Thaumaturgist (3.5e Class)

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Author: Grimoire Heart (talk)
Date Created: 11/4/2015
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A Thaumaturge is a spellcaster that focuses on preparing and learning several spells in advance. He or she also prepares a base with several artifices of strange nature. This base relies heavily on out of combat preparation that comes from the player in-game. Freedom to change your abilities outside of class features comes at the cost of never gaining combat abilities in a vanilla sense.

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Alternate Magic Other

Thaumaturgist[edit]

A Thaumaturge is a spellcaster that focuses on preparing and learning several spells in advance. He or she also prepares a base with several artifices of strange nature. This base relies heavily on out of combat preparation that comes from the player in-game. Freedom to change your abilities outside of class features comes at the cost of never gaining combat abilities in a vanilla sense.

Making a Thaumaturgist[edit]

You are probably the least capable combatant of any class, Even staying in one class leaves you with minimal hit points and BAB. It is up to you to gather your own spells, but spells to limit enemy movement will increase your life expectancy tremendously. Never start a fight without allies. Sit in the back and use spells to fight enemies. Despite this, your utility techniques will make you a great resource for boosting any member of the party. Expect to make everyone's magical loot.

Abilities: Wisdom for perception, intelligence for spellcrafting, research, and skills.

Races: Any race willing to learn about their surroundings will have members of this class.

Alignment: Any.

Starting Gold: 6d4x10 gp, 75.

Complex.

Table: The Thaumaturgist

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Thaumaturgy, Node Drain, Research Pool, Bonus Feat
2nd +1 +0 +0 +3 Research, Scan, Skill focus (Spellcraft)
3rd +1 +1 +1 +3 Thaumaturge’s Lab, Alchemy, Spell Research
4th +2 +1 +1 +4 Node Preserver, Skill Focus (Alchemy), Bonus Feat
5th +2 +1 +1 +4 Arcane Artificery, Forbidden Knowledge (Insignificant), Warp
6th +3 +2 +2 +5 Flux, Skill focus (Craft Universal Item)
7th +3 +2 +2 +5 Detect Magic, Detect Psionics
8th +4 +2 +2 +6 Golemancy, Bonus Feat
9th +4 +3 +3 +6 Forbidden Knowledge (Minor), Skill Focus (Craft Construct)
10th +5 +3 +3 +7 Infusion, Bonus Feat
11th +5 +3 +3 +7 Forbidden Knowledge (Major), Infusion Pool
12th +6/+1 +4 +4 +8 Essentia Distillation
13th +6/+1 +4 +4 +8 Infusion Enchantment, Bonus Feat
14th +7/+2 +4 +4 +9 Eldritch Revelation
15th +7/+2 +5 +5 +9 Automated workshop
16th +8/+3 +5 +5 +10 Crimson Rites, Bonus Feat
17th +8/+3 +5 +5 +10 Opening of the Eye
18th +9/+4 +6 +6 +11 Eldritch Workshop
19th +9/+4 +6 +6 +11 Mod Support, Bonus Feat
20th +10/+5 +6 +6 +12 Outsider Awakening

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Craft (Int), Gather Information (Cha), Knowledge (Int), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha).


Class Features[edit]

All of the following are class features of the Thaumaturgist.

Weapon and Armor Proficiency: A thaumaturge is proficient with light armor and simple weapons. He is unable to become proficient in other armors until he multiclasses. A thaumaturge may treat thrown splash weapons as simple weapons for the purpose of avoiding attack penalties.

Spells: A Thaumaturge can use their levels in thaumaturgy as wizard class levels to decide their spell slots per charge. A thaumaturge must research all of their spells before they can be used, up to their level x their intelligence modifier in spells known.

Node Drain: Instead of resting each day to restore spell slots, a thaumaturge must find an Aura Node to recharge by draining it, which destroys the aura node. He can do this a number of times a day equal to his thaumaturge levels / 5, rounded up.

Research Pool: A thaumaturge can research several new magical constructs including, but not limited to the list of possible research items given in this class sheet. Each topic of research will require a number of hours, research points, and aspects known. Each day a thaumaturge will gain a set of research points equal to their level x the combination of every rank they have in a knowledge skill + their intelligence modifier. A player must speak with their DM about any new researchable topics they think up.

