Thaumaturge (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Thaumaturge[edit]

Thaumaturges are people that have been blessed with magic by a divine entity, mystical connection, magical event, or something else. A thaumaturge is blessed with the power to use magic and most follow houses that grant them more magical knowledge, giving them a large magical arsenal. These houses are paths that often mean community with others in the house. A thaumaturge's magic often is wild and unpredictable, and often small wonders form around the spells they cast that can provide benefit to the thaumaturge. This comes with a downside, however, as the wild nature of their magic is hard to be controlled once let loose, which can cause chaos.

Creating a Thaumaturge[edit]

When creating a thaumaturge, think about how they were blessed with these powers. A thaumaturge will often learn more magic, so think if they followed wizardry after this event or connection.

Quick Build

You can make a thaumaturge quickly by following these suggestions. First, intelligence should be your highest ability score, followed by wisdom or dexterity. Second, choose the sage background.

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: None
Weapons: Simple Weapons
Tools: Herbalist's Kit
Saving Throws: Intelligence, Wisdom or Dexterity
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) Quarterstaff or (b) Dagger
  • (a) Arcane Focus or (b) Component Pouch
  • (a) Scholar's Pack or (b) Explorer's Pack
  • Spellbook

Table: The Thaumaturge

Level Proficiency
Bonus
Features
1st +2 Spellcasting, Arcane Boon
2nd +2 House of Magic, Chaotic Spell
3rd +2 Magic Ray (d6)
4th +2 Ability Score Improvement, House Feature
5th +3 Arcane Boon
6th +3
7th +3 House Feature, Arcane Boon
8th +3 Ability Score Improvement, Magic Ray (d8)
9th +4
10th +4 House Feature, Arcane Boon
11th +4 Unbridled Secrets
12th +4 Ability Score Improvement
13th +5
14th +5 House Feature
15th +5 Arcane Boon
16th +5 Ability Score Improvement
17th +6 Magic Ray (d12)
18th +6
19th +6 Ability Score Improvement
20th +6 House Feature, Arcane Boon
Spell Slots (Horizontal Spell Slots, Vertical Caster Level)
Caster Level 1 2 3 4 5 6 7 8 9
1 2 0 0 0 0 0 0 0 0
2 3 0 0 0 0 0 0 0 0
3 4 2 0 0 0 0 0 0 0
4 4 2 0 0 0 0 0 0 0
5 4 3 2 0 0 0 0 0 0
6 4 3 2 0 0 0 0 0 0
7 5 4 3 0 0 0 0 0 0
8 5 4 3 0 0 0 0 0 0
9 5 4 3 2 0 0 0 0 0
10 5 4 3 2 0 0 0 0 0
11 5 4 3 2 0 0 0 0 0
12 5 4 3 3 0 0 0 0 0
13 5 4 3 3 2 0 0 0 0
14 5 4 3 3 2 0 0 0 0
15 5 4 3 3 2 1 0 0 0
16 5 4 3 3 2 1 0 0 0
17 5 4 3 3 2 2 1 0 0
18 5 4 3 3 2 2 1 1 0
19 5 4 3 3 2 2 1 1 1
20 5 4 3 3 2 2 2 2 1

Spellcasting[edit]

As a manipulator of magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip at level 3, 6, 9, 12, 15, 18, and 20

Spellbook

At 1st level, you have a spellbook containing three 1st-level wizard spells of your choice. Your spellbook is the repository of the thaumaturge spells you know, except your cantrips and fixed spells, which are fixed in your mind.

Fixed Spells

At 1st level, you also have a set of spells fixed in your mind or granted to you by your blessing, they don't need to be prepared. You are granted a number of fixed spells equal to your wizard level. These fixed spells are out of your spellbook and aren't pulled straight out of the wizard spell list. You can add additional from your spellbook, however, these need 3 hours per spell to fix in your mind.

Preparing and Casting Spells

The spell slot table shows how many spell slots you have to cast your thaumaturge spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells (except for fixed spells and cantrips) that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your thaumaturge level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability Intelligence is your spellcasting ability for your thaumaturge spells, since you learn your spells through mystical blessings that enhance your spell ability and knowledge. 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 wizard spell you cast and when making an attack roll with one.

Arcane Boon[edit]

Your mystic connections have granted you an arcane boon. This boon manifests as a magical benefit. You may choose one boon at these levels: 1, 5, 10, 15, and 20. If the boon's name has a number next to it, that is the earliest level you can select it at. If there is no number, you can select it at level 1.

Celestial Resistance (5)[edit]

You aren't affected by infernal wounds.

Immutable Spells (10)[edit]

Your spells ignore magical resistance.

Flashing Blade (5)[edit]

When you score a critical hit with any melee weapon, you may choose for the damage to become radiant.

Healing Savant[edit]

When you add your spellcasting modifier to spells that restore hit points, double it. If it doesn't already allow you to add your spellcasting modifier, add it.

Abyssal Magic (10)[edit]

Your spells ignore resistance to fire damage.

Devil's Sight[edit]

You can see normally in darkness, both magical and nonmagical, to a distance of 40 feet.

Giant's Might[edit]

Increase your strength score by 1 and increase it by 1 every time you have an ability score improvement.

Strong Spells (5)[edit]

Increase your spell save DC by 2.

Demonic Channel (5)[edit]

When you cast a spell that deals fire or necrotic damage, you can deal an additional 1d4 necrotic damage. You can do this 3 times per long rest.

Devious Charm (10)[edit]

When you cast a spell that charms a creature, you add 1 to the spell save DC if any.

Castaway[edit]

If you are away from your allies and you are on the same plane as them, you always know if they are alive or dead and if they are in danger or not.

Improved Darkvision[edit]

If you have darkvision, you can distinguish shades of color while using it.

House of Magic[edit]

At level 2, you select a house of magic. This house represents what kind of magic you practice, how it was granted to you, and how you control it. All houses practice obscure schools of magic that no wizard could accurately study without the assistance a thaumaturge has.
You can view the houses at the end of the page.

Chaotic Spell[edit]

Starting at level 2, you can expend a spell slot when casting a spell equal to the spell's level. When you do this, you let chaos run rampant through your spell. Roll a d10 and consult the table when you cast the spell.

Chaotic Spell Table
d10 Result
1 A large explosion occurs and the spell isn't cast. All creatures (including you) within 10 feet of you must succeed a dexterity saving throw against your spell save DC and take 4d6 fire damage on a fail, half as much on success.
2 On creature of the caster's choice takes 1d4 fire damage and the spell isn't cast.
3 The spell is cast twice on different targets. (Doesn't affect spells that target multiple creatures or objects)
4 The spell acts as if it is being cast at a spell slot one level higher then it is.
5 You turn pink or blue for 1 minute. While under this effect, you have resistance to psychic damage. The spell is cast normally.
6 You age 1d10 years. If they would normally die from old age, they instead lose 1d4 hit points when this transformation occurs. They return to normal after 1 minute.
7 As the spell is cast, a searing light appears around you. All creatures within 10 feet of you (including you) must make a constitution saving throw against your spell save DC and be blinded for 1 minute on a failed save. If they are within 5 feet of you, they take 1d4 radiant damage on a failed save.
8 You lose no spell slots from the spell being cast or chaotic spell.
9 You gain 1d10 temporary hit points.
10 Until the start of your next turn, you have resistance to all damage.

Magic Ray[edit]

Beginning at 3rd level, you can use your unpredictable magic to create a beam of force. You can use your action to create a bolt of pure energy and direct it at a target within 30 feet of you. You make a ranged spell attack roll against the target. They take 1d6 damage on a hit. On a critical hit, you strike with two rays, dealing 2d6 damage. This damage increases to a d8 at level 8, a d10 at level 12, and a d12 at level 17.

Unbridled Secrets[edit]

At 11th level, select a spell from a spell list besides wizard. You must be able to cast this spell.

Houses of Magic[edit]

House of the Dragon[edit]

The House of the Dragon is full of students of draconology and draconic magic. Members of this house are touched by draconic influence, and therefore, the members of this house also are excellent war mages.

Dragon's Mark[edit]

Starting when you select this house at 2nd level, you gain an additional 1st level spell slot.

War Magic[edit]

Beginning at 2nd level, when you use your action to cast a spell, you can use your bonus action to attack.

Potent Spell[edit]

Beginning at 4th level, when a creature within 10 feet of you fails a saving throw against a spell you cast, you can make them reroll saving throw by expending a spell slot of equal level to the spell cast and the creature takes the lower result.

Dragon's Fury[edit]

Beginning at 7th level, you can take your action to gain 10 temporary hit points. You can do this once per long rest.

Frightful Presence[edit]

Beginning at 10th level, thanks to your draconic connections, you gain a fearful aura that accompanies you. Once per long rest, you can activate your frightful presence to make all creatures that you choose within 30 feet of you make a wisdom saving throw against your spell save DC. On a failed save, they are frightened of you for 1 minute. On a successful save, the creature has disadvantage on attack rolls against you until their next turn.

Dragon Strike[edit]

Beginning at 14th level, you can use your bonus action to deal an additional 2d10 fire damage with an attack. If you miss the attack, you still deal 1d10 fire damage. You can do this once per long rest.

Dragon Form[edit]

Beginning at 20th level, you can use your bonus action to gain significant power as a spectral dragon float above you. Dragon Form lasts for 1 minute and while you have it active, you benefit from these effects:

  • When you cast a spell that warrants a saving throw, if the target making the saving throw is within 10 feet of you, they have disadvantage.
  • You gain 20 temporary hit points.
  • You have resistance to bludgeoning, piercing, and slashing damage.
House of the Dragon Additional Spells
Thaumaturge Level Spells
2 Fire Bolt, Burning Hands, Thunderwave
5 Scorching Ray, Fireball, Lightning Bolt
9 Fire Shield, Wall of Fire
13 Cone of Cold

House of the Mystics[edit]

The House of the Mystics practices ancient forms of mystomancy and other strange magics.

Psychic Bolt[edit]

Starting when you select this house at 2nd level, when you cast the spell magic missile, you can deal 1d8+1 psychic damage instead of 1d4+1 force damage.

Savant[edit]

When you select this house at 2nd level, select 2 skills of your choice. If you are already proficient in them, you gain double proficiency. If you aren't proficient, you become proficient.

Control[edit]

Beginning at 4th level, when you use your chaotic spell, you can roll a d2. On a 1, you must roll for chaotic spell normally. On a 2, you choose what happens from the chaotic spell table.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: