Thaumblade Multiclassing
Ability Score Minimum. A multiclass character needs a Dexterity and Intelligence score of 13 or higher to take a level in Thaumblade, or another class if you already are a Thaumblade.
Proficiencies. If Thaumblade is not your initial class, you gain the following proficiencies: longswords, scimitars, shortswords, and one skill from the class's skill list.
Changelog 0.5
- increased maximum vis points to equal thaumblade level
- increased vis point bonus from essentia focus
Changelog 0.4
- Changed the Praecantator's void scabbard - it now works with magic items
- Added optional rules for players who don't want to use my homebrew spells
- 17th level spell abstraction now lets you cast counterspell normally
- Removed second extra attack feature
- Added mastery features for focuses herba and bestia
- Formatting tweaks
Changelog 0.3
- Renamed magic charges to vis points
- Added a mechanic for casting other class's spells using vis points
- Reworked strike abilities
- Reworked 7th level chain casting
- Moved unarmored defense to 3rd level
- Added 2nd level fighting styles
- Removed 3rd level general education
- Reworked the following focuses: aer, aether, aqua, bestia, essentia, exanimus, ignis, momentum, potentia (formerly vis), sensus, tempestas, terra
- Elementalist - removed elemental affinity
- Soulbender - removed parting act
Changelog 0.2
- Added 3rd level feature General Education
- Tweaked the praecantator's 6th level feature Weave-Guided Warfare
- Reduced the number of points, but you now regain them on a short rest
- Reworked Momentum tier 1-2 features
- Essentia tiers 1, 2, and mastery now increase max charges
- Buffed Aether tier 1 Rending Strike
- Added some missing mastery features
hit dice:
1d10
hit points at 1st level:
10 + your constitution modifier
hit points at higher levels:
1d10 (or 6) + your constitution modifier per level after 1st
armor proficiencies:
Light
weapon proficiencies:
Simple weapons, longswords, shortswords, scimitars
tools:
saving throws:
Dexterity, Intelligence
skills:
Chose two from Acrobatics, Arcana, Athletics, History, Insight, and Investigation.
starting equipment:
- (a) a longsword or (b) a light crossbow and 20 bolts
- (a) a shortsword or (b) a scimitar
- (a) a dungeoneer's pack or (b) an explorer's pack
- a dagger and a brass badge of your school
Alternatively, you can forego this starting equipment, as well as equipment provided by your background, to instead start with 4d4x10 gp to buy your equipment.
spellcasting:
class features:
Elemental Focuses
At 1st level, Thaumblades can choose two elemental focuses to learn. Their chosen study determines which focuses are available to choose from. When a new focus is learned, you know it as a tier 1 focus, and gain access to its tier 1 ability. When you gain the Focus Upgrade feature at later levels, you can either learn a new focus or upgrade a known focus to the next tier, granting you access to its tier 2, or even 3 abilities.
Spellcasting Ability
Some focus features allow you to cast spells that require spell attack rolls or saving throws. Your spellcasting ability for these spells is Intelligence (spell save DC = 8 + proficiency bonus + intelligence modifier, spell attack bonus = proficiency bonus + intelligence modifier). You can use a weapon with which you are proficient as a spellcasting focus for these spells. If you have spell slots from another class's spellcasting or pact magic features, you can use those spell slots to cast focus spells.
Spellcasting with Vis Points and Spell Slots
Some elemental focuses allow you to cast certain spells. The spells available to cast this way are listed in the focus descriptions, and have their own associated vis point costs.
Thaumblade focus spells are cast at the lowest level for that spell, but can be cast at higher levels for a higher vis point cost. When casting a Thaumblade spell at a higher level, refer to the table below for vis point cost. For example, a Thaumblade with tier 1 Ignis can cast burning hands at 1st level by spending 1 vis point. But if they wanted to cast it at 2nd level, they would have to spend 3 vis points. If they were to cast it at 4th level, they would have to spend 6 vis points.
A Thaumblade can also cast spells gained from another source, such as a feat or multiclassing. Vis points can be used to cast spells up to 5th level that are not part any elemental focuses. The vis point cost is listed in the below table.
Spell Level |
Vis Point Cost |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
Conversely, Thaumblade spells can be cast using spell slots from multiclassing into another spellcasting class
Thaumblade's Strike
Certain elemental focuses grant you the ability to infuse your magic into a special weapon attack called a Thaumblade's Strike. When you hit a creature with a melee weapon attack, you can choose to use a Thaumblade's Strike that is available to you. Each strike has its own vis point cost, damage, and other effects, detailed in the elemental focuses.
Vis Casting
You have learned to tap into the power of vis, an energy that exists in all material things. This gives you a number of vis points that you can spend to cast Thaumblade spells or use other class features. The maximum number of vis points you can have at each level is shown on the Thaumblade table, and you can never have more than that number. If an ability regains you more charges than that number, those additional charges are wasted.
You regain all expended vis points when you finish a short or long rest.
Thaumaturgic Study
When you take this class at 1st level, choose one of the subclass options detailed below: Elementalist, Praecantator, or Soulbender.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Thaumaturge Adept
You learn the following three cantrips, which you can cast as Thaumblade spells: blade ward, produce flame, and toll the dead.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Focus Upgrade
You can choose a tier 1 Elemental Focus you know, and upgrade it to tier 2, or upgrade a tier 2 focus to tier 3, gaining any abilities the new tier grants and keeping the abilities of any previous tiers. You can also forego upgrading your focus, and learn a new focus at tier 1 instead. You earn focus upgrades when you reach 3rd level, then again at 5th, 9th, 11th, 16th, and 19th level.
Unarmored Defense
Starting at 3rd level, when you are not wearing armor, your AC equals 10 + your dexterity modifier + your intelligence modifier.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 15th, and 18th 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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spell Dodging
You have honed your reflexes to avoid magical attacks. Starting at 6th level, you have advantage on saving throws against spells and other magical effects.
Chain Casting
Starting at 7th level, when you take the attack action on your turn, you can spend 1 vis point to cast one cantrip with a casting time of 1 action as a bonus action.
Extended Studies
At 14th level, you can learn two focuses at tier 1 of your choice, ignoring subclass restrictions. Alternatively, you can choose to learn one focus at tier 2 instead.
Focuses learned this way cannot be upgraded using focus upgrades or focus mastery, unless they are normally available to your subclass.
Spell Abstraction
Starting at 17th level, you learn Counterspell, and can cast it once without spending any vis points or spell slots. When casting the spell this way and successfully interrupt the target's spell, you regain a number of vis points equal to the level of the target's spell, and temporary hit points equal to four times that amount. After using this feature, you cannot use it again until you finish a short or long rest.
You can also cast Counterspell normally, by spending 2 vis points.
Focus Mastery
When you reach 20th level, choose two elemental focuses that you know, to upgrade to mastery tier. A focus at mastery tier benefits from all features from the first three tiers, as well as special mastery features, listed in the focus description.
Additionally, whenever you cast a spell or use an ability that costs vis points from one of your mastery focus's tier 1-3 features, reduce the overall vis point cost by 1, to a minimum of 0 vis points.
Elemental Focuses
At level 1, Thaumblades can choose two elemental focuses to learn. Their chosen study determines which focuses are available to them. When a new focus is learned, you know it as a tier 1 focus, and gain access to its tier 1 ability. When you gain the Focus Upgrade feature at later levels, you can either learn a new focus or upgrade a known focus to the next tier, granting you access to its tier 2, or even 3 abilities.
The focuses you can learn are listed below, ordered by subclass, then name.
Aversio (subclass: any).
Tier |
Features |
1 |
You learn the True Strike cantrip.
You can cast Compelled Duel by spending 1 vis point.
You gain proficiency in shields and martial weapons. |
2 |
When you take the Dodge action and a creature misses you with a weapon or spell attack, you can use your reaction to spend 1 vis point to make an weapon attack or a spell attack using a cantrip, with advantage. The cantrip must have a casting time of 1 action, and require you to make an attack roll. |
3 |
You can cast Magic Weapon by spending 2 vis points. You can cast it at 4th level for 4 vis points, or 6th level for 6 vis points. |
Mastery |
You can cast Blade of DisasterTCE by spending 8 vis points.
Your Unarmored Defense increases to 12 + your dexterity modifier + your intelligence modifier.
All nonmagical weapons you hold become magic weapons with a +1 bonus to attack and damage rolls while you hold them. |
Essentia (subclass: any).
Tier |
Features |
1 |
Spellwrought Strike. You can spend 1 vis point to deal an additional 2d6 force damage with a melee weapon attack. When you reach 11th level in Thaumblade, the damage increases to 2d8. |
2 |
You can cast Detect Magic by spending 1 vis point. You can also cast it as a ritual, without spending any vis points.
Your maximum number of vis points increases by 2. |
3 |
You can cast Dispel Magic by spending 3 vis points.
Your maximum number of vis points increases by 3, for a total increase of 5 from this focus. |
Mastery |
Your maximum number of vis points increases by 5, for a total increase of 10 from this focus. |
Aer (subclass: Elementalist). Damage type: Thunder
Tier |
Features |
1 |
Windguided Strike. You can spend 1 vis point to deal an additional 2d6 bludgeoning damage with a melee weapon attack. If you spend the vis point before making the attack roll, your reach with the attack increases by 30 feet. When you reach 11th level in Thaumblade, the damage increases to 2d8.
You learn the GustXGE cantrip. |
2 |
You can cast Gust of Wind by spending 2 vis points. |
3 |
You can cast Wind Wall by spending 4 vis points. |
Mastery |
You can cast Storm of Vengeance by spending 8 vis points.
You gain a flying speed equal to 30 feet.
Your movement no longer provokes attacks of opportunity. |
Aqua (subclass: Elementalist). Damage type: Acid
Tier |
Features |
1 |
Torrential Strike. You can spend 1 vis point to deal an additional 2d6 bludgeoning damage with a melee weapon attack. The target must also make a Strength saving throw or be pushed 10 feet away from you. When you reach 11th level in Thaumblade, the damage increases to 2d8
You learn the Shape WaterXGE cantrip. |
2 |
You can cast Blur by spending 2 vis points.
You gain a swimming speed equal to 30 feet. |
3 |
You can cast Wall of WaterXGE by spending 4 vis points. |
Mastery |
You can cast Tsunami by spending 8 vis points.
You can breathe both air and water, and your swimming speed increases to 60 feet.
Your Armor Class gains a bonus of 3 while you are fully submerged in water. |
Gelus (subclass: Elementalist). Damage type: Cold
Tier |
Features |
1 |
You learn the FrostbiteXGE cantrip.
You can cast Grease by spending 1 vis point. |
2 |
You can cast Flash Freeze by spending 2 vis points. |
3 |
You can cast Ice Storm by spending 4 vis points. |
Mastery |
You can cast Wall of Ice by spending 6 vis points.
Whenever you deal cold damage to a creature, its movement speed is reduced by half until the end of your next turn. |
Ignis (subclass: Elementalist). Damage type: Fire
Tier |
Features |
1 |
You learn the Create BonfireXGE cantrip.
You can cast Burning Hands by spending 1 vis point. |
2 |
You can cast Scorching Ray by spending 2 vis points. |
3 |
You can cast Fireball by spending 4 vis points. |
Mastery |
You can cast Fire Storm by spending 6 vis points.
Whenever you deal fire damage to a creature or flammable object, it ignites, taking 1d8 fire damage at the start of each of its turns until a creature uses an action to douse the flames, or it is subjected to an effect that would extinguish fire. |
Tempestas (subclass: Elementalist). Damage type: Lightning
Tier |
Features |
1 |
You learn the Shocking Grasp cantrip.
You can cast Witch Bolt by spending 1 vis point. |
2 |
You can cast Sunden's Storm Mantle by spending 2 vis points. |
3 |
You can cast Lightning Bolt by spending 4 vis points.. |
Mastery |
You can cast Chain Lightning by spending 6 vis points.
Whenever you make a weapon or spell attack that deals lightning damage, you score a critical hit on a roll of 18 or higher. |
Terra (subclass: Elementalist). Damage type: Poison
Tier |
Features |
1 |
Grounding Strike. You can spend 1 vis point to deal an additional 2d6 bludgeoning damage with a melee weapon attack. The target must make a Strength saving throw or be knocked prone, and it cannot benefit from any flying speed until it finishes a short or long rest. When you reach 11th level in Thaumblade, the damage increases to 2d8
You learn the Mold EarthXGE cantrip. |
2 |
You can cast Spike Growth by spending 2 vis points. |
3 |
You can cast Erupting EarthXGE by spending 4 vis points. |
Mastery |
You can cast Earthquake by spending 8 vis points.
You gain tremorsense to a range of 120 feet.
You cannot be knocked prone against your will. |
Aether (subclass: Praecantator).
Tier |
Features |
1 |
Rending Strike. You can spend 1 vis point to deal an additional 2d4 force damage with a melee weapon attack, and the target's Armor Class by 1. This AC reduction can stack up to a maximum reduction of 3. When you reach 11th level in Thaumblade, the damage increases to 2d6. |
2 |
You can cast Misty Step by spending 2 vis points. |
3 |
You can cast Banishment by spending 4 vis points. |
Mastery |
You can cast Forcecage by spending 6 vis points.
Whenever a creature within 15 feet of you tries to teleport, you can use your reaction to force it to make a Charisma saving throw. On a failed save, the teleportation fails and the creature wastes the spell or effect. |
Momentum (subclass: Praecantator).
Tier |
Features |
1 |
When you take damage from an attack roll or saving throw, you can use your reaction to spend 1 vis point, reducing the damage by half. |
2 |
You can cast Hold Person by spending 2 vis points. |
3 |
You can cast Haste and Slow, each by spending 4 vis points. |
Mastery |
You can cast Time Stop by spending 8 vis points.
You can make a total of four attacks when you take the attack action. |
Potentia (subclass: Praecantator).
Tier |
Features |
1 |
Overcharged Strike. You can spend 1 or more vis points to deal additional force damage with a melee weapon attack. The damage equals 1d8 plus an additional d8 for each vis point spent on this attack. Each vis point spent however, will deal 1d4 force damage to you, which cannot be reduced by any means. When you reach 11th level in Thaumblade, the d8 damage dice increase to d12s.
You learn the Sundering Shot cantrip. |
2 |
You can cast Shatter by spending 2 vis points. |
3 |
You can cast Pulse WaveEGM by spending 4 vis points. |
Mastery |
You can cast Disintegrate by spending 6 vis points.
You gain a +2 bonus to your spell attack bonus and your spell save DC. |
Sensus (subclass: Praecantator).
Tier |
Features |
1 |
You can cast Identify by spending 1 vis point. |
2 |
You can cast Detect Thoughts by spending 2 vis points. |
3 |
You can cast Arcane Eye by spending 4 vis points. |
Mastery |
You gain truesight to a range of 30 feet.
Your Intelligence score increases by 2, to a maximum of 22. |
Bestia (subclass: Soulbender).
Tier |
Features |
1 |
You learn the Primal SavageryXGE cantrip.
You can spend 1 vis point to either disengage or make one attack as a bonus action.
Your base walking speed increases by 10 feet and you ignore difficult terrain. |
2 |
You can cast Pass without Trace by spending 2 vis points. |
3 |
You can cast Conjure Animals by spending 4 vis points. |
Mastery |
You are permanently under the effects of Speak with Animals.
You can cast Polymorph by spending 3 vis points. If you instead spend 8 points while targeting yourself, you do not need to concentrate on the spell. |
Exanimus (subclass: Soulbender).
Tier |
Features |
1 |
You learn the Chill Touch cantrip.
You can cast Inflict Wounds by spending 1 vis point. |
2 |
Leeching Strike. You can spend 1 vis point to deal an additional 2d4 necrotic damage with a melee weapon attack, and you regain a number of hit points equal to half the damage dealt, rounded down. When you reach 11th level in Thaumblade, the damage increases to 2d6. |
3 |
You can cast Spirit ShroudTCE by spending 4 vis points. |
Mastery |
You can cast Abi-Dalzim's Horrid WiltingXGE by spending 8 vis points.
Whenever you regain 1 or more hit points, all hostile creatures within 10 feet of you take necrotic damage equal to one-quarter of the hit points you regain, or half the amount of hit points if the creature is undead. |
Herba (subclass: Soulbender).
Tier |
Features |
1 |
You learn the Thorn Whip cantrip.
You can cast Entangle by spending 1 vis point. |
2 |
You can cast Barkskin by spending 2 vis points. |
3 |
You can cast Grasping Vine by spending 4 vis points. |
Mastery |
The ambient magic around you forms a network of thorny vines. Whenever a creature within 30 feet of you damages you with an attack, spell, or action, it takes 2d8 magical piercing damage. |
Vita (subclass: Soulbender).
Tier |
Features |
1 |
You can cast False Life by spending 1 vis point. |
2 |
You can cast Aid by spending 2 vis points. |
3 |
You can cast Life TransferenceXGE by spending 4 vis points. |
Mastery |
While you have at least 1 hit point, you regain 5 hit points at the start of your turn. |
XGE=Xanathar's Guide to Everything
TCE=Tasha's Cauldron of Everything
EGM=Explorer's Guide to Wildemount
Tristones homebrew spells are linked.