Research: A thaumaturge may invent any artifice, spell, recipe, or enchantment their DM allows through researching for the given period of time and spending the appropriate research points, assuming they know all relevant aspects. Once this is complete they may place this new invention into their thaumonomicon and can produce the given object or spell effect as if it was given to them by a necessary item creation feat or known spell. The Research DC for anything is 10 + (Its research rating) + its level. The research ratings are Insignificant (+1), Minor (+5), and Major (+10), while the level is either the spell level of the spell and spell like effect, or the complexity of the research (# of researched pieces of knowledge this research relies on). Spells can be researched starting at level 3. Also without a research bench all research rolls get a -4 circumstance drop.

Scan: At second level, a Thaumaturge acquires the Thaumometer, which allows Thaumaturges to scan their surroundings for their magical aspects. Every new aspect found this way is added to the thaumaturge’s list of known aspects. Also scans will pick up any aura nodes within 20 feet of the Thaumaturge at the time of the scan.

Skill focus (Spellcraft): After scanning several types of magical aspects throughout the world, a thaumaturge has a much better grasp at the weaving of magic from its various aspects. He gets the Skill focus (Spellcraft) despite any requirements that may be missing.

Thaumaturge’s Lab: At 3rd level, a thaumaturge creates a laboratory/house in a non-hostile area of their choice. It takes two weeks to build. This house carry’s all artifices that require a solid base and every tool a Thaumaturge needs, along with a research table to remove the -4 penalty to research rolls. While at the lab a thaumaturge can create any artifice, potion or enchanted item at 10% reduced cost and with a circumstance bonus of +2. At the lab a thaumaturge can also advertise their wares for their sales price as dictated by the DM and for every hour a thaumaturge spends selling, researching, and making anything at their lab the thaumaturge gains 10 x their level in xp. He can buy from local suppliers 100gp in non-magical items every day.

Alchemy: The thaumaturge begins to experiment with melting down objects into elemental slurry with heat and disintegration runes, then recombining them onto a catalyst to create magical items out of nonmagical ones. The elemental energy can be supplied by liquid essential or the destruction of objects with the given elemental properties. Instead of having an xp cost for anything that requires xp costs, the material cost is increased by 50% for both materials and essences. Essences must be acquired by sacrificing items with the correct essence thematically tied to it; generally one item gives one ounce of one or more essences (e.g. Lux essence from a lamp or torch, aqua from water, mettalum from metals), any remaining essences get sent into the atmosphere as flux at a conversion rate of 1 flux = 1 oz essentia.

Thaumium: By infusing iron with raw magical essence, you have come across a method of creating metal with the properties of mithral. Cost/lb: 1 lb iron, 2 oz praecantatio.

Alumentum: This substance throbs with fiery energy and it is more than eager to release that energy at the slightest bump. It may be unstable, but it would probably make a good source of fuel. It is probably not a good idea to throw it against a solid surface unless you enjoy explosions. Cost/lb: 1 lb coal, 3 oz ignis, 3 oz potentia.

Nitor: This flame seems to be fueled by magic itself. The number of uses for an ever-burning flame seems endless, but unfortunately it seems to produce much more light than heat. Despite that it could still prove to be a steady source of energy. Cost/lb: 1 lb, 3 oz ignis, 3 oz lux, 3 oz potentia.

Magic Tallow: Magic tallow is a useful thaumaturgic material used to make candles and other things. Cost/lb: 2 lbs flesh or other formerly living tissue, 1 oz praecantatio.

Node Preserver: At level 4, the thaumaturge learns to exert restraint and leave arcane energy in the aura node, no longer destroying the node, which will be able to recharge a thaumaturge again after a day.

Skill Focus (Alchemy): As a thaumaturge increases in skill at brewing potions and creating magical reagents that the expense increase drops to +25% for both materials and essentia. He gains the feat Skill Focus (Alchemy) regardless of prerequisite.

Arcane Artificery: Once a thaumaturge reaches level 5, he begins to create magical items such as weapons and armor from enchanted materials or thaumometers, among several machines for automating alchemy and essential creation and storage. Most will be researched, but some come with the fifth level.

Arcane Workbench: This will be needed to use spell slots for making enchanted items in the place of xp at a rate of 25 xp per level of slot expended. Cost: 1000 gp in materials, 250 xp.

Enchanted Block: By infusing the power of Vis into a block of stone, a thaumaturge can make an enchanted piece of stone for making mystical machinery, plus it looks quite nice, very dapper. Cost: 10 gp in material, 25 xp.

Enchanted Brickwork: As A method of making more intricate devices, a technique has arisen to carve up enchanted block and turn them into enchanted bricks that can be stacked to form several patterns and shapes. Cost: 1 enchanted brick, 10 gp in materials.

Thaumometer: Used as material for other visual artificery and allows the user to see magic in the world. Cost: 20 gp in materials, 25 xp.

Sanity Checker: This device can measure the psychological effects of warp on the wielder’s mind and places it on an easy to follow bar graph. Cost: 40gp in materials, 50xp.

Essentia Pipe: A suction pipe for moving essentia to and from storage so items need not be lost or wasted during alchemy. Cost/foot: 60 gp in materials, 25 xp

Infernal Furnace: The Infernal Furnace is a larger, more efficient method of smelting items due to its eternal flame. It is classified as minor Forbidden Knowledge, and will give the user a small amount of Warp when building one, or when activating one. It also slowly releases flux into the atmosphere. Cost: 10,000 gp in materials, 500 xp.

Goggles of Revealing: The Goggles of Revealing are an essential tool for any Thaumaturge. Worn in the head slot, these goggles allow their wearer to see a number of magical phenomena:

• Nodes are visible at a great distance, regardless of obstructions. • At closer range, the current strength of a node is displayed. • The amount and aspect of essentia contained in jars, alembics, crucibles and similar containers are similarly displayed. This includes ripe mana pods. • The progress of an Infusion can be monitored, with the essentia "owed" visible above the runic matrix. • The goggles also grant a 5% discount to all Vis costs. Cost: 2 thaumometers 25 gp in materials, 50 xp.

Warded Jar: The warded jar is used to store up to a maximum of 64 ounces of one type of essentia and can take only a single pipe connection, the one on the top of the jar, It also makes for decent decoration. Cost: 25 gp in materials, 10 xp.

Forbidden Knowledge: Whenever a thaumaturge researches or creates an item of forbidden knowledge, she will receive warp. The Warp given is based on the research rank of the object and can only be researched once the player has the skill for it, level 5 for insignificant, level 9 for minor, and level 11 for major.

Warp: Whenever a thaumaturge delves into the tainted and forbidden they accrue warp, some is temporary from status effects, odd events, and the such. But other warp is permanent, such as the warp gathered from using and researching strange and eldritch artifices and magic. For every interaction with an inconsequential situation warp increases by 1, 5 for minor, and 10 for major. After a baseline 10 warp is acquired, strange things start happening to the thaumaturge, from sudden understanding of some aspects of magic to vampiric levels of sunlight allergy, they always pass with time.

Flux: On this note is the physical effects of strange magics, whenever a particularly strong or ill performed magic is cast or item created, flux is made from the excess of magic, creating both short term destructive effects and permanent taint that may gather and take root in an area, forming a semi-living structure that breaks down everything it touches, who knows what else it will do...

Skill Focus (Craft Universal Item): With enough time at the arcane workbench, you have learned valuable skills for creating any type of item, magical or otherwise, you would need. The thaumaturge now has the feat Skill Focus (Craft Universal Item) regardless of whether they meet any prerequisites.

Detect Magic and Psionics: With enough time to practice with the thaumometer, a thaumaturge is now able to see great acts that use the magical powers of the world or force a change in reality. At 7th level, the thaumaturge can now cast Detect magic and Detect Psionics 5 times/day each as spell like abilities.

Golemancy: As you delve deeper into the magic of alchemy and artificery you stumble upon the art of Golemancy. At 8th level a thaumaturge can now make base substances into dolls with alchemy and craft the construct core to run the doll body as a golem of the small size.

Straw Body: By infusing a bale of straw with aspects, a humanoid golem can be made to move as a human would and accept a faux ‘soul’ to control its movements according to prerendered intelligence Cost: 5 gp in materials, 2 oz movus, 2 oz humanus, 2 oz spiritus.

