

Bonus Feats - At first level, the Thaumaturge gains a bonus feat much in the same way as a fighter would. However they can choose to either take a feat from the available fighter feats or wizard feats. They gain an addition feat at 4th level and every 4 levels thereafter. They also must meet the requirements for these feats.

Aura of Magic I/II/III - The Thaumaturge exudes an aura of spiritual magic in a 60ft radius that makes casting easier granting itself and allies a +2 supernatural bonus to their concentration checks while also lowering enemies by the same. This increases to +4 at level 9 and +8 at level 17. Also when active the aura can be seen with a Detect Magic spell. The Thaumaturge can suppress and engage the aura as a free action.

Channel Armament I/II/III/IV/V - Starting at 3rd level, a Thaumaturge can channel arcane power into his armament granting it magical bonuses. By expending an unused spell slot for the day a Thaumaturge can spend 1 minute to enhance either a weapon or piece of armor with spiritual power chosen from table 1 (for weapons) and table 2 (for armor). This enhancement lasts for 1 hour/(1/2 Thaumaturge level (rounded down) + con modifier), or until the Thaumaturge rests, which ever comes first. This ability is subject to all restrictions as casting a spell such as spell failure and anti-magic fields and must be done with a focus of Nel‘Hoen in hand. The Thaumaturge can do this as many times per day as it has available spell slots, but can only manage to hold as many enhancements equal to it’s Con modifier at any given time. At 3rd level only 1st level spell slots can be used for this ability, and this increases every 3 levels up to level 15 at which 5th level spell slots may be used. After level 6, this ability can be used to enhance party members equipment at the cost of two spells of that level and counts as two enhancements. These enhancements stack with any existing properties the armaments may have had and armaments may only have one such enhancement at a time.

Spiritual Casting Minor/Normal/Plus - Starting at level 5, a Thaumaturge has become so in tuned with his magical link that he need only make a fraction of the somatic gestures during casting. This grants him a 15% less penalty to arcane failure while wearing armor. This boon increases to 20% at level 10 and 25% at level 15.

Evasion - A Thaumaturge of 7th level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Thaumaturge is wearing light or no armor. Being helpless (such as one who is unconscious or paralyzed) does not grant the benefit of evasion.

Channel Self I/II/III/IV/V - Starting at 7th level, a Thaumaturge can channel arcane power into his own self, granting magical bonuses. This is done in the same fashion as Channel Armament except that it starts with using level 2 spell slots and maxes out with level 6 spell slots and doesn’t count towards the max enhancements the Thaumaturge can hold. Also only one of such enhancements can be active at any given time and cannot be used on others. Enhancements can be chosen from table 3.

Diamond Spirit - At level 11, a Thaumaturge has molded his own spirit into a conduit of magical energies. As a result he gains spell resistance equal to his current level + his Con Modifier. In order to bypass this a caster must exceed the Thaumaturges spell resistance with a 1d20 + caster level check to affect him.

Perfect Spirit Channel - At level 20, a Thaumaturge has reached the pinnacle of spiritual prowess. He can now use his Channel abilities (still requires the focus) as a full round action. Also the cost of enhancing others equipment is reduced to normal and he can enhance twice as many armaments as his Con modifier would allow. He may now combine two enhancements to armaments by spending the equivalent levels in spell slots as long as the total of the levels spent does not exceed 6.


[edit] TABLES TO COME SOON!!!


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