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.
Armor: Light
Weapons: Simple and Martial Weapons
Class Skills: Magecraft, Performance, Persuasion
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.
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.
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).
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
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: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.
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.
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.
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