Basic Core: This animation core holds all sensory input and processing information, alongside basic movement techniques to make mindless golems. It still needs something else though… Cost: Nitor, 2 gp in materials, 50 xp.

Skill Focus (Craft Construct): At 9th level a thaumaturge gains expertise in creating golem bodies and minds and gets the feat Skill Focus (Craft Construct) regardless of prerequisites.

Infusion: "For ages now wizards and thaumaturges have been enchanting weapons, tools and armor by imbuing objects with their own life energy. While effective, the process is tediously and the results are completely unpredictable. Your discovery of infusion crafting might have uncovered a solution to both those problems." Infusion is the process of binding items and essentia to a central item to change its properties. Its power even allows for the creation of artifacts, major and minor, despite their role as forbidden knowledge. Infusion may even make possible enchantments that require human souls without the cost of experience, more testing is necessary…

Infusion Altar: The First thing you must make to begin infusion is the infusion altar, the device that sets a center item, holds side items, and consumes essentia from nearby sources to infuse the center item with the power and elemental capacity of all of the side items and essentia, reforming the original center item into something new. Cost: 100 gp in materials, 10 enchanted blocks, 10 enchanted bricks, 1 runic matrix, 9 arcane pedestals, 100 of each primal essentia.

Runic Matrix: Now with this new device, you can decompose several objects, combine them with gaseous vis, and implant them into a separate object to give that object the properties of what you placed into it. Cost: 4 runic bricks, 5 gp in materials, 50 xp.

Instability: In the Thaumonomicon, an instability difficulty is listed at the bottom of the infusion recipe, from negligible to dangerous. Instability can cause bad things to happen, such as items being knocked off of pedestals, or as far as releasing flux into the environment. For this reason, it's important to reduce instability by all means. Certain magical paraphernalia reduces the instability of the altar; however, the placement is important. Pedestals, ingredients, and stabilizers must be paired, across the altar, with 180-degree symmetry. Unmatched items will increase instability. Stabilizing items include mob or player heads/skulls, tallow candles, and crystal clusters.

Warning: The active instability can increase over the course of an infusion, but never decrease. If an infusion is getting out of hand, or just mysteriously stalled, it can be aborted by removing the central (target) item from its pedestal. This will produce one final burst of instability effects. Note that while instability can knock off or destroy items on the outer pedestals, it will never affect the target item.

Infusion Pool: when using the Infusion Altar, a thaumaturge can use points from their infusion pool (Int mod + class level) in place of xp at a rate of 1 pool point = 25 xp, which refills after a long rest.

Essentia Distillation: Through your research into items and their contained essentia, you have created a system for separating items into their contained essentia and separating them for individual storage. At 12th level, a thaumaturge has completed the research for the essentia distillation and alembic, along with the essentia reservoir and essentia mirror (or the void mirror if it has not been researched yet.)

Essentia Distiller: Now it is possible to pull apart objects for their essentia and not lose them as they dissipate. Cost: 100 gp in materials, 5 aquasales, 5 terra.

Alembic: With this attached to the distiller I can move the essentia into different tubes and storage devices. Cost: 20 gp in materials, 2 aquasales, 2 terra.

Essentia Reservoir: This new type of storage device now allows me to store several types of essentia in one place, and move the separate types independent of each other. Cost: 5 gp in materials, 2 vacuo.

Essentia Mirror: Once this is attached to a part of a network of essentia tubes I can now connect it to another mirror, bringing endless possibilities for storing, protesting and accessing essentia. Cost: 1 void mirror, 1 quicksilver, 5 vacuo, 5 movus, 5 alienis.

Void Mirror: What a strange item, when linked to another of its kind anything that can fit through this mirror will appear at the other one’s surface, even between planes. Cost: 1 mirror, 1 quicksilver, an object from the outer planes, 5 vacuo, 5 movus, 5 alienis.

Infusion enchantment: At 13th level a thaumaturge gains the ability to place spell charges into wands, enchant items, and make artifacts using the infusion altar.

Eldritch Revelation: At 14th level a thaumaturge learns of the outer gods and their powers, now as warp increases the DM can give random ideas to the thaumaturge pertaining to the Eldritch Beings and their power.

