The Thaumaturge

a class by u/awkwardillithid, version v2.0

PART 1 | THE THAUMATURGE

The Thaumaturge
Level Proficiency Bonus Features Cantrip Focus
1st +2 Theurgy Magic, Thaumaturge Mastery
2nd +2 Cantrip Focus 2
3rd +2 Fixate 2
4th +2 Ability Score Improvement 2
5th +3 Extra Cantrip(2-2) 3
6th +3 Ability Score Improvement 3
7th +3 Thaumaturge Mastery Feature 3
8th +3 Ability Score Improvement 3
9th +4 Empowered Cantrip 3
10th +4 5
11th +4 Extra Cantrip(2-4) 5
12th +4 Ability Score Improvement 5
13th +5 Concentrated Resolve 5
14th +5 Ability Score Improvement 5
15th +5 Thaumaturge Mastery Feature 6
16th +5 Ability Score Improvement 6
17th +6 Exploit Subtlety 6
18th +6 8
19th +6 Ability Score Improvement 8
20th +6 Extra Cantrip(3-4) 8

Thaumaturge

An orc drops dead after a fine sizzle, lifelessly plopping against the cold ground after the barrage of beams. A grey bearded human male turned and greeted the others with a cocky grin, faux blowing on the tip of his index finger before pointing aforementioned digit at them this time. Sunray-like beams fire out of it, but unlike the projectile that burned their comrades, the streams were smaller than the last. They felt the agonizing burn, but it wasn’t enough to incapacitate them. They thought they had chance, until they realized their bodies wouldn’t respond the way they wanted it to. The orcs knew it, they were at the mercy of this old man.

A seemingly harmless orb of concentrated fire speeds past through the group of city watch. The fire genasi laughed maniacally as the bang erupted, cooking the metal clad men thoroughly from behind.

The spears rose from the corpses of her fallen comrades, the wood elf rose her hands and motioned the objects overhead the mad general’s army. Her arms dropped and made it rain blades. Such gesture was enough to turn the smirk into horror from the general’s face.

Thaumaturges bear many similar traits with other casters. Much like druids, they’re capable of making nature answer to their call. But unlike them, they also draw power from other magical sources such as the always present energy of the mind, and perhaps influences from other planes. This allows them to nearly have the same arcane assortment that of a wizard or a sorcerer would have. What makes them unique is their method with magic. Though they respect and acknowledge the basics of spellcasting, they focus what they can cast and twist it with the best of their abilities.

Unorthodox Outcasts

Often dubbed as wizarding school rejects, thaumturges(or thurges) are exiled due to their arrogance. Such claim isn’t always unfounded, in fact the majority of thaumaturges start a student of a wizard or a school, but due to unfortunate circumstances or just their behavior, they had to learn magic in their own way. This of course, is extremely dangerous. Many societies deem the practice of magic without supervision illegal. Because of this, even their hometown might not think so fondly of them, if they weren’t chased out yet already. Learning how to cast spells alone is no easy feat. What follows extreme risk is the demand of time.

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If a thaumaturge’s resolve is inconsistent, it will take them decades to reliably cast a modified spell. With a show of determination and discipline however, a thaumaturge can start tweaking their spells in a shorter period.

Not So Different

Those who practice the arcane arts share one common trait. All of them are curious, and the pursuit of curiosity is near endless. Thaumaturges try their best to break the barrier of limitation in their own way. Though it’s mentioned earlier that thurges are often exiled or alienated, a group of thurges isn’t unheard of. A senior thaumaturge would gladly teach a willing student. After all, what is a masterpiece without any to appreciate it?


Creating a Thaumaturge

When making a thaumaturge, you have to consider how they became interested with magic or even deviated from the traditional way of learning it. As mentioned above, becoming a thaumaturge is somewhat uncommon and generally disliked. Where did they grow up? Was magical education ever an option for them? Did they have a mentor or tutor to teach them? Did they teach themselves instead? How did this affect their relationships? What made them kept going? What is their ultimate goal? Most thurges often end up alone or at least becoming clannish.

Quick Build

You can make a thaumaturge quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the far traveler background.

Class Features

As a thaumaturge, you gain the following class features.

