Thaumaturge (3.5e Class)
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The generic spellcaster for most of your arcane, divine, and psionic needs! 0 Alternate Magic Full
Contents
thaumaturgist
<-general description->.
Making a thaumaturgist
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: <-description of most important attributes for this class->.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: <-alignments allowed for this class, or write "Any"->.
Starting Gold: 3d4 x 10 gp
Starting Age: Moderate
Level | Base Attack Bonus |
Saving Throws | Special | Spells Readied | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Paths, First Path I, Second Path II | 3 | |||||||||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Third Path I | 3 | |||||||||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | First Path II | 3 | |||||||||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Second Path II | 4 | |||||||||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Third Path II | 4 | |||||||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | First Path III | 4 | |||||||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Second Path III | 5 | |||||||||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Third Path III | 5 | |||||||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | First Path IV | 5 | |||||||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Second Path IV | 6 | |||||||||||||||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | Third Path IV | 6 | |||||||||||||||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | First Path V | 6 | |||||||||||||||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | Second Path V | 7 | |||||||||||||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | Third Path V | 7 | |||||||||||||||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | First Path VI | 7 | |||||||||||||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | Second Path VI | 8 | |||||||||||||||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | Third Path VI | 8 | |||||||||||||||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | First Path VII | 8 | |||||||||||||||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | Second Path VII | 9 | |||||||||||||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | Third Path VII | 9 | |||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Thaumaturgist.
Weapon and Armor Proficiency: Thaumaturgists are proficient with all simple weapons, but not with any type of armor or shield.
Paths: At first level, choose two paths, and a third at second level. You gain access to the listed spells or psionic powers in the chosen paths at the appropriate levels, as well as any abilities listed in those paths.
Spells and psionic abilities gained (called Path Abilities) are treated as Spell-like abilities, except for the following exceptions:
- Path Abilities have a DC equal to 10 + 1/2 your level + your Charisma modifier.
- Path Abilities have both verbal and somatic components (and thus are affected by arcane spell failure.
- Path Abilities cannot be cast defensively.
- Path Abilities have a caster level equal to the number of levels in thaumaturgist.
- Path Abilities that mimic psionic powers are automatically augmented up to the caster's caster level.
- If you have an instance of a Path Ability in effect, the first instance of the Path Ability ends should you cast the same Path Ability.
Only a few Path Abilities can be readied at any one time, according to the table above. A thaumaturgist may cast any of the Path Abilities they have readied once before they are expended, and cannot be used again until regained. By spending five minutes of uninterrupted concentration, meditation, or prayer, the thaumaturgist may chance their currently readied Path Abilities with any others on their list of known Path Abilities. A single Path Ability may be readied at most once.
A thaumaturgist may regain all of their readied spells by taking a swift action followed immediately by a standard action which can be a simple meditation to a mighty flair of the wrist. At the thaumaturgist's option, they may also cast an eldritch bolt of power when regaining their Path Abilities which is a ranged touch attack with a close range that deals 1d6 damage for every two character levels the thaumaturgist possesses (minimum 1d6). Using the bolt counts as a Path Ability.
Paths
Creation
Flame
- I - Burning Hands, Control Temperature[2] (Hot only, minimum one temperature band), Flame Arrow, Flaming Sphere, Heat Metal, Produce Flame, Searing Heat[1], Searing Light (Minimum 1 die of damage), Sunstroke[1], Wither[1]
- II - Body Blaze[1] (Range changed to Touch), Desiccate[1], Fire Shield (Warm only, range changed to Touch), Scorching Ray
- III - Fireball, Wall of Fire
- IV - Ashen Union[1], Unearthly Heat[1]
- V - Mass Desiccate[1], Wall of Magma[1]
- VI - Fire Storm
- VII - Meteor Swarm
Force
- I - Shatter, Spiritual Weapon, Magic Stone
- II - Gust of Wind, Storm Mote[1]
- III - Blast of Sand[1], Concussive Detonation[3], Haboob[1], Interposing Hand
- IV - Flaywind Burst[1], Levitate, Mage's Sword
- V - Fly, Sound Burst, Telekinesis
- VI - Black Tentacles, Blade Barrier (Wall only)
- VII -
Frost
- I - Chill Metal, Control Temperature[2] (Cold only, minimum one temperature band), Energy Arc[3] (Cold only), Frost Weapon[2], Lesser Frostburn[2], Numbing Sphere[2], Polar Ray
- II - Column of Ice[2], Fire Shield (Chill only, range changed to Touch), Frostburn[2], Heat Leech[2], Lesser Aura of Cold[2] (Range changed to Touch)
- III - Aura of Cold[2] (Range changed to Touch), Cone of Cold, Freezing Sphere, Snow Wave[2], Wall of Coldfire[2], Winter's Embrace[2], Zone of Glacial Cold[2]
- IV - Ice Shield[2]
- V - Ice Storm, Boreal Wind[2]
- VI - Gelid Blood[2]
- VII - As the Frost[4], Cometstrike[2], Entomb[2], Frostfell[2]
Hex
- I - Deaden Blow[3], Crushing Despair (Single target only at Close range), Touch of Fatigue
- II - Bane, Command (No HD limitation), Daze Monster (No HD limit), Lesser Confusion (No HD limit)
- III - Slow (Single target only)
- IV - Eyebite
- V - Confusion
- VI - Bestow Curse
- VII -
Illusion
- I - SRD:Fascinating Lights
- II - Hypnotism
- III -
- IV -
- V - Rainbow Pattern
- VI - Cerebral Phantasm[3]
- VII - Phantasmal Killer
Improvement
- I - Aid, Entropic Shield (Range changed to Touch), Rage (Single target only)
- II - Blur, Good Hope (Single target only), Enlarge Person
- III - Haste (Single target only)
- IV - Heroism
- V - Stoneskin
- VI - Greater Heroism
- VII -
Lightning
- I - Shocking Grasp
- II - Call Lightning
- III - Lightning Bolt
- IV -
- V -
- VI - Storm of Vengeance
- VII -
Life
- I - Cure Light Wounds, Lesser Vigor[5], Touch of Health[3]
- II - Cure Moderate Wounds, Vigor[5]
- III - Cure Serious Wounds, Greater Vigor[5]
- IV - Cure Critical Wounds, Mass Cure Light Wounds
- V - Mass Cure Moderate Wounds, Mend Wounds[3], Regenerate
- VI - Mass Cure Serious Wounds, Psionic Revivify
- VII - Heal, Mass Cure Critical Wounds
Abilities Granted:
- I - All Conjuration (Healing) spells with a range of Touch have their range increased to Close.
- II - All Conjuration (Healing) spells have all their random variables treated as though they had rolled the maximum number possible.
- III - All Conjuration (Healing) spells have no limit on how high their definite variable can increased by caster level.
- VII - Once per encounter you may cast Revivify[5], though the creature may have been dead for up to five rounds before being revived.
Mental
- I - Doom
- II -
- III - Suggestion
- IV - Cranial Deluge[3]
- V -
- VI -
- VII -
Succor
- I - Lesser Restoration, Remove Disease, Remove Fear
- II - Dispel Magic Remove Blindness/Deafness, Remove Paralysis
- III - Remove Curse, Break Enchantment, Restoration
- IV - Greater Dispel Magic, Ice to Flesh[2], Panacea[5], Stone to Flesh
- V - Greater Restoration
- VI - Spell Turning
- VII -
Suffering
- I - Vampiric Touch
- II - Empathic Transfer, Hostile[3]
- III -
- IV - Disintegrate, Horrid Wilting
- V - Choking Sands[1]
- VI -
- VII - Harm (Caster level uncapped)
Transformation
- I -
- II -
- III - Sandform[1] (Range changed to Touch), Skin of the Cactus[1]
- IV -
- V -
- VI - Iron Body (Range changed to Touch)
- VII - Baleful Polymorph
Travel
- I - Dimension Hop[3]
- II - Dimension Twister[3], SRD:Water Walk
- III - Dimension Door
- IV - Air Walk, Warp
- V - Greater Warp, Wind Walk
- VI -
- VII - Inconstant Location[1], Warp Circle
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 Sandstorm
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 Frostburn
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Complete Psionic
- ↑ Player's Handbook II
- ↑ 5.0 5.1 5.2 5.3 5.4 Spell Compendium
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Ghostwheelv |
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Article Balance | High + |
Author | Ghostwheel + |
Base Attack Bonus Progression | Poor + |
Class Ability | Alternate Magic + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 20 + |
Minimum Level | 0 + |
Rated By | Leziad + and Foxwarrior + |
Rating | Rating Pending + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Autohypnosis +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Heal +, Intimidate +, Jump +, Knowledge +, Psicraft +, Profession +, Sense Motive + and Spellcraft + |
Skill Points | 4 + |
Summary | The generic spellcaster for most of your arcane, divine, and psionic needs! + |
Title | Thaumaturge + |
Will Save Progression | Good + |