Thaumaturge (3.5e Class)

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Author: Ghostwheel (talk)
Date Created: April 21 2013
Status: Need to finish the paths
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The generic spellcaster for most of your arcane, divine, and psionic needs! 0 Alternate Magic Full



thaumaturgist

<-general description->.

Making a thaumaturgist

A thaumaturgist's role depends on their path decisions, and they can act as a variety of roles. While they do not work well on the frontlines, a thaumaturgist can lay waste with deadly area of effect spells or support their allies from afar, either specializing in a single role or taking a broader approach.

Thaumaturgists work well with melee combatants who keep them away from danger, and recognize the usefulness of all classes due to their limited selection of Paths.

Abilities: <-description of most important attributes for this class->.

Races: Any. Thaumaturgists are found among all races, but their purpose varies of reasons. Where elves use magic as a fine art, dwarven thaumaturgists focus more on practical problems and aiding their fellow soldiers in battle, whereas gnomes utilize their innate magical abilities to work subtle magic, preferring illusions over brute force.

Alignment: Any. Thaumaturgists do not follow any alignment in particular - the pursuit for magic can be observed in all alignments. However, some thaumaturgists prefer to be Neutral, distancing themselves from moral quandries to further focus on their studies.

Starting Gold: 3d4 x 10 gp

Starting Age: Moderate

Table: The thaumaturgist

Hit Die: d6

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)
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Psicraft (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).


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.
  • Path Abilities that mimic spells that have an expensive material component must still expend that component.
  • Path Abilities that normally have a Close range now have a 30' range.
  • Path Abilities that normally have a Medium range now have a 60' range.
  • Path Abilities that normally have a Long range now have a 120' range.
  • 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. If one of your readied Path Abilities is switched out while still in effect, its effect immediately ends. 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

Barrier
I - Babau Slime[1], Death Armor[1] (Range changed to Touch), Ring of Blades[1] (Range changed to Touch), Wall of Light[1]
II - Fire Shield (Range changed to Touch), Loyal Vassal[1], Wall of Gloom[1]
III - Acid Sheathe[1] (Range changed to Touch), Blessing of Bahamut[1] (Range changed to Touch) Favorable Sacrifice[1]
IV - Cacophonic Shield[1] (Range changed to Touch), Dispelling Screen[1], Ethereal Chamber[1], Ray Deflection[1], Wall of Salt[2], Wall of Sand[1], Wall of Water[1]
V - Fireward[1], Forceward[1], Indomitability[1], Wall of Limbs
VI - Greater Dispelling Screen[1], Wall of Gears[1]
VII - Spell Turning
Flame
I - Burning Hands, Combust[1], Control Temperature[3] (Hot only, minimum one temperature band), Flame Arrow, Flaming Sphere, Heat Metal, Produce Flame, Searing Heat[2], Searing Light (Minimum 1 die of damage), Sunstroke[2], Wither[2]
II - Body of the Sun[1], Body Blaze[2] (Range changed to Touch), Darkfire[1], Desiccate[2], Emerald Flame Fist[1], Fireburst[1], Fire Shield (Warm only, range changed to Touch), Scorching Ray
III - Blast of Flame[1], Blistering Radiance[1], Fireball, Greater Fireburst[1], Inferno[1], Wall of Fire
IV - Ashen Union[2], Unearthly Heat[2]
V - Elemental Body[1] (Fire only), Mass Desiccate[2], Wall of Magma[2]
VI - Fire Storm
VII - Meteor Swarm
Force
I - Battering Ram[1], Magic Stone, Shatter, Spiritual Weapon
II - Blast of Force[1], Forcewave[1], Gust of Wind, Manyjaws[1], Storm Mote[2], Whirling Blade[1]
III - Blast of Sand[2], Capricious Zephyr[1], Concussive Detonation[4], Defenestrating Sphere[1], Dinosaur Stampede[1], Haboob[2], Interposing Hand, Vortex of Teeth[1]
IV - Blood Sirocco[1], Cyclonic Blast[1], Flaywind Burst[2], Levitate, Mage's Sword
V - Howling Chain[1], Fly, Sound Burst, Telekinesis
VI - Black Tentacles, Blade Barrier (Wall only), Enveloping Cocoon[1], Great Thunderclap[1]
VII - Bombardment[1], Sphere of Ultimate Destruction[1]

Abilities Granted:

III - Greater Mage Hand[1] at will as a Path Ability.
Frost
I - Chill Metal, Control Temperature[3] (Cold only, minimum one temperature band), Creeping Cold[1], Frost Weapon[3], Lesser Frostburn[3], Numbing Sphere[3], Polar Ray
II - Column of Ice[3], Fire Shield (Chill only, range changed to Touch), Frostburn[3], Heat Drain[1], Heat Leech[3], Lesser Aura of Cold[3] (Range changed to Touch)
III - Aura of Cold[3] (Range changed to Touch), Cone of Cold, Corona of Cold[1] (Range changed to Touch), Freezing Sphere, Snow Wave[3], Wall of Coldfire[3], Winter's Embrace[3], Zone of Glacial Cold[3]
IV - Greater Creeping Cold[1], Ice Shield[3]
V - Elemental Body[1] (Water only), Boreal Wind[3], Ice Storm
VI - Freeze[1], Gelid Blood[3]
VII - As the Frost[5], Cometstrike[3], Entomb[3], Field of Icy Razors[1], Frostfell[3]
Hex
I - Deaden Blow[4], Crushing Despair (Single target only at Close range), Curse of Impending Blades[1], Guiding Light[1], Infernal Wound[1], Ray of Weakness[1], Touch of Fatigue
II - Backbiter[1], Bane, Bonefiddle[1], Command (No HD limitation), Curse of Ill Fortunate[1], Daze Monster (No HD limit), Earthbind[1], Lesser Confusion (No HD limit)
III - Earthen Grasp[1], Greymantle[1], Slow (Single target only), Wingbind[1]
IV - Eyebite, Make Manifest[1], Mass Curse of Impending Blades[1], Stony Grasp[1], Unluck[1]
V - Confusion, Extract Water Elemental[1], Mass Curse of Ill Fortune[1]
VI - Bestow Curse, Corporeal Instability[1], Dirge of Discord[1]
VII - Bolts of Bedevilment[1], Burning Blood[1]
Illusion
I - Hypnotic Pattern, Net of Shadows[1], Phantom Threat[1]
II - Hypnotism, Phantom Foe[1], Slapping Hand[1]
III - Phantasmal Assailants[1], Shadow Binding[1], Shadow Radiance[1]
IV - Phantasmal Decoy[1], Translocation Trick[1]
V - Rainbow Pattern, Righteous Fury[1] (Range changed to Touch)
VI - Cerebral Phantasm[4], Doomtide[1], Shadow Hand[1], Shadowy Grappler[1]
VII - Phantasmal Killer, Sensory Deprivation (Duration changed to 1d4 rounds), Shadow Well[1], Solipsism[1] (Duration changed to one round)
Improvement
I - Aid, Beastland Ferocity[1], Blood Wind[1], Burning Sword[1], Diamondsteel[1], Entropic Shield (Range changed to Touch), Rage (Single target only)
II - Blades of Fire[1] (Do not have to be wielding the two weapons), Bladestorm[1] (Range changed to Close), Bless, Blur, Crabwalk[1], Demonhide[1] (Can target non-evil creatures), Diving Protection[1], Good Hope (Single target only), Enlarge Person
III - Allegro[1], Angelskin[1], Dolorous Blow[1], Haste (Single target only)
IV - Heroism
V - Aura of Vitality[1], Stoneskin
VI - Find the Gap[1] (Range changed to Touch), Greater Heroism, Divine Agility[1]
VII - Brilliant Blade[1]
Lightning
I - Orb of Electricity[1], Shocking Grasp, Thunderhead[1]
II - Call Lightning, Energy Vortex[1] (Lightning only)
III - Energy Spheres[1] (Lightning only), Lightning Bolt, Scillinating Sphere[1], Thunderlance[1]
IV - Arc of Lightning[1], Ball Lightning[1], Call Lightning Storm
V - Electric Loop[1], Elemental Body[1] (Air only)
VI - Lightning Ring[1] (Range changed to Touch), Storm of Vengeance
VII - Storm Tower[1], Stun Ray[1]
Life
I - Cure Light Wounds, Lesser Vigor[1], Touch of Health[4]
II - Cure Moderate Wounds, Close Wounds[1], Vigor[1]
III - Cure Serious Wounds, Greater Vigor[1]
IV - Cure Critical Wounds, Mass Cure Light Wounds, Stalwart Pact[1]
V - Mass Cure Moderate Wounds, Mend Wounds[4], Regenerate
VI - Mass Cure Serious Wounds, Psionic Revivify
VII - Death Pact[1] (No Constitution reduction), Fortunate Fate[1], Heal, Mass Cure Critical Wounds

Abilities Granted:

I - All Conjuration (Healing) Path Abilities with a range of Touch have their range increased to Close.
II - All Conjuration (Healing) Path Abilities have all their random variables treated as though they had rolled the maximum number possible.
III - All Conjuration (Healing) Path Abilities have no limit on how high their definite variable can increased by caster level.
VII - Once per encounter you may cast Revivify[1], though the creature may have been dead for up to five rounds before being revived.
Mental
I - Delusions of Grandeur[1], Distract Assailant[1], Doom, Haunting Tune[1], Incite[1], Inhibit[1], Moment of Clarity[1], Shock and Awe[1]
II - Entice Gift[1], Mindless Rage[1], Moon Lust[1], Tactical Precision
III - Miser's Envy[1], Touch of Madness[1]
IV - Awaken Sin[1], Cranial Deluge[4]
V - Aura of Terror[1]
VI - Celebration[1], Disquietude[1], Suggestion
VII - Crown of Glory[1], Dire Hunger[1], Maddening Scream (Duration is 1d4 rounds), Wrathful Castigation[1] (Duration changed to 1d4 rounds)
Succor
I - Accelerated Movement[1] (Range changed to Close), Aura of Glory[1], Lesser Restoration, Remove Disease, Remove Fear, Resurgence[1]
II - Attune Form[1], Battle Hymn[1], Cloak of Bravery[1], Dispel Magic, Moment of Clarity[1], Remove Blindness/Deafness, Remove Paralysis
III - Break Enchantment, Delay Death[1], Mass Resurgence[1], Remove Curse, Restoration
IV - Aura of Evasion[1], Favor of the Martyr[1], Greater Dispel Magic, Ice to Flesh[3], Panacea[1], Stone to Flesh
V - Greater Restoration, Renewal Pact[1]
VI - Spell Turning
VII - Greater Cloak of Bravery[1], Unbinding[1]
Suffering
I - Decomposition[1], Vampiric Touch
II - Empathic Transfer, Hostile[4]
III - Briar Web[1]
IV - Disintegrate, Horrid Wilting
V - Choking Sands[2]
VI - Drown[1]
VII - Avasculate[1], Harm (Caster level uncapped), Heart Ripper[1], Wrack (Duration changed to one round)
Transformation
I - Aspect of the Wolf[1] (Range changed to Touch), Body Spikes[1] (Range changed to Touch), Claws of the Bear[1] (Range changed to Touch), Embrace the Wild[1] (Range changed to Touch), Giant's Wrath[1] (Pebbles can be given to other creatures without ending), Thornskin[1]
II - Amorphous Form[1] (Range changed to Touch), Fell the Greatest Foe[1], Skin of the Cactus[2], Snake's Swiftness[1]
III - Displacer Form[1] (Range changed to Touch), Plant Body[1], Sandform[2]
IV - Bite of the Weretiger[1] (Range changed to Touch), Flame Whips[1] (Range changed to Touch), Girallon's Blessing[1], Mass Snake's Swiftness[1]
V - Bite of the Wererat[1] (Range changed to Touch), Charge of the Triceratops[1], Dragon Breath[1], Stone Body[1]
VI - Bite of the Wereboar[1] (Range changed to Touch), Iron Body (Range changed to Touch), Nixie's Grace[1] (Range changed to Touch)
VII - Aspect of the Earth Hunter[1] (Range changed to Touch), Baleful Polymorph
Travel
I - Benign Transposition[1], Dimension Hop[4], Slide[1]
II - Baleful Transposition[1], Dimension Twister[4], Greater Slide[1], Knight's Move[1], Lightfoot[1] (Range changed to Touch), Strategic Charge[1] (Range changed to Touch), Water Walk
III - Dimension Door, G'Elsewhere Chant[1], Zeal[1] (Range changed to Touch)
IV - Air Walk, Warp
V - Greater Dimension Door[1], Greater Warp, Wind Walk
VI - Cloud-Walkers[1]
VII - Inconstant Location[2], Warp Circle




