Wildmagic Thaumaturge (3.5e Alternate Class Feature)
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Rather than picking and using your various spells and powers, your Path Abilities are granted by Wild Magic.
If you select this alternate class feature, instead of starting with 4 Path Abilities known, you start with 5 extra Path Abilities known at first level for a total of 9 (and gain more naturally as you level according to the chart), and 5 extra Path Abilities readied for a total of 6 Path Abilities readied (as well as any bonus ones from a high ability score).
Number your readied Path Abilities with a number from one to six, assigning at least one to each of the numbers. You may assign multiple Path Abilities to a single number, but each Path Ability can only be assigned to a single number, and each number must have at least one Path Ability assigned to it.
At the start of each round, roll 1d6. You may use all the Path Abilities assigned to that number as though they were readied, but none from the other numbers. Every round repeat this process, being able to use all Path Abilities from the number readied, and being unable to use any Path Abilities that are assigned to other numbers.
You may use the action to regain Path Abilities as normal (requiring a swift action followed immediately by a standard action to either do nothing or use the eldritch bolt as normal), but instead this lets you pick the number that you would normally roll during the next round.
|Article Balance||High +|
|Identifier||3.5e Alternate Class Feature +|
|Summary||Rather than picking and using your various spells and powers, your Path Abilities are granted by Wild Magic. +|
|Title||Wildmagic Thaumaturge +|