Base Class: Wizard
The Order of Thaumaturges is a rather obscure and secretive order amongst those who practice wizardry. A Thaumaturge takes the theoretical side about the nature and laws of magic to its extreme, looking to find and explore its boundaries and find where they can bend the rules laid down by the weave. One of such ways they bend the rules is that thaumaturges require no spellbook to memorize spells, their spells into compartments of a palm-sized cube engraved with runes to memorize them. This palm-size cube, also known as a Infinity Contraption is the main spellcasting focus of anyone that has been introduced into the Order of Thaumaturges. The Infinity Contraption is in a way an extension of the Thaumaturge's own mind, and as such the Thaumaturge has full control over it. It can fly, hover, and follow around if the thaumaturge wills it.
Thaumaturges as said before, are primarily focused on finding ways to expand and bend the rules of the Weave, figure out ways to gain more control over magic in hopes of finding a shred of the former glory wizards of old were capable of.
Infinity Contraption
2nd-level Order of Thaumaturges feature
You can magically store spells inside your Infinity Contraption. This Contraption counts as your spellbook for the sake of preparing spells. Additionally, you can store a number of spells equal to your proficiency modifier. Additionally, you gain a number of charges equal to half your wizard level, rounded down. These spells don't have to be prepared, but you can't cast these spells normally if they are not prepared. The Cube has the following properties:
- You can store a number of spells equal to your proficiency modifier inside the Infinity Contraption.
- You have a number of charges equal to half your wizard level, rounded down
- As an action you can cast any of the spells inside of the Contraption, when you cast the spell it will consume an amount of charges equal to the spell cast.
Arcane Flow
6th-level Order of Thaumaturges feature
When a spell is cast against you that requires a saving throw, you can use your reaction to give yourself advantage on the saving throw. If you succeed on the saving throw, roll 1d4, you will regain an amount of charges for your Infinity Contraption equal to roll.
You can use this ability an amount of times equal to 1 + your proficiency bonus. And regain all charges on a long rest.
Master Arcanist
10th-level Order of Scribes feature
Your knowledge of runes and wards is vast. Whenever you finish a short rest, you can imprint a Thaumaturgic Ward upon an allied creature. This ward last until the next short or long rest and can have one of the following effects:
Ward of Protection - Triggered when the warded creature is hit with an attack, the attacker would need to roll an Intelligence saving throw, taking 2d10 psychic damage or half as much on a success. Additionally the warded creature will gain temporary hit points equal to the damage dealt.
Ward of Vigilance - The warded creature gains advantage on perception checks and cannot be surprised. If an invisible creature were to move within 10ft. of the warded creature, the ward triggers. The invisible creature will light up as if under the effects of Faerie Fire. The effect lasts for 30 seconds, or until dispelled.
Ward of Bloodlust - Triggered at will by the warded creature. Upon activation, every time the warded creature succeeds on a melee attack roll, they can roll 1d12, and gain temporary hitpoints equal to that amount. This ward lasts for one minute, or until dispelled.
Ward of Mercy - Triggered when the warded creature is reduced to 0 hit points, they will be healed for 2d10 hit points and gain resistance to all damage for one round.
The ward lasts until triggered or until a long or short rest.
Thaumaturgic Siphon
14th-level Order of Thaumaturges feature
Your connection to your Infinity Contraption has become so profound that you can let it siphon the weave around your spells without losing efficiency or power. While you are carrying your Infinity Contraption, whenever you cast a spell without using a charge, you regain 1 charge.







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