References

  1. 1.000 1.001 1.002 1.003 1.004 1.005 1.006 1.007 1.008 1.009 1.010 1.011 1.012 1.013 1.014 1.015 1.016 1.017 1.018 1.019 1.020 1.021 1.022 1.023 1.024 1.025 1.026 1.027 1.028 1.029 1.030 1.031 1.032 1.033 1.034 1.035 1.036 1.037 1.038 1.039 1.040 1.041 1.042 1.043 1.044 1.045 1.046 1.047 1.048 1.049 1.050 1.051 1.052 1.053 1.054 1.055 1.056 1.057 1.058 1.059 1.060 1.061 1.062 1.063 1.064 1.065 1.066 1.067 1.068 1.069 1.070 1.071 1.072 1.073 1.074 1.075 1.076 1.077 1.078 1.079 1.080 1.081 1.082 1.083 1.084 1.085 1.086 1.087 1.088 1.089 1.090 1.091 1.092 1.093 1.094 1.095 1.096 1.097 1.098 1.099 1.100 1.101 1.102 1.103 1.104 1.105 1.106 1.107 1.108 1.109 1.110 1.111 1.112 1.113 1.114 1.115 1.116 1.117 1.118 1.119 1.120 1.121 1.122 1.123 1.124 1.125 1.126 1.127 1.128 1.129 1.130 1.131 1.132 1.133 1.134 1.135 1.136 1.137 1.138 1.139 1.140 1.141 1.142 1.143 1.144 1.145 1.146 1.147 1.148 1.149 1.150 1.151 1.152 1.153 1.154 1.155 1.156 1.157 1.158 1.159 1.160 1.161 1.162 1.163 1.164 1.165 1.166 1.167 1.168 1.169 1.170 1.171 1.172 1.173 1.174 1.175 1.176 1.177 1.178 1.179 1.180 1.181 1.182 1.183 1.184 1.185 1.186 1.187 1.188 1.189 1.190 1.191 1.192 1.193 1.194 1.195 1.196 1.197 1.198 Spell Compendium
  2. 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 Sandstorm
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 Frostburn
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Complete Psionic
  5. Player's Handbook II



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Ghostwheel's Homebrew (310 Articles)
Ghostwheelv
Article BalanceHigh +
AuthorGhostwheel +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated ByLeziad + and Foxwarrior +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Heal +, Intimidate +, Jump +, Knowledge +, Psicraft +, Profession +, Sense Motive + and Spellcraft +
Skill Points4 +
SummaryThe generic spellcaster for most of your arcane, divine, and psionic needs! +
TitleThaumaturge +
Will Save ProgressionGood +