Base Class: Fighter
The Thaumaturge is a fighter that wields a variety of mystical implements that enhance their combat abilities and provide unique tactical advantages. These fighters are battlefield tacticians, using their intelligence to outmaneuver their foes and support their allies with potent magical effects, sometimes, at the cost of their own vitality.
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Thaumaturge Table |
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Fighter Level |
Additional Reactions |
Implement Mastery |
Implement Damage |
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3rd |
1 |
0 |
2d6 |
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7th |
2 |
0 |
4d6 |
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10th |
3 |
1 |
6d6 |
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15th |
4 |
2 |
8d6 |
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18th |
5 |
3 |
10d6 |
Battlefield Tactician
When you choose this archetype at 3rd level, you can use your Intelligence modifier in place of Dexterity for all Dexterity-based ability checks and saving throws. You also gain an additional reaction each round. You gain one more additional reaction at 7th, 10th, 15th, and 18th level. These reactions can only be used for features provided by this subclass.
Implement’s Empowerment
Starting at 3rd level, you gain an assortment of arcane implements which empower your attacks and can create powerful effects. While an implement is active, it grants unique passive effects and overchanneling abilities.
Implement Wielding. You can activate implements by equipping them in your hand, but you can only equip and maintain one active implement at a time. You can switch your equipped implement as a reaction. You can't be disarmed of an implement unless you are incapacitated. If it is on the same plane of existence, you can summon an implement as an action on your turn, causing it to teleport instantly to your hand. If an implement is destroyed, you can create a replacement as an action, which appears in your hand.
Overchanneling Implements. You can overchannel a specific implement once per long rest as a reaction. When you overchannel an implement, you gain one level of the Thaumaturge’s Curse (refer to the Thaumaturge’s Curse table).
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Thaumaturge’s Curse Table |
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Level |
Effect |
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1 |
Maximum and Current Hit points reduced by Character level or Speed reduced by 10 ft |
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2 |
Speed reduced to 0 for one round or Cannot speak or hear for one round |
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3 |
Maximum and Current Hit points are halved or Speed is halved |
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4 |
Speed reduced to 0 or Disadvantage on attack rolls, ability checks, and saving throws |
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5 |
Death |
A creature suffers the effect of its current level of the Thaumaturge’s Curse as well as all lower levels. Finishing a short or long rest removes all levels of the Thaumaturge’s curse, provided that the creature has also ingested some food and drink.
You gain one of each of the following arcane implements. If an implement requires a saving throw, your Implement’s Empowerment save DC equals 8 + your proficiency bonus + your Intelligence modifier.
- Amulet.
- Passive Effect: You ignore difficult terrain and can move through the spaces of creatures equal to or smaller than your size, but cannot end your turn in their space. Additionally, once per turn when you hit a creature with a weapon attack, it must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- OVERCHANNEL - Protective Gaze: When a target creature that you can see within 60 feet of you takes damage, you can grant them a protective shield. The target gains 10 temporary hit points per fighter level, which take as much of the triggering damage as possible. These temporary hit points wear off at the end of its next turn. Additionally if the target was dealt damage by a creature, that creature must make a Wisdom saving throw. On a failed save, it drops anything that it is holding, falls prone, and kneels on the ground (if possible). It also becomes incapacitated until the end of its next turn, and takes 2d6 Force damage that increases as you gain levels as a Fighter, as shown on the Implement Damage column on the Thaumaturge table. On a successful save, it takes half as much damage and doesn’t suffer any of the other conditions.
- Bell.
- Passive Effect: You gain three-quarters cover against creatures that are at least 20 feet away from you. Additionally, once per turn when you hit a creature with a melee weapon attack, the target must succeed on an Intelligence saving throw or has disadvantage on all attack rolls, ability checks, or saving throws (your choice) until the start of your next turn.
- OVERCHANNEL - Ringing of Fate: Choose a creature that you can see within 60 feet of you. When the target rolls a d20 for an attack roll, an ability check, or a saving throw within the next minute, you can replace that roll with a natural 1 or a natural 20. The die and its results cannot be rerolled or altered in any way after this, like with the Legendary Resistance ability or the Silvery Barbs spell.
