TLRD
Arms stretched out to the people around the battlefield, a young elf's fingertips begin to glow with a soft light that spills out to heal his weary compatriots.
With her cloak obscuring her form, a human creeps up to a mercenary camp, whispering to herself as the cold, night air condenses into an icicle in her hands.
A wizened dwarf snaps their fingers, setting their torch alight as they ease open the door of the dark crypt and heads down the stairs.
Thaumaturges are manipulators of the magical energy within the Weave. Through well-practiced movements of the hands and a well-versed mind to boot, thaumaturges can control the Weave's energy with their fingertips. By taking the divine power of the gods for themselves, they have unlocked magical powers the likes of which most have not seen.
One With The Weave
The Weave is the name given to the source from which all magic of all types originates. Whereas some spellcasters need to have some form of a device through which they can channel the Weave's magical power, thaumaturges act as conduits for the Weave itself, to produce works of wonder. Mastering this power requires training, but the actual process of acquiring the power involves a ritual.
Thaumaturges make a connection with the Weave by incorporating a magical object in their bodies. A soon-to-be thaumaturge may ingest a vial of serum from a celestial or undergo a surgical operation to place a rare crystal deep inside their body. Once the process is complete and the person does not die from mana shock, they become a thaumaturge.
The amount of magic they have access to grows with them over time, but it is not everything. Thaumaturges supplement their magical abilities with some martial skills, defending themselves with simple weapons and light armor.
A Secret's Cost
Thaumaturges are also called "the mana-touched" due to the slight scarring their body receives as a result of the ritual they underwent that leaves their bodies scarred in a way that cannot be healed—it's a corporal symbol known as a pretio amongst their ilk. Their drive for the knowledge and power of the Weave impels them to undergo the ritual and shapes their careers as thaumaturges.
The story of gaining this power to stand up against a supreme entity such as a god is well-known—the gods of the Dernwilds were taken out by this very power. But many people practice thaumaturgy for other reasons. Sometimes a traveler happens upon a rare creature and hunts it for game, only to wake up as a thaumaturge days later. Others do so out of pure desperation or via a failed assassination, becoming a thaumaturge after being injected or stabbed with a magical item.
Once a thaumaturge is aware of the Weave's power, it is hard to ignore. Their eyes, having been opened to the possibilities of raw magic, are rarely averted from these new wonders, often resulting in an active need to pursue an adventurous goal that will help them discover all the Weave has to offer.
Creating A Thaumaturge
As you make your thaumaturge character, take the time to consider the ritual you underwent and how the newfound power you've gained because of it has affected you. Were you tricked into becoming one, or did you seek out the ritual for yourself? Did the ritual scar you internally, or do you view your pretio as a mark of pride?
How do you feel about the magical energy within you? Are you amazed by its power or do you find yourself reluctant to rely on it? Do you see it as a bane or a boon? Did you have the option to refuse it and do you wish you had? What do you intend to do with this power? Perhaps you feel that it was something you sought out to achieve a lofty goal. Or maybe you feel that the power was given so you can shape the world around you as you see fit.
Quick Build
You can make a thaumaturge quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the hermit background.
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per thaumaturge level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons
tools:
saving throws:
Charisma, Wisdom
skills:
Choose two from Arcana, Deception, History, Investigation, Medicine, Persuasion, and Religion, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) any simple weapon
- (a) entertainer's pack or (b) an explorer's pack or (c) scholar's pack
- two daggers
- a component pouch
spellcasting:
Thaumaturgy
You have a connection with magic and understand how it moves through the Weave. To observers, you don’t seem to be casting spells; you pull this magic from the Weave around you and shape it to your preferred form.
Hands Required
As a thaumaturge, you manipulate the energy of the Weave through your fingertips, drawing intangible esoteric symbols with them. You must have a free hand when you cast any spell with this feature (meaning the spell has an "S" component when you cast it).
Cantrips (0-Level Spells)
At 1st level, you know three cantrips from the thaumaturge spell list. At higher levels, you learn additional thaumaturge cantrips of your choice, as shown in the Cantrips Known column of the Thaumaturge table. When you gain a level in this class, you can replace one of the thaumaturge cantrips you know with another cantrip from the thaumaturge spell list.