Optional Feature: No Homebrew Spells
If you are using a thaumblade in your game, but don't want to use the homebrew spells of the Tristones setting, here are some variations to the focuses that grant them.
Gelus, tier 2. You can cast Cloud of Daggers by spending 2 vis points, replacing Flash Freeze.
Potentia, tier 1. You learn the Thunderclap cantrip, replacing Sundering Bolt.
Tempestas, tier 2. You can cast Heat Metal by spending 2 vis points, replacing Sunden's Storm Mantle. This might take the form of electricity coursing through the metal, transforming to heat. (There aren't many appropriate lightning spells at the time of writing this).
subclass options:
Thaumaturgic Study
There are many fields of study when it comes to the essence of magic and protecting the world from arcane threats. Thaumblades can choose one study from the options below.
Elementalist
Elementalists study the various elements that make up the world. Fire, water, earth, air, and more. As a well-rounded unit within the School of Thaumaturgy, elementalists have the tools to deal with a wide array of threats, supernatural or otherwise. Overcoming their foes strengths and exploiting their weaknesses.
Additional Focus
When you choose this subclass at 1st level, you can learn one additional Elemental Focus of your choice at tier 1.
Elemental Damage Types
The elemental focuses used by Elementalists are each associated with different damage types. As you gain levels as a Thaumblade, you will gain features that make use of these damage types. Focuses and their associated damage types are listed below.
Aer: Thunder damage, Aqua: Acid damage, Gelus: Cold damage, Ignis: Fire damage, Tempestas: Lightning, Terra: Poison.
Dominating Element
Starting at 6th level, when you hit a target with a weapon or spell attack and the target is vulnerable to any of the damage types, you may roll one additional die for that damage type.
Elemental Affinity
Starting at 10th level, you gain resistance to all damage types based on the Elementalist focuses you know. After finishing a long rest, you can choose one focus as your primary element, gaining immunity to its damage type instead.
Primal Infusion
Starting at 10th level, you can infuse the power of your primary element into a melee weapon you are holding. For the next minute, any attack made with that weapon deals an additional 1d8 damage, with a damage type matching that of your primary element. The effect ends early if you drop or stow your weapon, you are reduced to 0 hit points, or you dismiss it as a bonus action. Once you've used this ability, you can't use it again until you finish a long rest.
Improved Primal Infusion
When you reach 14th level, your primal infusion becomes even stronger. The additional damage to your weapon attacks increases to 2d8. Additionally, both the weapon's regular damage and the additional elemental damage ignore resistance for the duration of this ability.
Praecantator
Rather than the elements that embody magic, the Praecantator studies the weave and flow of magic itself through the fabric of reality. They are often employed to deal with exceptionally magical threats.
Praecantator Lore
When you choose this subclass at 1st level, you gain proficiency with Calligrapher's supplies. You also learn your choice of either the Mage Hand or Prestidigitation cantrips.
Eye for the Arcane
After reaching 1st level, your understanding of magic has grown to the point where you can identify magical beings, even if their magic is not apparent. When you take the Search action, you can attempt to identify any creatures with Spellcasting, Innate Spellcasting, or Pact Magic features. Choose any number of creatures that you can see, and make an Intelligence (Investigation) or Wisdom (Perception) check against their Charisma (Deception) check. If you beat their roll, you learn whether or not they have a spellcasting ability, but not the nature of their spellcasting, nor do you learn their available spells or spell levels.
Void Scabbard
Starting at 6th level, you can perform a ritual over the course of one hour to bind a weapon to you. It must be a simple or martial weapon with which you are proficient, and must not have the heavy property. Artifacts are unaffected. As a bonus action, you can send your bound item to an extradimensional space that can only be accessed by you. You can also use a bonus action to either draw the weapon from the extradimensional space, or teleport it into your hand, if you can see the weapon and have an empty hand.
When you bind a new weapon to yourself while you already have a bound weapon, your previous weapon becomes unbound, and falls in an open space within 5 feet of you if it is inside the extradimensional space. If you die while a weapon is in this extradimensional space, it appears in a random location somewhere on the same plane of existence where you died, determined by the DM.
Weave-Guided Warfare
Starting at 6th level, your understanding of the flow of magic gives you an edge in combat. When you make an attack roll with a weapon that you are proficient in that does not have the heavy property, you may use your Intelligence modifier for the attack and damage rolls instead of Strength or Dexterity.
