Wizard
Base Class: Wizard

 Thaumaturgists have a great deal of utility. Their particular playstyle requires forethought and planning but it pays off in many ways thanks to the flexibility in its uses. Thaumaturgists can become quite strong although some of the ways in which they can do so requires some risk. 

notes

Honestly I must be the world's worst at proofreading. Hopefully this time I caught all the errors but I doubt it...

Obviously this class isn't the tightest mechanically speaking. Much of it is left up to interpretation by the DM. I wanted it to have strong story driven elements, but it could easily introduce some heavy chaos into someone's campaign if mismanaged. Honestly though I don't think it is much worse than the wild magic roll. The class is meant to be weak early and strong later with an emphasis on risk vs reward. DMs I recommend if you let a player use this have them start low level, if it's feasible for your game. If they try and exploit the mechanics of the class there are always interpretations of the subclass's abilities that can be used to punish them. 

Overall, I definitely don't recommend this homebrew for everyone but I think it has the potential to change the way you play the game, especially once you start introducing enemies of this subclass trying to use the thaumaturgic links against your player characters.

Beginning at the second level when you choose this subclass, you lose two 1st level spell slots and gain Thaumaturgic Links equal to your intelligence modifier plus 1/4th your level rounded down. Thaumaturgic Links can not be used to cast normal spells but have several other uses. A link requires a symbolic medium as a component to perform any function, and there are three main types of mediums:

-Names: a person's name is a powerful link to their person. This power grows depending on its uniqueness and how few people know it. Example: everyone may know the name King Edward, but very few know him as Edward Teeks Bovlovavich. Even fewer perhaps know his childhood nickname which he associates with fond childhood memories. As such King Edward basically holds no power to a thaumaturgic link, however his lesser known names would.

-Objects of Significance: Using an object that the person used for a long period of time or that they greatly value contains a strong link to that person. Likewise an object that holds a portion of a person's power holds a link to that person. Example: A weapon enchanted by wizard, or a doll played with in one's childhood.

-Somatic Components: The parts of a person's body such as skin, hair, or blood. These parts contain a very strong connection to the original person, however this connections grows weaker over time. After about two weeks it is no longer able to power a Sympathetic Link.

Provided an appropriate component is used Thaumaturgic Links can be burned as a bonus action to gain one of the following effects:

-Advantage on the next spell attack roll you make against the target or impose disadvantage on their next save against the effect of a spell cast by you.
-Roughly double the range of the next spell you cast against the target. The DM may choose to have this effect have diminishing returns depending on the situation and spell.
-Ignore the need for line of sight with the next spell you cast against the target.

All material components used to fuel a thaumaturgic link are consumed in the process. Normal names can only be used to fuel a link once a day, while true names can be used indefinitely.

 

Keeper of Names

At the 2nd level you gain the ability to hear names whispered on the wind. These are the names of supernatural beings that exist in the surrounding area. By expending a thaumaturgic link and succeeding in a perception check, you can pluck a name from the ether and call its owner to come to you. The higher you roll on the check the more information you are able to perceive about the entity before calling them. The supernatural being you call may not always be friendly, but once you know an entity's name you can always call them again with a thaumatugic link.

Part of your magic was sacrificed to create the thaumaturgic links but now you can sense and manipulate the link between all things. as this new power within you grows your name gains power and becomes a true name. Everyone who knew your name before now forgets it, but not any other memory related to you. If you tell another your own name of your own free will and they may use it against you if they have the knowledge necessary to do so.

Call to the Beyond

At the 6th level you learn a summoning spell of your choosing, equal to or below the 3rd level.

When you cast a summoning spell you can expend a thaumaturgic link to learn the name of one creature or entity that you summon. If the spell summons more than one creature, you learn the name of one at random. 

You can expend a thaumaturgic link when casting a summoning spell to summon any compatible entity that you know the name of. If they do not already follow your commands from the effects of the spell they must make a wisdom saving throw against your intelligence or else obey your next order. They will obey your words to the letter. If the entity is hostile towards you they will try to twist your words towards their own ends. After they complete the first task you have given them the summoned entity will behave normally as the spell describes. Any entities summoned in this way will have their power bound with yours. You can expend a thaumaturgic link to give them advantage or disadvantage on their attack rolls or skill checks as a reaction.

Power of Names

At the 10th level the power you command over other beings by uttering their true name is increased greatly. Once per day you can speak the name of a being you know and expend a thaumaturgic link as a free action. If that being has been within 60 ft of you during the past 20 seconds they return to the point within 60 ft of you closest to where they were after leaving that range. The target is revealed to you and all your allies and any abilities that allow it to ignore your damage or spells are negated until the beginning of your next turn.

At the 14th level you learn Planar Binding if you haven't already. If you successfully use Planar Binding on an entity, you can choose to bind them to a thaumaturgic link. Doing so will make the duration of the spell increase as if it was cast by a spell slot one level higher than was used. The duration of the spell will not exceed the 9th level, however that link cannot be recovered by any means until the full duration of the spell ends. If the entity bound entered into the binding willingly, then the link bypasses the need for material components. In addition, you can use one minute of time to summon the entity that you have bound to your current location.

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