Preparing and Casting Spells
The Thaumaturge table shows how many spell slots you have to cast your thaumaturge spells of 1st level and higher. To cast one of these thaumaturge 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 thaumaturge spells that are available for you to cast, choosing from the thaumaturge spell list. When you do so, choose a number of thaumaturge spells equal to your Wisdom modifier + your Thaumaturge level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level thaumaturge, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of thaumaturge spells requires time spent in deep contemplation and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your thaumaturge spells since your magic draws upon your deep connection to the Weave. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a thaumaturge spell as a ritual if that spell has the ritual tag and you have the spell prepared.
class features:
Esoteric Cabal
When you start out with this class, you choose to align yourself with an esoteric cabal of thaumaturges, modeling your works of wonder after one of them. Choose a cabal: the Cabal of Blood, the Cabal of Contrivance, the Cabal of Fantasies, the Cabal of the Third Eye, and the Cabal of the World. Your choice grants you cabal spells and other features when you choose it at 1st level. It also grants you additional ways to use Invoke Phenomenon when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
Cabal Spells
Each cabal has a list of domain spells that you gain at the thaumaturge levels noted in the cabal description. Once you gain a cabal spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a cabal spell that doesn't appear on the thaumaturge spell list, the spell is nonetheless a thaumaturge spell for you.
Wondrous Phenomenon
At 2nd level, you've learned how to channel magic from the Weave and invoke simple works of wonder into reality. You start with two such effects: Turn Evil and Good and an effect determined by your domain. Some cabals grant you additional effects as you advance in levels, as noted in the cabal description.
When you use your Wondrous Phenomenon, you choose which effect to create. You must then finish a short or long rest to use your Wondrous Phenomenon again.
Some Wondrous Phenomenon effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Wondrous Phenomenon twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Wondrous Phenomenon: Turn Evil and Good
As an action, you create an esoteric symbol in the air with your hands and say a chant censuring the heavens and the hells. Each celestial or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Harness Arcane Energy (Optional)
At 2nd level, you can expend a use of your Wondrous Phenomenon to fuel your spells. As a bonus action, you focus on your pretio and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.
Cantrip Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.
Destroy Evil and Good
Starting at 5th level, when a celestial or undead fails its saving throw against your Turn Evil and Good feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Thaumaturge table above.
Mystical Intervention
Beginning at 10th level, you can call on the Weave to intervene on your behalf when your need is great.
Imploring the Weave's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your thaumaturge level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any thaumaturge spell or cabal spell would be appropriate. If the Weave intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
subclass options:
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|
| 1st | +2 | Thaumaturgy, Esoteric Cabal | 3 | 2 | — | — | — | — | — | — | — | — | |
| 2nd | +2 | Wondrous Phenomenon (x1), Esoteric Cabal feature, *Harness Arcane Energy (Optional)* | 3 | 3 | — | — | — | — | — | — | — | — | |
| 3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — | |
| 4th | +2 | Ability Score Improvement, *Cantrip Versatility (Optional)* | 4 | 4 | 3 | — | — | — | — | — | — | — | |
| 5th | +3 | Destroy Evil and Good (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — | |
| 6th | +3 | Wondrous Phenomenon (x2), Esoteric Cabal feature | 4 | 4 | 3 | 2 | — | — | — | — | — | — | |
| 7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | |
| 8th | +3 | Ability Score Improvement, Destroy Evil and Good (CR 1), Esoteric Cabal feature, *Cantrip Versatility (Optional)* | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | |
| 9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | |
| 10th | +4 | Mystical Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | |
| 11th | +4 | Destroy Evil and Good (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
| 12th | +4 | Ability Score Improvement, *Cantrip Versatility (Optional)* | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | |
| 13th | +5 | — | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
| 14th | +5 | Destroy Evil and Good (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
| 15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
| 16th | +5 | Ability Score Improvement, *Cantrip Versatility (Optional)* | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
| 17th | +6 | Destroy Evil and Good (CR 4), Esoteric Cabal feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18th | +6 | Wondrous Phenomenon (x3) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
| 19th | +6 | Ability Score Improvement, *Cantrip Versatility (Optional)* | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
| 20th | +6 | Mystical Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | |