Thaumaturge (3.5e Class)

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Author: Ghostwheel (talk)
Date Created: April 21 2013
Status: Need to finish the paths
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The generic spellcaster for most of your arcane, divine, and psionic needs! 0 Alternate Magic Full



Thaumaturge[edit]

Some people are born with an innate connection to specific areas of magic. How this happens is unknown, but those people, reinforced by their belief and rigorous training, are able to wield their chosen "paths" with extreme skill. These people are called thaumaturges. Unburdened by spellbooks and limited only by their chosen paths, thaumaturges can outlast any other spellcaster, but with a lesser amount of spells known.

Making a Thaumaturge[edit]

A thaumaturge's role depends on their path decisions, and they can act as a variety of roles. While they do not work well on the frontlines, a thaumaturge can lay waste with deadly area of effect spells or support their allies from afar, either specializing in a single role or taking a broader approach.

Thaumaturges work well with melee combatants who keep them away from danger, and recognize the usefulness of all classes due to their limited selection of Paths.

Abilities: While Charisma is by far the most important ability score for the thaumaturge, not only setting their DCs but also the number of Path Abilities they can have readied at any one time, many thaumaturges also benefit greatly from a high Constitution and Dexterity due to their innate frailty and need to stay fairly close to the front line in order to use their abilities.

Races: Any. Thaumaturges are found among all races, but their purpose varies of reasons. Where elves use magic as a fine art, dwarven thaumaturges focus more on practical problems and aiding their fellow soldiers in battle, whereas gnomes utilize their innate magical abilities to work subtle magic, preferring illusions over brute force.

Alignment: Any. Thaumaturges do not follow any alignment in particular - the pursuit for magic can be observed in all alignments. However, some thaumaturges prefer to be Neutral, distancing themselves from moral quandaries to further focus on their studies. A thaumaturge's alignment may affect their path choices - evil thaumaturges might prefer offensive debilitating paths, while good thaumaturges take paths that aid their allies. However, any thaumaturge can pick any path. Some even take opposing paths, such as both the Frost and Flame paths, leading an almost schizophrenic lifestyle on the border of sanity, tying their abilities to equal-yet-opposing forces.

Starting Gold: 3d4 x 10 gp

Starting Age: Moderate

Table: The Thaumaturge

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Path Abilities
Readied
Path Abilities
Known
Fort Ref Will
1st +0 +0 +0 +2 Path Rating, Paths, First Path I, Second Path I 1 + 1/2 Cha Mod 4
2nd +1 +0 +0 +3 Third Path I, Switch 1 + 1/2 Cha Mod 7
3rd +1 +1 +1 +3 First Path II 2 + 1/2 Cha Mod 8
4th +2 +1 +1 +4 Second Path II, Switch 2 + 1/2 Cha Mod 8
5th +2 +1 +1 +4 Third Path II 2 + 1/2 Cha Mod 9
6th +3 +2 +2 +5 First Path III, Switch 2 + 1/2 Cha Mod 9
7th +3 +2 +2 +5 Second Path III 2 + 1/2 Cha Mod 10
8th +4 +2 +2 +6 Third Path III, Switch 3 + 1/2 Cha Mod 10
9th +4 +3 +3 +6 First Path IV 3 + 1/2 Cha Mod 11
10th +5 +3 +3 +7 Second Path IV, Switch 3 + 1/2 Cha Mod 11
11th +5 +3 +3 +7 Third Path IV 3 + 1/2 Cha Mod 12
12th +6/+1 +4 +4 +8 First Path V, Switch 3 + 1/2 Cha Mod 12
13th +6/+1 +4 +4 +8 Second Path V 4 + 1/2 Cha Mod 13
14th +7/+2 +4 +4 +9 Third Path V, Switch 4 + 1/2 Cha Mod 13
15th +7/+2 +5 +5 +9 First Path VI 4 + 1/2 Cha Mod 14
16th +8/+3 +5 +5 +10 Second Path VI, Switch 4 + 1/2 Cha Mod 14
17th +8/+3 +5 +5 +10 Third Path VI 4 + 1/2 Cha Mod 15
18th +9/+4 +6 +6 +11 First Path VII, Switch 5 + 1/2 Cha Mod 15
19th +9/+4 +6 +6 +11 Second Path VII 5 + 1/2 Cha Mod 16
20th +10/+5 +6 +6 +12 Third Path VII, Switch 5 + 1/2 Cha Mod 16

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Psicraft (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).


Class Features[edit]

All of the following are class features of the Thaumaturge.

Weapon and Armor Proficiency: Thaumaturges are proficient with all simple weapons, and are not proficient with either armor or shields.

Path Rating: All thaumaturges have a path rating which dictates how strong some of their path abilities are. The path rating is equal to their class levels in thaumaturge, plus one for every two levels levels they have in a non-thaumaturge class (see "Thaumaturges and Prestige Classes" below).

Paths: At first level, the thaumaturge chooses two paths, and a third at second level.

Spells and psionic abilities gained (called Path Abilities) are treated as spell-like abilities, except for the following exceptions:

  • Path Abilities have a DC equal to 10 + your Charisma modifier + the Path Ability's level (the tier at which it can be taken), even if it would be higher through the use of augmentation for psi-like abilities.
  • Path Abilities have both verbal and somatic components (and thus are affected by arcane spell failure, except with armor with which they are proficient).
  • Path Abilities have a caster level (or manifester level in the case of psi-like abilities) equal to the thaumaturge's Path Rating.
  • Path Abilities that mimic spells that have an expensive material component must still expend that component.
  • After using a Path Ability with a duration of rounds/level or less, after it ends you must wait an equal duration before using it again on the same target.
  • If you have an instance of a Path Ability in effect, the first instance of the Path Ability ends should you cast the same Path Ability.
  • Feats that affect spell-like abilities a number of times per day such as quicken spell-like ability treat all Path Abilities as a single spell-like. Thus, if a creature took empower spell-like ability and chose Path Abilities as their spell-like ability for that feat, they would be able to empower any Path Abilities cast, but only up to three times per day. If a feat affects a spell-like ability permanently, a specific Path Ability must be chosen (though this may be re-chosen if that Path Ability is switched with another).

At first level a thaumaturge knows 4 different Path Abilities chosen from the paths he picked, and gains more according to the table above (which lists the total number known). A thaumaturge can ready a number Path Abilities up to the amount noted in the "Path Abilities Readied" column plus one-half of his Charisma modifier (rounded up), chosen from his Path Abilities known (up to a max equal to his Path Abilities known), but none more than once. A thaumaturge may cast any of the Path Abilities they have readied once before they are expended, and cannot be used again until regained. By spending five minutes of uninterrupted concentration, meditation, or prayer, the thaumaturge may change their currently readied Path Abilities with any others on their list of known Path Abilities. If one of your readied Path Abilities is switched out while still in effect, its effect immediately ends. A single Path Ability may be readied at most once.

A thaumaturge may regain all of their readied Path Abilities by taking a swift action followed immediately by a standard action which can be a simple meditation to a mighty flair of the wrist. At the thaumaturge's option, they may also cast an eldritch bolt of power when regaining their Path Abilities which is a ranged touch attack with a medium range that deals 1d6 damage for every two character levels the thaumaturge possesses (minimum 1d6). Using the bolt counts as a Path Ability.

Switch: Starting second level and every even level afterwards, the thaumaturge may remove one ability from his current Path Abilities Known list and replace it with any other Path Ability which he would be eligible to learn, though the new Path Ability need not be of the same level or even in the same path.

Paths[edit]

Barrier[edit]
I - Babau Slime[1], Blockade[2], Death Armor[1] (Range changed to Touch), Ring of Blades[1] (Range changed to Touch), Wall of Light[1]
II - Channeled Divine Shield[3], Fire Shield (Range changed to Touch), Loyal Vassal[1], Wall of Gloom[1]
III - Acid Sheathe[1] (Range changed to Touch), Blessing of Bahamut[1] (Range changed to Touch), Favorable Sacrifice[1], Wreath of Flames[4]
IV - Cacophonic Shield[1] (Range changed to Touch), Dispelling Screen[1], Ethereal Chamber[1], Justice of the Wyrm King[4], Ray Deflection[1], Wall of Salt[5], Wall of Sand[1], Wall of Water[1]
V - Fireward[1], Forceward[1], Indomitability[1], Wall of Limbs, Wall of Vermin[2]
VI - Greater Dispelling Screen[1], Wall of Gears[1]
VII - Spell Turning

Special Qualities Granted:

I - Whenever you cast one of your Path Abilities from the Barrier list on an ally, that ally gains a number of temporary HP equal to your Path Rating for one round. If you affect multiple allies with one of you abilities, only one gets the temporary HP.
II - You gain a +1 Deflection bonus to your AC. At Path Rating 8, and every 4 Path Rating afterwards, this bonus increases by one. If you already have a Deflection bonus to AC that is equal or greater than that which this ability confers, increase that bonus by one instead.
III - Allies within 5' of you gain the benefit of your II special Quality. At Path Rating 10 and every 3 Path Rating afterwards, the range of this ability increases by another 5'.
IV - You gain Spell Resistance equal to your 5 + your Path Rating.
V - Allies within 5' of you gain the benefit of your IV Special Quality. At Path Rating 16 and every 3 Path Rating afterwards, the range of this ability increases by another 5'.
VI - Whenever you successfully save against an effect, you are entirely unaffected by the effect.
VII - Allies within 5' of you gain the benefit of your VI Special Quality.
Flame[edit]
I - Burning Hands, Combust[1], Control Temperature[6] (Hot only, minimum one temperature band), Curse of the Elemental Lords[4] (Fire only), Flame Arrow, Flaming Sphere, Heat Metal, Produce Flame, Searing Heat[5], Searing Light (Minimum 1 die of damage), Sunstroke[5], Wither[5]
II - Body of the Sun[1], Body Blaze[5] (Range changed to Touch), Darkfire[1], Desiccate[5], Emerald Flame Fist[1], Fireburst[1], Fire Shield (Warm only, range changed to Touch), Scorching Ray
III - Blast of Flame[1], Blistering Radiance[1], Channeled Pyroburst[3], Fireball, Greater Fireburst[1], Inferno[1], Wall of Fire
IV - Ashen Union[5], Firestride Exhalation[4], Unearthly Heat[5]
V - Elemental Body[1] (Fire only), Mass Desiccate[5], Wall of Magma[5]
VI - Fire Storm
VII - Glorious Master of the Elements[4] (Fire only), Meteor Swarm

Special Qualities Granted:

I - Any class ability you use that deals fire damage ignores a number of points of fire resistance equal to your Path Rating.
II - Whenever a creature fails a save against against one of your Path Abilities that deals fire damage, they automatically [catch on fire.
III - You gain fire resistance equal to your Path Rating.
IV - Enemies who begin their turn adjacent to you take fire damage equal to one-half your Path Rating.
V - Creatures with immunity to fire damage instead take 1/2 damage from your Path Abilities that deal fire damage.
VI - You gain burrow equal to your base speed.
VII - Twice per encounter when a creature fails a save against against one of your Path Abilities that deals fire damage, you can cause them to gain the burning condition. At the end of each turn they may attempt to make a save (DC equal to that of the original effect) to put out the fire. A creature may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Force[edit]
I - Battering Ram[1], Bigby's Striking Fist[3], Bigby's Tripping Hand[3], Control Object, Magic Missile (All missiles must be targeted at the same creature), Magic Stone, Shatter, Spiritual Weapon
II - Blast of Force[1], Cloud of Knives[3], Concussion Blast, Dancing Blade[3], Forcewave[1], Gust of Wind, Manyjaws[1], Storm Mote[5], Whirling Blade[1]
III - Bigby's Warding Hand[3], Binding Winds[7], Blast of Sand[5], Capricious Zephyr[1], Concussive Detonation[8], Defenestrating Sphere[1], Dinosaur Stampede[1], Haboob[5], Interposing Hand, Vortex of Teeth[1]
IV - Blood Sirocco[1], Cyclonic Blast[1], Flaywind Burst[5], Levitate, Mage's Sword
V - Howling Chain[1], Fly, Sound Burst, Telekinesis
VI - Black Tentacles, Blade Barrier (Wall only), Control Body (Duration changed to one round), Enveloping Cocoon[1], Great Thunderclap[1]
VII - Bombardment[1], Sphere of Ultimate Destruction[1] (Duration changed to 2 rounds)

Special Qualities Granted:

I - Mage Hand at will as a Path Ability.
II - Catapult[2] at will as a Path Ability.
III - Greater Mage Hand[1] at will as a Path Ability.
IV - Class abilities you use count as Force effects for the purpose of affecting Incorporeal creatures and creatures on the Ethereal plane.
V - Once per encounter, you may summon a resilient sphere around yourself as an Immediate action. This lasts until the start of your next turn.
VI - You may use Telekinetic Force and Telekinetic Thrust at will as though they were Path Abiltiies.
VII - You may choose to ignore the existence of any Force effects (such as a Wall of Force).
Frost[edit]
I - Chill Metal, Control Temperature[6] (Cold only, minimum one temperature band), Creeping Cold[1], Curse of the Elemental Lords[4] (Cold only), Frost Weapon[6], Lesser Frostburn[6], Numbing Sphere[6], Polar Ray
II - Column of Ice[6], Fire Shield (Chill only, range changed to Touch), Frostburn[6], Heat Drain[1], Heat Leech[6], Lesser Aura of Cold[6] (Range changed to Touch), Path of Frost[4]
III - Aura of Cold[6] (Range changed to Touch), Cone of Cold, Corona of Cold[1] (Range changed to Touch), Freezing Sphere, Snow Wave[6], Wall of Coldfire[6], Winter's Embrace[6], Zone of Glacial Cold[6]
IV - Greater Creeping Cold[1], Ice Shield[6]
V - Elemental Body[1] (Water only), Boreal Wind[6], Ice Storm
VI - Freeze[1], Gelid Blood[6]
VII - As the Frost[3], Cometstrike[6], Entomb[6], Field of Icy Razors[1], Frostfell[6], Glorious Master of the Elements[4] (Cold only), Iceberg[6] (DC to escape buried in snow reduced by 10)

Special Qualities Granted:

I - Any class ability you use that deals cold damage ignores a number of points of cold resistance equal to your Path Rating.
II - Whenever a creature fails a save against against one of your Path Abilities that deals cold damage, they are also sickened for one round.
III - You gain cold resistance equal to your Path Rating.
IV - Enemies who begin their turn adjacent to you take cold damage equal to one-half your Path Rating.
V - Creatures with immunity to cold damage instead take 1/2 damage from your Path Abilities that deal cold damage.
VI - You gain swim equal to your base speed.
VII - Twice per encounter when a creature fails a save against against one of your Path Abilities that deals cold damage, you can cause them to become nauseated for one round, and slowed for three rounds.
Hex[edit]
I - Armor Lock[2], Black Karma Curse[3], Deaden Blow[8], Crushing Despair (Single target only at Close range), Curse of Impending Blades[1], Deceleration, Execration[9], Guiding Light[1], Infernal Wound[1], Mark of Judgement[3] (Can target any alignment), Ray of Weakness[1], Touch of Fatigue
II - Backbiter[1], Bane, Bonefiddle[1], Command (No HD limitation), Curse of Ill Fortunate[1], Daze Monster (No HD limit), Earthbind[1], Lesser Confusion (No HD limit), Ray of the Python[3]
III - Curse of Arrow Attraction[3], Earthen Grasp[1], Evil Eye[10], Greymantle[1], Slow (Single target only), Stay the Hand[3], Wingbind[1]
IV - Call of Stone[3], Crushing Grip[3], Eyebite, Halt[3], Make Manifest[1], Mass Curse of Impending Blades[1], Stifle Spell[3], Stony Grasp[1], Unluck[1]
V - Bestow Curse, Confusion, Extract Water Elemental[1], Mass Curse of Ill Fortune[1]
VI - Baleful Blink[3], Corporeal Instability[1], Dirge of Discord[1]
VII - Bolts of Bedevilment[1], Burning Blood[1]

Special Qualities Granted:

I - Any class ability you use that deals damage deals an additional amount of damage to enemies equal to half your Path Rating for every Hex Path Ability they are affected with (minimum one). If multiple enemies are affected by a single damaging effect, this bonus only applies to one.
II - Once per encounter when a creature within Medium range activates a spell, spell-like ability, or supernatural ability, you may force them to make a Will save. On a failed save, they are unable to use that ability for an additional 1d4+1 rounds. You may use this ability twice per encounter upon reaching level V of this path.
III - Once per encounter when a creature within Close range makes a melee attack, you may force them to make a Will save. On a failed save, treat their attack roll as a one on the die, and they take 1d6 points of damage. Increase this damage by a number equal to your Path Rating. You may use this ability twice per encounter upon reaching level VI of this path.
IV - Once per encounter as a swift action, you may curse an enemy within Close range who must make a Will save. On a failed save, the target takes 1d6 damage whenever they make an attack roll. Increase this damage by a number equal to your Path Rating. You may use this ability twice per encounter upon reaching level VII of this path.
V - Once per encounter as a standard action, you may siphon a creature's spells or spell-like abilities to heal yourself. The target must be within Medium range and must make a Will save, or randomly lose one of their highest level spell slots, spells prepared, or spell-like abilities, and you heal 1d6 damage equal to the level of the spell.
VI - Once per encounter as a standard action, you can cause a creature within Close range to believe they carry a heavy burden. The target must make a Will save, and on a failed save if they are carrying a light load it becomes a medium load, while a medium load becomes a heavy load, and the heavy load causes them to be overencumbered and immobilized. The target may make another saving throw at the end of each round to throw off the effect of this ability, and it can last for a maximum of three rounds.
VII - Once per encounter as a standard action, you may curse a creature within Close range, slowing their casting time. The target must make a Will save; on a failed saving throw, swift casting spells require a standard action to cast, and spells that require a standard or full-round action to cast require one round to cast. Spells that require longer to cast are unaffected. The target may make another saving throw at the end of each round to throw off the effect of this ability, and it can last for a maximum of three rounds.
Illusion[edit]
I - Hypnotic Pattern, Manifestation of the Deity[2], Net of Shadows[1], Phantom Threat[1], Vertigo[3]
II - Hypnotism, Swift Invisibility[1], Phantom Foe[1], Slapping Hand[1]
III - Bewildering Substitution[9], Blinding Color Surge[3], Phantasmal Assailants[1], Shadow Binding[1], Shadow Radiance[1]
IV - Legion of Sentinels[3], Phantasmal Decoy[1], Phantom Battle[3], Translocation Trick[1], Vertigo Field[3]
V - Friend to Foe[3], Rainbow Pattern, Righteous Fury[1] (Range changed to Touch)
VI - Cerebral Phantasm[8], Doomtide[1], Scintillating Pattern (Confused duration changed to 1 round), Shadow Hand[1], Shadowy Grappler[1]
VII - Bewildering Visions[9], Phantasmal Killer, Sensory Deprivation (Duration changed to 1d4 rounds), Shadow Well[1], Solipsism[1] (Duration changed to one round)

Special Qualities Granted:

I - You may cast silent image as a Path Ability, though its casting time is increased to one round. The silent image is stationary, and any creature that physically touches it automatically disbelieves.
II - This works as Special Quality I, except you may instead cast minor image. The casting time, duration, and requirement for the illusion to be stationary remain the same.
III - This works as Special Quality I, except you may instead cast major image. The casting time, duration, and requirement for the illusion to be stationary remain the same.
IV - You may cast hallucinatory terrain as a Path Ability, though its casting time becomes one round, and it lasts for ten minutes per level.
V - You and your surroundings are under the constant effect of false vision (as per the spell).
VI - You may cast project image as a Path Ability, though its duration becomes Concentration.
VII - When under the effects of project image, you may cast a Path Ability through it instead of concentrating (though this must be one from the Illusion path), as per the spell. If you do, the spell immediately ends and you are dazed for one round.
Improvement[edit]
I - Aid, Animalistic Power[3], Beastland Ferocity[1], Blood Wind[1], Burning Sword[1], Diamondsteel[1], Enlarge Weapon[2] (Need not be the one holding the weapon), Entropic Shield (Range changed to Touch), Rage (Single target only)
II - Blades of Fire[1] (Do not have to be wielding the two weapons), Bladestorm[1] (Range changed to Close), Bless, Blur, Crabwalk[1], Demonhide[1] (Can target non-evil creatures), Diving Protection[1], Good Hope (Single target only), Enlarge Person
III - Allegro[1], Angelskin[1], Dolorous Blow[1], Ferocity of Sanguine Rage[4], Haste (Single target only)
IV - Heroism
V - Aura of Vitality[1], Stoneskin
VI - Find the Gap[1] (Range changed to Touch), Greater Heroism, Divine Agility[1]
VII - Brilliant Blade[1] (Duration changed to three rounds)

Special Qualities Granted:

I - Whenever you cast one of your Path Abilities from the Improvement list on an ally, that ally gains a number of temporary HP equal to your Path Rating for one round. If you affect multiple allies with one of you abilities, only one gets the temporary HP.
II -
III -
IV - Once per encounter, you may cast any path ability that is at least 3 levels lower than your maximum Path Ability as a swift action.
V -
VI -
VII -
Life[edit]
I - Cure Light Wounds, Lesser Vigor[1], Touch of Health[8]
II - Channeled Divine Health[3], Cure Moderate Wounds, Close Wounds[1], Vigor[1]
III - Cure Serious Wounds, Greater Vigor[1], Seed of Life[9]
IV - Cure Critical Wounds, Darts of Life[9], Mass Cure Light Wounds, Stalwart Pact[1]
V - Healing Circle[9], Mass Cure Moderate Wounds, Mend Wounds[8], Regenerate
VI - Mass Cure Serious Wounds, Psionic Revivify
VII - Death Pact[1] (No Constitution reduction), Fortunate Fate[1], Heal, Mass Cure Critical Wounds

Special Qualities Granted:

I - All Conjuration (Healing) Path Abilities with a range of Touch have their range increased to Close.
II - All Conjuration (Healing) Path Abilities have all their random variables treated as though they had rolled the maximum number possible. Additionally, you may remove a single Path Ability from the Life Path that you know and replace it with any other Path Ability from the Life path that you qualify for. You may do this again every time you reach a new tier in this path.
III - All Conjuration (Healing) Path Abilities have no limit on how high their definite variable can increased by caster level.
IV -
V -
VI -
VII - Once per encounter you may cast Revivify[1], though the creature may have been dead for up to five rounds before being revived.
Lightning[edit]
I - Curse of the Elemental Lords[4] (Lightning only), Orb of Electricity[1], Shocking Grasp, Thunderhead[1]
II - Call Lightning, Electric Vengeance[3], Energy Vortex[1] (Lightning only)
III - Energy Spheres[1] (Lightning only), Lightning Bolt, Scillinating Sphere[1], Thunderlance[1]
IV - Arc of Lightning[1], Ball Lightning[1], Call Lightning Storm
V - Electric Loop[1], Elemental Body[1] (Air only), Greater Electric Vengeance[3]
VI - Lightning Ring[1] (Range changed to Touch), Thunder Field[3], Storm of Vengeance
VII - Glorious Master of the Elements[4] (Lightning only), Storm Tower[1], Stun Ray[1]

Special Qualities Granted:

I - Any class ability you use that deals electricity damage ignores a number of points of electricity resistance equal to your Path Rating.
II - Whenever a creature fails a save against against one of your Path Abilities that deals lightning damage, they are also dazzled and deafened for one round.
III - You gain electricity resistance equal to your Path Rating.
IV - Enemies who begin their turn adjacent to you take electricity damage equal to one-half your Path Rating.
V - Creatures with immunity to lightning damage instead take 1/2 damage from your Path Abilities that deal lightning damage.
VI - You gain fly equal to your base speed.
VII - Twice per encounter when a creature fails a save against against one of your Path Abilities that deals lightning damage, you can cause them to become dazed for one round.
Mental[edit]
I - Confound[9], Delusions of Grandeur[1], Distract Assailant[1], Doom, Haunting Tune[1], Incite[1], Inhibit[1], Moment of Clarity[1], Shock and Awe[1]
II - Aura of Terror[1], Cloud Mind, Entice Gift[1], Impede[9], Mindless Rage[1], Moon Lust[1], Tactical Precision
III - Brain Lock (Target gets a saving throw every round vs. the original DC to throw off the effect), Crisis of Breath, Miser's Envy[1], Stay the Hand[3], Touch of Madness[1]
IV - Awaken Sin[1], Cranial Deluge[8], Hesitate[3]
V - Crisis of Life, Incite Riot[3], Mass Cloud Mind
VI - Celebration[1], Disquietude[1], Suggestion
VII - Bewildering Visions[9], Crown of Glory[1], Death Urge, Dire Hunger[1], Maddening Scream (Duration is 1d4 rounds), Wrathful Castigation[1] (Duration changed to 1d4 rounds)

Special Qualities Granted:

I - You may use the sending power at will as a Path Ability.
II - You may use the mindlink power at will as a Path Ability.
III -
IV -
V - You may use the correspondence power at will as a Path Ability.
VI -
VII -
Plants[edit]
I - Blackrot[11], Breath of the Jungle[1], Climbing Tree[11], Goodberry, Shillelagh, Vinestrike[1], Welcome to the Jungle, Wood Wose[1]
II - Animate Wood[1], Barskskin, Beget Bogun[1], Branch to Branch[12], Brambles[1], Briar Web[1], Decomposition[1], Splinterbolt[1], Spore Field[13], Thornskin[1], Tree Shape, Warp Wood, Wood Shape
III - Diminish Plants, Entangling Staff[1], Fire Seeds, Ironwood, Kelpstrand[1], Prickling Torment[11], Snare, Speak with Plants, Spikes[7], Vine Mine[1]
IV - Antiplant Shell|, Easy Trail[12], Entangle, Forestfold[1], Regenerate, Wood Rot[1]
V - Command Plants, Forest Eyes[14], Forest Voice[14], Liveoak, Plant Growth, Spike Growth, Repel Wood
VI - Animate Plants, Changestaff, Commune with Nature, Control Plants, Memory Rot[1], Plant Body[1], Poison Thorns[7], Poison Thorns[7], Rejuvenating Cocoon[7], Seed of Life[14], Tree Stride, Wall of Thorns
VII - Cocoon[1], Enveloping Cocoon[1], Forest Child[14], Poison Vines[1], Shambler, Transport via Plants, Unyielding Roots[7], Wooden Blight[14]

Special Qualities Granted:

I -
II -
III -
IV -
V -
VI -
VII -
Suffering[edit]
I - Bestow Wound[10], Black Bag[10], Decomposition[1], Demoralize, Flesh Ripper[10], Rot of Ages[4], Shriveling[10], Unnerving Gaze[10], Vampiric Touch
II - Boneblast[10], Deja Vu, Empathic Transfer, Hostile[8], Disable, Fatal Flame[2], Inflict Pain, Recall Agony, Sap Strength[10], Summon Swarm
III - Curse of the Putrid Husk[10] (No unconsciousness), Evil Eye[10], Greymantle[1], Sorrow[10], Spore Field[2], Wave of Grief[10]
IV - Briar Web[1], Cruel Disappointment[10], Disintegrate, Horrid Wilting, Forced Share Pain, Thousand Needles[10]
V - Choking Sands[5], Clutch of Orcus[10], Crisis of Life, Touch of Jubilex[10]
VI - Assimilate, Drown[1], Grim Revenge[10], Heartache[10], Rapture of Rupture[10], Seething Eyebane[10]
VII - Avasculate[1], Harm (Caster level uncapped), Fuse Flesh, Heart Ripper[1], Psychic Crush, Stop Heart[10], Wave of Pain[10] (Duration changed to one round), Wrack (Duration changed to one round)

Special Qualities Granted:

I - You may use Slash Tongue[10] at will as a Path Ability.
II - Enemies you successfully affect or deal damage to with a Path Ability from the Suffering path gain damage susceptibility to all types of damage equal to one-quarter your Path Rating (rounded up) until the end of your next turn. Only one enemy can be affected by this ability if one of your Path Abilities targets multiple enemies.
III - You gain Poison Use as per the assassin class feature.
IV -
V -
VI -
VII -
Transformation[edit]
I - Aspect of the Wolf[1] (Range changed to Touch), Bite of the Wolf (Range changed to Touch), Body Blades[1] (Range changed to Touch), Claws of the Bear[1] (Range changed to Touch), Embrace the Wild[1] (Range changed to Touch), Giant's Wrath[1] (Pebbles can be given to other creatures without ending), Thornskin[1]
II - Amorphous Form[1] (Range changed to Touch), Fell the Greatest Foe[1], Skin of the Cactus[5], Snake's Swiftness[1], Wither Limb[10] (Duration changed to one round)
III - Displacer Form[1] (Range changed to Touch), Least Dragonshape[4] (Range changed to Touch), Plant Body[1], Sandform[5]
IV - Bite of the Weretiger[1] (Range changed to Touch), Flame Whips[1] (Range changed to Touch), Girallon's Blessing[1], Mass Snake's Swiftness[1], Trollshape[3] (Range changed to Touch), Winged Watcher[2]
V - Bite of the Wererat[1] (Range changed to Touch), Charge of the Triceratops[1], Dragon Breath[1], Lesser Dragonshape[4] (Range changed to Touch), Stone Body[1]
VI - Bite of the Wereboar[1] (Range changed to Touch), Iron Body (Range changed to Touch), Nixie's Grace[1] (Range changed to Touch), Wrack[10] (Duration changed to one round)
VII - Aspect of the Earth Hunter[1] (Range changed to Touch), Baleful Polymorph, Dragonshape[3]

Special Qualities Granted:

I - Whenever you cast one of your Path Abilities from the Transformation list on an ally, that ally gains Fast Healing equal to your one-half your Path Rating (minimum one) for three rounds. If you affect multiple allies with one of you abilities, only one gets the fast healing.
II -
III -
IV - You are constantly under the effect of Adapt Body.
V -
VI -
VII -
Travel[edit]
I - Benign Transposition[1], Dimension Hop[8], Slide[1]
II - Baleful Transposition[1], Dimension Slide, Dimension Twister[8], Greater Slide[1], Knight's Move[1], Lightfoot[1] (Range changed to Touch), Regroup[3], Strategic Charge[1] (Range changed to Touch), Water Walk
III - Baleful Teleport, Dimension Door, Dimension Step[3], G'Elsewhere Chant[1], Zeal[1] (Range changed to Touch)
IV - Air Walk, Dimension Shuffle[3], Warp
V - Greater Dimension Door[1], Greater Warp, Wind Walk
VI - Cloud-Walkers[1]
VII - Inconstant Location[5], Warp Circle

Special Qualities Granted:

I - Whenever you target an ally with one of your Path Abilities from the Travel list, that ally gains a +10' enhancement bonus to their movement speed for two rounds.
II - You may teleport up to your speed as a standard action. You regain this ability upon regaining your readied Path Abilities.
III -
IV - This upgrades allows you to use the Special Quality II ability as a move action.
V - You gain the ability to use Evacuation Rune[2] at will as a Path Ability.
VI - This upgrades allows you to use the Special Quality II ability as a swift action.
VII - You may teleport up to your speed as a move action at will.

Thaumaturges and Prestige Classes[edit]

Thaumaturges benefit in a specific way from prestige classes that have "+1 level of existing arcane spellcasting class", "+1 level of existing divine spellcasting class", "+1 level of existing spellcasting class" or "+1 level of existing manifesting class" as a level advancement benefit. A thaumaturge taking levels in such a prestige class does not any special abilities granted by paths they gain, extra path abilities readied, or the ability to switch out path abilities for new ones. Levels of prestige classes that provide +1 level of spellcasting or manifesting effectively (though only once per level) count as class levels in Thaumaturge to determine what level of Path Abilities he's unlocked, increased Path Rating, and more Path Abilities known.

A thaumaturge can qualify for prestige classes with spellcasting level or manifesting level requirements, treating his highest level of Path Abilities unlocked as his spellcasting or manifesting level (for example, level 4 spells for a level 13 thaumaturge). The same goes for prestige classes with caster level requirements, which treat the thaumaturge's caster level as the requirement. If there is a requirement for a specific spell known, the thaumaturge can qualify for that prestige class only if they have that spell known as a Path Ability.




References[edit]

  1. 1.000 1.001 1.002 1.003 1.004 1.005 1.006 1.007 1.008 1.009 1.010 1.011 1.012 1.013 1.014 1.015 1.016 1.017 1.018 1.019 1.020 1.021 1.022 1.023 1.024 1.025 1.026 1.027 1.028 1.029 1.030 1.031 1.032 1.033 1.034 1.035 1.036 1.037 1.038 1.039 1.040 1.041 1.042 1.043 1.044 1.045 1.046 1.047 1.048 1.049 1.050 1.051 1.052 1.053 1.054 1.055 1.056 1.057 1.058 1.059 1.060 1.061 1.062 1.063 1.064 1.065 1.066 1.067 1.068 1.069 1.070 1.071 1.072 1.073 1.074 1.075 1.076 1.077 1.078 1.079 1.080 1.081 1.082 1.083 1.084 1.085 1.086 1.087 1.088 1.089 1.090 1.091 1.092 1.093 1.094 1.095 1.096 1.097 1.098 1.099 1.100 1.101 1.102 1.103 1.104 1.105 1.106 1.107 1.108 1.109 1.110 1.111 1.112 1.113 1.114 1.115 1.116 1.117 1.118 1.119 1.120 1.121 1.122 1.123 1.124 1.125 1.126 1.127 1.128 1.129 1.130 1.131 1.132 1.133 1.134 1.135 1.136 1.137 1.138 1.139 1.140 1.141 1.142 1.143 1.144 1.145 1.146 1.147 1.148 1.149 1.150 1.151 1.152 1.153 1.154 1.155 1.156 1.157 1.158 1.159 1.160 1.161 1.162 1.163 1.164 1.165 1.166 1.167 1.168 1.169 1.170 1.171 1.172 1.173 1.174 1.175 1.176 1.177 1.178 1.179 1.180 1.181 1.182 1.183 1.184 1.185 1.186 1.187 1.188 1.189 1.190 1.191 1.192 1.193 1.194 1.195 1.196 1.197 1.198 1.199 1.200 1.201 1.202 1.203 1.204 1.205 Spell Compendium
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Complete Scoundrel
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 3.26 3.27 3.28 3.29 3.30 3.31 3.32 3.33 3.34 3.35 3.36 Player's Handbook II
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 Dragon Magic
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 Sandstorm
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 6.19 6.20 Frostburn
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Complete Divine
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 Complete Psionic
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 Complete Champion
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 10.19 10.20 10.21 10.22 10.23 10.24 Book of Vile Darkness
  11. 11.0 11.1 11.2 Complete Mage
  12. 12.0 12.1 Complete Adventurer
  13. Complete Scoundrel
  14. 14.0 14.1 14.2 14.3 14.4 Complete Champion



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Ghostwheel's Homebrew (310 Articles)
Ghostwheelv
Article BalanceHigh +
AuthorGhostwheel +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated ByLeziad + and Foxwarrior +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Heal +, Intimidate +, Jump +, Knowledge +, Psicraft +, Profession +, Sense Motive + and Spellcraft +
Skill Points4 +
SummaryThe generic spellcaster for most of your arcane, divine, and psionic needs! +
TitleThaumaturge +
Will Save ProgressionGood +