Thaumaturge

Thaumaturges are masters of ingenuity, creation, invention, and showmanship. The magic of Tempest is unruly and wild, but nothing is more thrilling than that spark of inspiration or catching lightning in a bottle. Be wary though, the forces of storm magic are not easily controlled. One does not control the lightning, rather the mage is merely the conduit it passes through.  

Class Stats:

Hit Points
  • Hit Dice: 1d6 per Thaumaturge level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 3) + your Constitution modifier per Thaumaturge level after 1st
Proficiencies
Armor: Light
Weapons: Simple and Martial Weapons
Class Skills: Magecraft, Performance, Persuasion

Creating a Thaumaturge:

Intelligence is your spellcasting stat, so you will want your Intelligence score to be your highest stat. Next highest should be Strength or Dexterity.   The Wind Walker specialization is the most straightforward and dependable option.
 
Thaumaturge Level
Base Attack Bonus
Saving Throw Bonus
Cantrips Known
Spell Points
Max Spell Level
Features
1
+0
Dex +2, Int +2
3
3
1st
Spellcasting, Feat, Theme Benefit
2
+1
Dex +2, Int +2
3
4
1st
School Specialty
3
+1
Dex +2, Int +2
3
9
2nd
Feat
4
+2
Dex +3, Int +3
4
11
2nd
Ability Score Increase, Dual Credit
5
+2
Dex +3, Int +3
4
19
3rd
Feat, Specialty Ability
6
+3
Dex +3, Int +3
4
22
3rd
Dual Credit, Theme Benefit
7
+3
Dex +3, Int +3
4
26
4th
Feat
8
+4
Dex +4, Int +4, Str +2
5
30
4th
Ability Score Increase, Dual Credit
9
+4
Dex +4, Int +4, Str +2
5
39
5th
Feat
10
+4
Dex +4, Int +4, Str +2
6
44
5th
Dual Credit, Specialty Ability
11
+4
Dex +4, Int +4, Str +2
6
50
6th
Feat
12
+5
Dex +5, Int +5, Str +3
6
50
6th
Ability Score Increase, Dual Credit, Theme Benefit
13
+5
Dex +5, Int +5, Str +3
6
57
7th
Feat
14
+5
Dex +5, Int +5, Str +3
6
57
7th
Dual Credit
15
+5
Dex +5, Int +5, Str +3
6
71
8th
Feat, Specialty Ability
16
+5
Dex +6, Int +6, Str +4
6
71
8th
Ability Score Increase, Dual Credit
17
+6
Dex +6, Int +6, Str +4
6
87
9th
Feat
18
+6
Dex +6, Int +6, Str +4
6
92
9th
Ability Score Increase, Dual Credit, Theme Benefit
19
+6
Dex +6, Int +6, Str +4
6
110
10th
Feat
20
+6
Dex +7, Int +7, Str +4
6
116
10th
Stormlord

Class Features

As a Thaumaturge you gain the following features and abilities.   You have the ability to channel the powers of the magical essense of the universe. See the Magics of the Archipelago page for the rules of spellcasting.  

Cantrips

At 1st level, you know three cantrips of your choice from the Tempest Magic Spells or General Magic Spells page. You learn additional cantrips at higher levels as indicated in the Thaumaturge table.  

Spell Points

Starting at 1st level, you channel your magical powers through a pool of magical energy which you keep track of as Spell Points. The table above shows how many spell points you have at a given level. To cast a spell at a given level, you spend that number of spell points.   You cannot cast a spell at above the level indicated in the Thaumaturge table, even if you have enough points to do so. Even when you can cast any spell level, Spells of 8th level and higher are particularly taxing. Even if you have the points, you can only channel points to cast a spell at 7th level twice and levels 8-10 once each and must complete a long rest to regain the ability to cast them again. You regain all spent spell points after completing a long rest.  

Spells Known of Rank 1 and Higher

At 1st level, you know two Rank 1 spells of your choice from the Tempest Magic Spells page and one Rank 1 spell of your choice from the General Magic Spells page.   When gaining a level in this class, you learn 2 spells of your choice from either the Tempest Magic or Universal Spell Lists for free. These spells must be of a Rank equal to or less than your maximum spell level. Additionally, you can choose one Tempest or Universal spell you know and replace it with another from either of these two lists.  

Spellcasting Ability

Intelligence is your spellcasting ability since the power of your magic comes from taming the power of storm and channeling it to fuel your ideas and creations. Your imagination is the only limitation.   When you cast a spell that requires an attack roll, you add your base attack bonus to the roll.   Spell Save DC: Should a spell cast by you require a saving throw the DC equals 10 + your Int Modifier + half the Spell's Rank (rounded down; minimum of 1) when cast.  

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Thaumaturge spells.

School Specialty

Starting at 2nd level, you choose a style to harness your magical abilities. These Specialties are documented below.

Dual Credit

Once you reach 4th level you've gained enough control of your own magic that you can take advantage of other types of magic. You recieve a "Dual Credit" at 4th level, 6th level, 8th level, 10th level, 12th level, 14th level, 16th level, and 18th level.   These Dual Credit points allow you to learn 1 additional spell at any point. This is the primary method of learning a spell of a different school though you cannot learn a spell 6th level or higher outside the schools of Tempest. You may treat spells not of your associated school as cryomancer spells for the purpose of Spell Save DC and attack bonus. However, to cast these spells requires +2 spell points than it usually would unless otherwise noted. The only way to unlearn / replace these spells is to find a magic item or boon that reverts your duel credits back into credits and you can re-configure your character after.

Stormlord

At 20th level, your Storm Magic is matched by only a very rare few. You gain DR (Lightning) 20. Additionally, choose one Thaumaturge level 2 or lower spell and one level 6-7 Thaumaturge spell. You can now cast the lower level spell at will without needing any spell points. For the higher level spell, you ignore the limitation of casting spells at that level when you are casting this spell.

Specialties

Your specialty, in other systems known as a sub-class, curates your magic in special ways to make your Storm Mage unique. Your choice grants you special abilities at different levels as indicated below.  

Arcane Architect

Your creativity and imagination have lead you to test out various possibilities of enchantments. You weave the magic of the Tempest to craft remarkable items as use your keen mind to lash out at foes when the right moment arises.
Arcane Jolt (Level 2)
You've learned new ways to channel arcane energy to harm or heal. You gain an Arcanist Die (1d4) and on your turn you may perform one of the following actions:
  • When you hit a target with an attack roll, you can channel magical energy through the strike to roll your Arcanist die and that amount of lightning damage to the attack.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient. Roll your Arcanist die and resotre that many hit points to the target.
  •   You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. At level 5 your Arcanist Die becomes 1d6, level 10: 2d6, level 15: 3d6.
    Alchemist (Level 5)
    The study of reagents, transmutation, and potions fascinates you. You gain a Potioneer's Kit and notebook of two level 3 potions if you do not already have them. You also have advantage on checks made to identify reagents of a substance or to know if a substance is toxic or not.
    Flash of Genius (Level 10)
    You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
    Master Crafter (Level 15)
    You gain proficiency in Magecraft, or another skill of your choice if you are already proficient. You also can find general components for recipes at half the cost.   Additionally, your hardwork has paid off in the ability to craft master works of arcane ability. These can be rings, precious stones, or other similar portable objects that can be imbued with immense power. You grant these abilities through Masterwork Points. You have a pool of 15 points at your disposal, and infusing an item requires 2 hours of work. If the item would require attunement upon completion, you may opt to attune to it immediately after infusing it. To uninfuse an item is a free action as you dispel the magic.   The infusion remains in an item indefinitely, but when you die, it vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). An item can only have 1 infusion at a time, and each infusion can only be applied to up to 2 objects at a time.  
    Infusions:
    Blessing of the Elements (3 points):
    Requires Attunement
    When you infuse the item, choose one damage type from lightning, fire, or cold. While attuned and wearing this item, spells and weapon attacks dealing the chosen type deal an additional 2d4 damage.   Blessing of Spirit (3 points):
    Requires Attunement
    When you infuse the item, choose one damage type from radiant, psychic, or necrotic. While attuned and wearing this item, spells and weapon attacks dealing the chosen type deal an additional 2d4 damage.   Flight (8 points):
    Requires Attunement
    While you wear this item, you have a flying speed equal to your walking speed. You can fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.   You regain 2 hours of flying capability for every 12 hours the item is not in use.   Fresh Air (2 points):
    The creature who wears this item can breathe easily underwater, at high altitude, in any environment really. You are not restricted to the limit of 2 for this infusion and may craft as many as you have points for.
    Resiliance (4 points):
    Requires Attunement
    A creature gains a +2 bonus to Armor Class while wearing armor or wielding a shield while the infused item is equiped and attuned to.   Resistance (4 points):
    Requires Attunement
    Choose 1 of Cold, Lightning, Fire, Psychic, Radiant, or Necrotic. The attuned creature gains resistance to the chosen type. Each damage type counts as a distinct infusion, allowing you to infuse 3 objects for example so long as no more than 2 exist for a given type.   Sanctuary (8 points):
    While wearing this item, all healing spells cast provide an additional 3d6 healing. Alternatively, you may create a lesser version costing only 5 points, but the item will require attunement and only provide an additional 2d8 healing.   Stealth (3 points):
    A creature no longer has Stealth Penalties due to armor. If they had no such penalties, they gain a +2 to Stealth Checks.