Additionally, when you use a strike or cantrip to deal damage to a creature that is concentrating on a spell, the target takes force damage equal to your Intelligence modifier.
Vis Siphoning
Starting at 10t level, you can use an action to regain a number of vis points equal to your intelligence modifier. After using this feature, you can't use it again until you finish a long rest.
Dance of Swords
At 14th level, you can use an action to touch one nonmagical melee weapon you are proficient with, or two if both weapons have the light property. Affected weapons become animated, and count as a tiny construct with 12 AC, 1 hit point, immunity to psychic and poison damage, and a flying speed of 15 feet. This effect lasts up to 1 minute, and requires concentration as if you were concentrating on a spell. It ends early on a weapon if it drops to 0 hit points or is ever more than 30 feet from you.
While you have any weapons animated this way, you can use a bonus action to command them to fly up to 15 feet and make one attack, using your attack and damage modifiers. Animated weapons cannot use strike abilities. Once you've used this ability, it can't be used again until you finish a long rest.
Soulbender
Soulbenders study the energy of life, death, and undeath. Thaumblades who study this field are often the scouts and medics of their organization.
Natural Lore
Soulbenders study the magic in life and nature. At 1st level, you gain proficiency in two skills of your choice from Animal Handling, Medicine, Nature, and Survival.
Linked Essence
Starting at 1st level, you can spend your hit dice during a short rest to restore hit points to another creature within 5 feet of you, instead of yourself. Undead and constructs cannot be healed this way.
Soul Rending
Starting at 6th level, you can turn your own life force into a deadly weapon. As an action, you can touch a creature that is within 5 feet of you, and spend a number of your hit dice. The target must make a Constitution saving throw against your spell save DC, taking necrotic damage equal to the roll on the dice on a failed save, or half as much on a successful one. You can spend 2 vis points to give the creature disadvantage on the saving throw. The maximum number of hit dice you can spend this way is equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Life Recycling
After you reach 10th level, when you deal a killing blow to a creature whose challenge rating is at least 1, a fragment of its life essence will appear where it died, and remains for 1 minute. When a creature moves within 5 feet of the fragment, you can force the fragment to absorb into the creature (no action required). When a creature absorbs the life fragment, it regains a number of hit points equal to your Intelligence modifier, and regains one vis point if it has at least one Thaumblade level. This ability has no effect on undead or constructs.
Rapid Recovery
Starting at 10th level, you can focus your energy to accelerate your body's natural healing. As a bonus action, you can spend a number of hit dice, regaining a number of hit points equal to the roll. Using this ability costs 1 vis point, plus an additional point for each hit die spent this way.
Vengeful Essence
Starting at level 14, as an action, you can command any life fragments of your choice that you can see to move up to 30 feet toward one creature and explode, at the cost on 2 vis points per fragment. When any fragments end their movement within 5 feet of the creature, that creature must make a Constitution saving throw, taking 3d4 Force damage plus 3d4 Necrotic damage for each fragment on a failed save, and half as much on a successful one. Any fragments that cannot reach their target dissipate harmlessly at the end of your turn.
Level | Proficiency Bonus | Vis Points | Features |
---|
1st | +2 | 2 | Elemental Focus (2 options), Magic Charges, Thaumaturgic Study |
2nd | +2 | 2 | Fighting Style |
3rd | +2 | 3 | Focus Upgrade (1 option), Unarmored Defense |
4th | +2 | 4 | Ability Score Improvement, |
5th | +3 | 5 | Extra Attack, Focus Upgrade (1 option) |
6th | +3 | 6 | Spell Dodging, Study Feature |
7th | +3 | 7 | Chain Casting |
8th | +3 | 8 | Ability Score Improvement |
9th | +4 | 9 | Focus Upgrade (1 option) |
10th | +4 | 10 | Study Feature |
11th | +4 | 11 | Focus Upgrade (1 option) |
12th | +4 | 12 | Ability Score Improvement |
13th | +5 | 13 | |
14th | +5 | 14 | Extended Studies (2 options), Study Feature |
15th | +5 | 15 | Ability Score Improvement |
16th | +5 | 16 | Focus Upgrade (1 option) |
17th | +6 | 17 | Spell Abstraction |
18th | +6 | 18 | Ability Score Improvement |
19th | +6 | 19 | Focus Upgrade (1 option) |
20th | +6 | 20 | Focus Mastery |