Hitpoints

Hit Dice: 1d6 per thaumaturgee level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per thaumaturge level after 1st

Proficiencies:

Armor: Light Armor
Weapon: Simple Weapons
Tools: Calligrapher's Toolsl
Saving Throws: Wisdom, Intelligence
Skills: Choose two from, Arcana,

Equipment

You start with the following equipment, in addition to the equiment granted by your background:
-(a) a shortbow and 20 arrows or (b) any simple or martial weapon
-a thaumaturge focus, usually a token of sentimental value or a symbol of a deity or plane
-(a) scholar’s pack or (b) dungeoneering pack
-(a) leather armor and a dagger

Theurgy Magic

The time you spent with your tutor(or studying by yourself) has taught you to use thaumaturge spells by naturally attuning yourself to your world, and many more by enlighening your mortal perspective. At 1st level, you know Cantrips equal to your Wisdom ability score modifier(minimum of 1) + 2. You can learn 1 more cantrip with each level you take in Thaumaturge.

Spellcasting Ability

Wisdom is your spellcasting ability for your thaumaturge Spells since the power of your magic relies on your ability to attune yourself with the natural magic that perpetually flows where you are present. In addition, you use your Wisdom modifier when Setting the saving throw DC for a Thaumaturge cantrip you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You must have an arcane focus (found in phb chapter 5) as a spellcasting focus for your thaumaturge Cantrips.

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PART 2 | CLASS FEATURES

Thaumaturge Mastery

Also at 1st level you choose a Thaumaturge Mastery, describing how you utilize your thaumaturge Cantrips which your tutor(or simply yourself) taught.

Your choice grants you features when you choose it at 1st level and again at 7th, and at 15th. You also gain spells which are treated as a thaumaturge cantrip. You can only cast spells that you learn from your Thaumaturge Mastery once as part of the Extra Cantrip class feature.

Cantrip Focus

Your own methods of studying magic allows you improve what you can cast in an unconventional way. At 2nd level you gain two cantrip focuses. Some of these Cantrip Focuses can improve the damage you deal, enhance its effects, or change it entirely.

Your selection for your cantrip focuses are detailed at the end of the class description. When you gain certain thaumaturge levels, you gain additional cantrip focuses as shown in the Cantrip Focus column of the Thaumaturge table.

Fixate

Starting at 3rd level, your ability to focus can heighten in a short time. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dodge or Search action.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Cantrip

At 5th level, after casting a thaumaturge cantrip as an action, you can cast an additional cantrip. The number of cantrips that you can cast increases to three when you reach 20th level. The cantrips you cast as part of this feature cannot be the same cantrip that you've previously chosen.

You can use this feature twice before needing a short or long rest. The use increases to four times at 11th level.

Empowered Cantrip

At 9th level you can add your Wisdom ability score modifier as bonus damage whenever you deal damage with your thaumaturge cantrip.

Concentrated Resolve

Beginning at 13th level whenever a spell or effect allows you to roll for a saving throw at the end of your turn to end its effect, you can do at the start of your turn. You can also immidiately use your reaction when you turn begins to gain advantage on that roll.


Exploit Subtlety

Finally at 17th level whenever you have advantage on a roll, you roll one additional time to determine the result.

Thaumaturge Masteries

There was once a time when thaumaturge were extremely rare, which isn't a surprise since they often delve into the art of arcanery independently. Inevitably, they increased in numbers overtime. Now there are enough of them for the public to finally give a name for their vocation. Becoming a thaumaturge by yourself is a tough task, more so learning one of the masteries. One only can truly call himself a thaumaturge once he casted his first cantrip without needing gestures or command words, which takes around 20 to 50 years of practice. The time is vastly reduced when a mentor or a tutor is around. Still, it isn't unheard of for a gifted individual to learn the craft by themselves in a few years.

In the world of D&D, they are rare to the point that some people forget about their existence entirely. It's possible that you are the only thaumaturge left. Even if that is the case, at some point the people of your world might've heard of a couple of them harnessing the elements in an abnormal manner, or using their arcana to bend the psychic energies present around them.

Primer

You prefer utilizing your arcanery by weaving the raw and chaotic force of the Inner Plane, The Dragon Below, and any other applicable elemental plane. Primer are the most common variation of thaumaturges. Thaumaturges often begin tinkering with what's around them, and elemental forces such as Fire, Cold, Poison, and Lightning are definitely common aspects they can start studying. Often mistaken as sorcerers, new elementalist are taught to let their primal elements within them run wild before taming it. Practicing in such a risky manner can compromise the student and the people around them. If a large explosion boomed from the mountain for no reason, or even if a lightning strikes without the presence of a storm, a amateur elementalist is likely practicing their spells. Given time and some show of diligence, an elementalist would no longer do harm. At least not accidentally.

Shifted Surge

When you choose this as your mastery, you've become skilled in changing your cantrip's elements. After casting a thaumaturge cantrip, you can change the damage type. You can choose from Fire, Cold, Acid, Poison, and Lightning. When you do, you add your proficiency bonus as bonus damage.

In addition, you can create small elemental miracles with your talent. Such as creating a small flame on your finger, calling forth a moderately strong wind, or force water to condense in a single point.

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PART 3 | THAUMATURGE MASTERIES


Elemental Advantage

Spell Enhance Ability


At 7th level you can use the elements to influence one's abilities. You learn the Enhance Ability spell as a Thaumaturge cantrip. When you do, the subject gains a minor physical alteration representing the element, like subtle glows in their eyes, or discoloration of veins.

You also have a better understanding how it interacts with livings creatures. Any creatures that would be vulnerable or resistance to Fire, Cold, Light, Acid, or Poison is known to as soon as you see the creature or object.

Primed Preparation

Spell Agnazzar's Scorcher


At 15th level you're able to direct the natural violence of the elements. You learn the Agnazzar's Scorcher spell as a Thaumaturge cantrip.

As a way to counterattack this eratic behavior, you've also learned how to steel yourself against elements. After finishing a short rest, you can choose to gain one resistance choosing from Fire, Cold, Acid, Poison, and Lightning. You can replace your current resistance with another after finishing another short rest.

Psion

Ever heard a sweet voice in your head speak a phrase, a command you'd never think of doing yet you feel compelled to do so. Many would claim that it's a clear sign of insanity, but in some cases, it may be a thaumaturge psion's doing. You are a caster that specializes in the use of psychic and psionic energies capable of invading a creature's mind with any sliver of sentience or reason. Thaumaturge psions often prefer ending the fight before it happens. Instead of tricking people however, they abuse their psychic prowess to turn a creature. This however does not mean they are not capable combatants. Thaumaturge psions are capable of producing psychic beams with assorted results. A powerful psion can even lift objects or influence creatures with their mind.

Psyborn

At 1st level when you choose this as your Thaumaturge Mastery, you can change the damage type of your Thaumaturge cantrips into psychic damage whenever you successfully damage a creature. When you do, your spell attacks score a critical hit on a roll of 19 or 20.

In addition you can always communicate telepathically with another sentient creature that you are aware of within 30 feet of you. The creature must have at least an Intelligence score of 8, and it must share a language with you. The creature can only reply back after you've sent a message in its head.

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Improvised Telekinesis

Spell Catapult


At 7 level you're able to toss objects with your mind. You learn the Catapult spell as a Thaumaturge Cantrip.

You can also use your action in an attempt to lift a creature or object up that is within 30 feet of you, imposing a Strength saving throw against a creature against your spell save. On a failed save, it is considered grappled and you can use your bonus action to move the creature 30 feet if it's Medium or smaller, or 15 feet if it's Large. The creature can attempt to break out from your control by repeating the save at the end of its turn. A creature can only be affected by this feature if it's Large or smaller.

Lastly, using this against an object only requires your bonus action to lift it up if it's 200 lbs. or lighter, and your action if it's anything heavier, up to a maximum of 500 lbs.






































Mind Freak

Spell Command


At 15th level, you are fully capable of influencing another creature's mind. You learn the Command spell as a Thaumaturge Cantrip.

Since you've become accustomed to mind effects, you've become immune to the Charm and Frightened conditions. When a creature attempts to subject you with one of those conditions, you can immidiately use your reaction to look into their mind. You can learn one of the following:
•Armor Class
•Two Ability Scores of your choice
•One of the creature's features
•What the creature has done in the past 12 hours
•What the creature loves(if applicable)
•What the creature hates(if applicable)

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Waker

In certain circumstances, thaumaturges are forced to leave civilization to find enlightenment in isolation. Without much guidance, they focus on what they have. The force of life. If you choose Waker as your thaumaturge mastery, you are a thaumaturge that prefers bringing the best out of others by enhancing their capabilities. A thaumaturge waker is capable of tapping into the very essence of a creature's life force. You weave this magic by protecting them, or improving their physical capabilities when needed.

Waking Dream

When you choose this as your Thaumaturge Mastery, you find it easier to amplify and modify life forces around you rather than take or destroy. You can use your bonus action to cast a Thaumaturge cantrip, but the cantrip you choose to cast this way must not be any cantrip that deals damage.