    Wind Walker

    To others, the lightning bolt travels erratically and quickly along its course. You know better, though, and like the lightning bolt you to can chart a path quickly and safely to your intended target. You use the power of the Tempest to outpace and overwhelm enemies.
    Tempestuous Magic (Level 2)
    As a Swift Action on your turn, you can cause whirling gusts of air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.   This movement increases to 20ft at 10th level.
    Cyclone Aura (Level 5)
    As a Swift Action, you may conjure an aura centered on you extending outward as 10ft radius, 30ft tall cylinder around you that lasts 1 minute, or until you fall unconscious. While the aura is active, you may use a Swift Action to target a number of creatures equal to your Intelligence modifier and force them to make a Consitution Saving Throw (DC 10 + your Int modifier). The target(s) takes 1d6 Thunder damage on a failed save, or half as much damage on a successful one.   Alternatively while the aura is active, you may use a standard action to cause a massive downdraft in the aura, forcing any flying creatures in the space to make a Str saving throw and fall up to 30ft to the ground on a failure. A creature that falls takes 1d10 bludgeoning damage for every 10ft it falls. If you are flying you take no damage and glide down gently.   The Thunder damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. The radius increases to 15ft at 10th level.
    Gale Force (Level 10)
    You gain resistance to thunder damage and your movment speed increases by 10. You also gain advantage on Str and Dex saving throws against effects that would move you against your will.
    Hurricane (Level 15)
    You gain a magical flying speed of 40 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Int modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

    Herald of the Storm

    Those who dive into the depths of the oceans of the tempest gain potent abilities that strike fear in the hearts of most. The power of storm is truly frightening, however beware, the Tempest is fickle and the feeling of power can dull one's better judgement.
    Triton's Blessing (Level 2)
    You gain a swimming speed of 40 feet, and you can breathe underwater. When a target succeeds on a saving throw that would have dealt lightning damage, they still take half damage even if the spell or ability does not normally impose such damage.
    Charged Capacitor (Level 2)
    You gain a new resource of Storm Charges which power some of your abilities. Your pool of these charges equals your Thaumaturge level. Beginning at level 2, you may spend a charge to re-roll a single 1 on a damage die. You regain all spent charges after completing a long rest.
    Supercell (Level 5)
    You gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, you may spend a Storm Charge to cause stormy magic to erupt from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning equal to your Thaumaturge level rounded down.
    Maelstrom (Level 10)
    When you hit a creature within 15ft of you with either a weapon or spell attack, you can spend a Storm Charge and use your reaction to force that creature to make a Strength saving throw (DC = your Thaumaturge level).   On a failed save, you may impose one of the following affects:
  • the creature is knocked prone, as if struck by a wave.
  • the creature is pushed 15ft in a direction of your choosing as winds thrash and surge around them
  • you may attempt a grapple check using your spellcasting bonus to have a mini-whirlpool appear and hold the target in place. Should you succeed, the target is grappled and restrained. You must continue to use a Standard Action on subsequent turns to maintain the whirlpool or it dissapates at the end of your turn. You can only maintain 1 whirlpool at a time, immediately ending the previous one if you conjure another.
  • Squall's Fury (Level 15)
    As a Standard Action, you may spend 2 Storm Charges and enter a Squall State for the next minute, or until you fall unconscious or die. While in this form:
  • When you are hit by a melee attack, you can use your reaction to deal Lightning damage to the attacker equal to your Thaumaturge level and the target must make a DC 10+your Intelligence Modifier CON save or be stunned until the start of your next turn.
  • You absorb Lightning Damage and restore Hit Points equal to half of what the attack damage was.
  • Your weapon attacks and spell attacks deal an additional 2d6 Thunder or Lightning damage (your choice when making the attack).

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