Void Seed: These strange seeds seem to be pieces of a world not our own. Cost: 1 plant seed, 5 alienis, 5 vacuo, 5 percantio.

Void Steel: This metal, cold to the touch and poisonous to those it touches seems a great insulator and director for magic. More experiments are needed. Cost/lb: 1 void seed, 5 alienis, 5 vacuo, 5 mettalum.

Automated workshop: With your extensive testing into essentia flow, gardening, Golemancy, artificery, and alchemy, you have managed to make your lab/home completely automated, meaning your lab can gather income from any shop you own, research into magical subjects, run experiments, etc. while you are out in the field, and even send you supplies if you have a void mirror you can fit it through.

Crimson Rites: After several run-ins with the crimson cult, you have learned some of their knowledge about the obelisks they pray to, and the source of the sinister node inside it.

Opening of the Eye: After a bit of time with the obelisks and the creatures that it brings forth, you have found that the Eldritch Eyes they carry fit in the altar underneath the obelisk. Once this happens you feel a strange pull right before a gate opens up at the base of the obsidian obelisk. Cost: 4 eldritch eyes, 20 levels of spell slots.

Eldritch Workshop: After significant tinkering with the Obsidian Obelisks you have encountered throughout your travels, you have found a reliable way to access an unused pocket plane in the outer plane of your alignment (or any neutral if you’re true neutral.) With extensive packing you have moved you workshop into this pocket dimension and built an obelisk affixed to it inside the old building which has been converted into a full magical shop, manned by golem and artifice alike, increasing productivity.

Mod Support: Pick a class, pick any feature of it, you now have the base form of it (The version given at the lowest level) regardless of prerequisite as if it was a bonus feat.

Outsider Awakening: Once your warp reaches 100, you permanently gain the native outsider subtype, as the warp fuses your soul with your body. You gain a bonus of +2 to every attempt at research, alchemy, artificery, and infusion. Every location you stay near begins to accrue flux that dissipates at a rate of 1 point every hour. You can now teleport yourself to your pocket dimension and back up to 5 times per day.


Aspects: "Every item, object, or creature is bound by varying mystical elements known as aspects. Aspects describe the objects makeup and bent toward the magical elements. Aspects describe the object's makeup and bent towards the magical elements. A simple stone may possess the aspect of Terra while more complex items like trees or even creatures can be made up of various different aspects in varying amounts. There are close to 50 known aspects with more being discovered all the time."

Primal Aspects: Aer (Air), Ignis (Fire), Terra (Earth), Aquasales (Water), Ordo (Order), Perditio (Chaos)

Compound Aspects: Alienis (Eldritch), Arbor (Tree), Aurum (Light), Bestia (Animal), Cognito (Mind), Corpus (Flesh), Exanimis (Undead), Fabrico (Craft), Fames (Hunger), Gelum (Cold), Herba (Plant), Humanus (Human), Instrumentum (Tool), Iter (Travel), Limus (Slime), Lucrum (Wealth), Lux (Light), Machina (Machine), Messis (Crop), Mettalum (Metal), Meto (Harvest), Mortus (Death), Motus (Motion), Pannus (Cloth), Perfodio (Mining), Permutatio (Exchange), Potentia (Energy), Precantatio (Magic), Sano (Healing), Sensus (Senses), Spiritus (Soul), Telum (Weapon), Tempestas (Weather), Tenebrae (Darkness), Tutamen (Armor), Vacuos (Void), Venenum (Poison), Victus (Life), Vinculum (Trap), Vitium (Taint), Vitreum (Crystal), Volatus (Flight).

Aura Nodes: Commonly spread throughout the planes these areas serve as a local concentration of mystical energy for the nearby vicinity. If there is no longer any vis within a node, the node will disappear on occasion or even change its type and/or descriptor. Large nodes will malevolently drain vis from other nodes which are smaller, adding vis capacity to the larger node, but damaging the smaller node over time. Nodes, when destroyed, drop ethereal essences. These nodes come in several types.