Additionally you become proficient with the Wisdom(Insight) Skill. If you are already proficient with it, you double your proficiency bonus on it instead. This skill now allows you to generally to identify the emotional qualms of a creature, whether magical or natural.

Inner Radiance

Spell Divine Favor


At 7th level you can draw forth a creature's energies. You learn the Divine Favor spell as a Thaumaturge Cantrip.

Your positive magic grants you the ability to reinforce a creature's resistance as well. You can give a creature you've casted a cantrip with temporary hitpoints equal to half your level(rounded down.)

Divine Duality

Spell Bless


At 15th level you further encourage your allies with merely your magic. You learn the Bless spell as a Thaumaturge Cantrip.

Your focus can now easily juggle between spell. So in addition, you can concentrate on two spell at once, making only a single concentration check whenever you are forced to make one.

Cantrip Focuses

Cantrip focuses allows you to better your cantrips once you learn them. It can improve your cantrip's damage, change the action required to cast the cantrip, and even add additional effects. Whenever a Cantrip Focus effect forces a creature to make a saving throw, you use your spell save DC unless it specifies otherwise.

Acid Splash Focus

The corrosiveness of your Acid Splash becomes more potent. A creature that fails its save against this cantrip has their AC reduced by 2 until the end of their turn.

Blade Ward Focus

When you choose this as one of your Cantrip Focus, you can cast Blade Ward resistance to slashing, bludgeoning, and piercing instead of one damage type.

Booming Blade Focus

Choosing this Cantrip Focus allows you to make a ranged weapon attack instead. In addition you can cast this cantrip as a bonus action, but the initial damage becomes 0.

Chill Touch Focus

On a hit, the damage you deal now reduces the creature's maximum hitpoints in addition to its effect. The creature only regains it back after finishing a long rest.

Control Flames Focus

When you cast the Control Flames cantrip, you can choose the color of the flame. It can now extinguish magical darkness.

Create Bonfire Focus

Your Create Bonfire cantrips now deals 2d6 points of damage instead of 1d8.

Dancing Lights

You can now cast Dancing Lights with your bonus action. As part of casting this spell, a creature of your choice within 5 feet of it must make a successful Constitution saving throw, or it gains disadvantage on its next attack roll.

Eldritch Blast Focus

When choosing this focus, you can now choose to push a creature 5 feet away with each blast against this cantrip.

Firebolt Focus

Your Firebolt now uses a d12 damage die instead. You can reroll any 1s or 2s with the damage roll, but you must take the new result.

Friends Focus

You can now target a number of creature instead of one. The number is equal to your half of your total Cantrip Focuses rounded down.

Frostbite Focus

You amplify the effect of your Frostbite cantrip. On a failed saving throw, the creature instead has disadvantage to all attack rolls instead of the next one until the of its next turn.

Green-Flame Blade Focus

You can make a quick swipe instead when you choose this cantrip focus, allowing you to use your bonus action to cast the cantrip. The damage of the flame becomes 1d8 regardless of your level.

Guidance Focus

When using guidance, you roll twice instead of once and take the higher result.

Gust Focus

When you choose this as your cantrip focus, you can now use your bonus action to cast this cantrip.

Light Focus

You can now touch one object that is no larger than 20 feet in any dimension instead. You can also choose to double the the light's radius and dim light effect.

Lightning Lure Focus

Your lightning extends its reach. The range now becomes 30 ft. In addition when a creature fails its saving throw against this cantrip, it takes additional bludgeoning damage equal to the number of your Cantrip Focuses.

Mage Hand Focus

After casting Mage Hand, you can use your bonus action to shove or grapple with the Mage Hand. A creature must make the appropriate check to resist against your spell saving throw. A creature that Huge or larger cannot be subjected to this effect.

Magic Stone Focus

You can now enchant your chosen pebbles with a damage type of your choice. Whenever another creature other than you throws the Magic Stone, it counts as a Finesse and Light weapon. They can also make a ranged weapon attack instead, and they add their proficiency to the weapon attack roll.

Mending Focus

Repairing an object now gives the object temporary HP equal to your thaumaturge level.

Message Focus

When you choose this as your cantrip focus, the range of this cantrip becomes half a mile but you must be aware of the creature's presence in order to use it outside the normal range.