Power Levels, these modify the node: Bright nodes regenerate their aspects at a faster rate than normal. Pale nodes regenerate their aspects at a slower rate than normal. Fading nodes do not regenerate their aspects. Base node types: Normal nodes have no special properties. Hungry nodes draw in anything nearby. Vis of the objects "eaten" will enter the node. Being sucked into a hungry node will quickly kill anyone. Sinister nodes make the biome around them Eerie. These can spawn within an Obsidian Totem or other structures. They also double as an entry point for eldritch beings. Pure nodes can be found within silverwood trees, wild and grown, as well as randomly spawned. They can revert nearby Eerie or Tainted areas to the underlying biome. If still within a silverwood tree, they will then convert the area to a Magical Forest. Tainted nodes spread taint, changing the surrounding biome into tainted land. Nodes in tainted lands also become tainted, spreading the taint. Even after the node is destroyed, additional measures are needed to revert the tainted area. Unstable nodes randomly drop essentia of one of their aspects, taken from their own vis.


Epic Thaumaturgist[edit]

Table: The Epic Thaumaturgist

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.


Bonus Feats: The epic thaumaturgists gains a bonus feat that they have the requirements for every 3 levels after 20th.

Human Thaumaturgist Starting Package[edit]

Weapons: Short Sword, Long Bow

Skill Selection:

Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int
Craft Construct 4 Int
Gather Information 4 Int
Knowledge (Arcane) 4 Int
Profession (Alchemist) 4 Int
Search 4 Int
Spellcraft 4 Int
Use Magic Device 4 Int

Feat: Node Drain, Research, Thaumaturgy.

Bonus Feats: Augmented Thaumaturge (Psion).

Gear: Clothing, 1 week rations, waterskin, component pouch.

Gold: 75.

Playing a Thaumaturge[edit]

Religion: Generally thaumaturgists do not revere any god, but if they have a religous bent, then thaumaturgists devote themselves to gods of knowledge.

Other Classes: Generally this class is treated like an NPC by members of other classes.

Combat: Spam from the back.

Advancement: This class is great for taking a level or two in any class and growing exceptionally from it, especially any class that gives spellcasting or psionics.

Thaumaturgists in the World[edit]

What is even the point of living in this world if you dont try to understand everything about it, honestly i refuse to live in the bliss of ignorance.
—Jornel Agripper, Dwarven Thaumaturge

Thaumaturges tend to live either in bustling metropolises or secluded mountaintops on foreign planes, no one ever seems to be able to figure oout how they reach the latter, the current hypothesis involves experiments gone wrong.

Daily Life: Tis a rare day indeed when a thaumaturgist is found doing anything other than performing experiments or selling the aftermath at their shophouse.

Organizations: Thaumaturgists tend to only find each other through random chance, rarely do they stay in contact, mainly due to their lack of interest in anything outside of their research.

NPC Reactions: NPCs see members of this class as eccentric, but harmless. This tends to make most people treat them neutrally.

Thaumaturgists Lore[edit]

Characters with ranks in Knowledge (Any) can research Thaumaturgists to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge
DC Result
5 Thaumaturgists tend to care about nothing but their research.
10 Thaumaturgists apparently can learn any arcane spell, most often inventing their own.
15 A group known as the crimson cult seems to be dead bent on killing all thaumaturgists.
20 This character can learn distinct, personal information about any individual thaumaturgists or member of the Crimson Cult.

Thaumaturgists in the Game[edit]

This class is able to help any other class improve their power and skill, alongside being able to fit most any non-melee role.

Adaptation: This class can fit into any setting thanks to most of its abilities being created by the individual player within the setting anyway, leading to individual classes with each playthrough.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceUnquantifiable +
AuthorGrimoire Heart +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Craft +, Gather Information +, Knowledge +, Profession +, Search +, Spellcraft + and Use Magic Device +
Skill Points8 +
SummaryA Thaumaturge is a spellcaster that focuse
A Thaumaturge is a spellcaster that focuses on preparing and learning several spells in advance. He or she also prepares a base with several artifices of strange nature. This base relies heavily on out of combat preparation that comes from the player in-game. Freedom to change your abilities outside of class features comes at the cost of never gaining combat abilities in a vanilla sense.
ining combat abilities in a vanilla sense. +
TitleThaumaturgist +
Will Save ProgressionGood +