Mind Sliver

After choosing this as one of your cantrip focuses, you can now choose to deal non-lethal damage with this cantrip. When you do, the damage becomes 2d6 psychic but it does not impose any reduction to the creature's saving throws.

Minor Illusion Focus

You may now create objects up to 10 ft. cube. On each round, you can also have it create either asound, light, and smell, and any other sensory effects but not at the same time.

Mold Earth Focus

After choosing this as your cantrip focus, you can now cast it with a bonus action instead.

Poison Spray Focus

You have improved the potency of your Poison Spray. The damage die of your Poison Spray turns into 2d6, and you can instead choose to cast it in a 5 foot cone in front of you.

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PART 4 | CANTRIP FOCUSES

Presdigitation Focus

You can instead make the following effects:
-You create an instantaneous, harmful sensory effects affecting creatures within a 5 ft. radius. Any creature that starts their turn inside the radius takes 1d4 psychic damage.
-You instantaneously light or snuff out a series of candles, torches, or a large campfire.
-You instantaneously clean or soil an object no larger than 2 cubic foot.
-You create a nonmagical trinket or an illusory image that people can touch as long as it's within your hands.

Primal Savagery Focus

You can now cast Primal Savagery as a bonus action. When casted this way the damage becomes 1d8 regardless of your level.

Produce Flame Focus

Your Produce Flame cantrip can now target a ground, forcing every creature within a 5 feet radius to make a Dexterity saving throw. On a failed save, a creature takes damage equal to the cantrip's damage.

Ray of Frost Focus

You can strategically aim where to hit you Ray of Frost cantrip. When making a ranged spell attack, you can choose to have a -5 penalty. On a hit, the creature's speed is halved instead.

Resistance Focus

You now roll a d8 instead of a d4 to determine the bonus.

Shape Water Focus

You can shape and freeze the water at the same time as part of an action casting this spell as a thaumaturge cantrip. Any creature caught within this must make a Constitution saving throw. On a failed save the creature becomes restrained but it gains +1 bonus on its AC while frozen. At the start of its turn the creature can attempt to break from the ice by making an Athletics check. The DC for the Athletics check is equal to 10 + the number of your Cantrip Focuses.

Shocking Grasp Focus

You can increase the intensity of your voltage at the cost of control. You can choose to have a -5 on your melee spell attack to gain 10 lightning damage as bonus damage for your damage roll with Shocking Grasp.

Sword Burst Focus

Your spectral weapons speeds up. You can now cast this spell as a bonus action, When casted this way the damage becomes 1d6 regardless of your level.

Thaumaturgy Focus

The duration of the cantrip can last up to 10 minutes. In addition you can have up to 5 effects instead of 3.

Thunderclap

The roar of your thunder is amplified. Creatures that fail their saving throw against your Thunderclap cantrip is now deafened until the end of your next turn.

Toll the Dead

The gong of the bells continously play for the creature. When you cast this as a thaumaturge cantrip on a creature that is has a number of hitpoints equal or less than its level, it dies when it fails its saving throw instead.

True Strike

Choosing this Cantrip Focus allows the creature subjected with the spell to roll an additional d20 to determine their attack roll.

Vicious Mockery

You know exactly what to say and when to say it, especially when assaulting someone's psyche. The damage of this spell becomes 2d4 instead when casted as a thaumaturge cantrip. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). In addition, you can choose if the targeted creature has disadvantage on its next attack roll, or advantage on the next attack made against them.

Word of Radiance

Your Word of Radiance now uses a d12 damage die instead.

Thaumaturge Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Eldritch Blast
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Guidance
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Primal Savagery
  • Produce Flame
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
  • Vicious Mockery
  • Word of Radiance

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Multiclassing

Prerequisite: Ability Score Minimums: Wisdom 13 Proficiencies Gained: Light Armor, 1 Tool of your choice
Spellcasting: You cannot cast cantrips as thaumaturge cantrips if they are not listed in the thaumaturge's spell list





Update Notes v2.0

The following cantrips has been added:
Eldritch Blast
Mind Sliver
Resistance
True Strike
Word of Radiance

Design wise, I'm still a little lost on how to go about this. It's still true to its original idea though. I wanted a simplified spell casting class, focusing more with little spells and spamming them as opposed to letting lose big spell slots.

I'll probably come back to this to modify a couple of things. Namely the 17th level feature Exploit Subtlety. In theory it might be really good, but I'm unsure if it's proper for a 17th level feature. If that happens I'll likely rearrange leveling pattern once more, adding another feature under each subclass.

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