- Chain.
- Passive Effect: Your reach increases by 5 ft and if your weapon has range, its short and long range increase by 10 ft. Additionally, once per turn when you hit a creature with a weapon attack, it must succeed on a Dexterity saving throw or be knocked prone.
- OVERCHANNEL - Spectral Binding: A conjuration of glowing chains surround one target creature within 30 feet of you. It must succeed on a Strength saving throw or be restrained for 1 minute. It can spend an action on its turns to make another Strength saving throw. On a success, the effect ends. If the initial saving throw fails by 5 or more, the target is additionally stunned until the end of your next turn. If the initial saving throw succeeds by less than 5, the target becomes restrained until the end of your next turn.
- Hourglass.
- Passive Effect: Creatures of your choice within 30 feet of you have their speed increased by 10 feet. Additionally once per turn when you hit a creature with a weapon attack, you can reduce the speed of the target by 10 feet until the start of your next turn.
- OVERCHANNEL - Rewind the Sands: One target creature within 60 feet of you travels back in time. Choose any number of the following:
- Position. The target teleports to where they were last round.
- Resources. The target regains any resources that they expended and loses any resources they regained in the last round.
- Hit Points. The target’s current and maximum Hit points return to how they were last round. This effect does not count as damage or healing. However, if the target drops below 1 Hit point, they are knocked unconscious and must make death saving throws on their turns as normal.
- Conditions, Transformations, and Effects. Any conditions, transformations, and effects of your choice that the target became subjected to or regressed from in the last round are reverted. If any conditions, transformations, or effects regressed because of a limited duration, then the duration of the reversion is until the end of your next turn. However, if any of the conditions, transformations, or effects that regressed last round did not have a duration or ended before their maximum duration, then they return for the original condition, transformation, or effect’s remaining duration. If you are reverting a target being subjected to the unconscious condition as a result of dropping below 1 Hit point, then their current and maximum Hit points return to how they were last round. This effect does not count as healing.
- Lantern.
- Passive Effect: You and all creatures of your choice within 60 feet of you gain Truesight in a 30 foot radius around you, Additionally, once per turn when you hit a target with a weapon attack, you know its exact location for 1 minute, as long as its on the same plane of existence as you.
- OVERCHANNEL - Sun Strike: Choose a target creature that you can see within 30 feet of you. The next time the target attacks a creature within the next minute, the attack deals an additional 2d6 Radiant or Fire damage (your choice) that increases as you gain levels as a Fighter, as shown on the Implement Damage column on the Thaumaturge table. Additionally, the target chooses between:
- Blinding. the target of the empowered attack must succeed on a Dexterity saving throw at the start of each of its turns until this overchannel effect ends. On a failed save, the creature is blinded for the duration. On a successful save, this effect ends.
- Searing. the target of the empowered attack must succeed on a Constitution saving throw at the start of each of its turns until this overchannel effect ends. On a failed save, the creature takes 2d6 Radiant or Fire damage (your choice) that increases as you gain levels as a Fighter, as shown on the Implement Damage column on the Thaumaturge table. On a successful save, this effect ends.
Your next attack also gains the same benefits.
- Mirror.
- Passive Effect: You gain a +2 bonus to your AC. Additionally, once per turn when you hit a creature with a weapon attack, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
- OVERCHANNEL - Manifest Reflection: Choose a creature within 60 feet of you. You can replicate an action, bonus action, or reaction that you have seen the target take or attempt to take in this or the previous round. Any actions, components or expended resources are not required for you. You choose any options or targets for the action.
- Regalia.
- Passive Effect: You can add your Intelligence modifier to any Charisma-based ability checks and you cannot fall prone or be moved or teleported against your will. Additionally, once per turn when you hit a target with a melee weapon attack, you gain advantage on all saving throws caused by the target until the start of your next turn.
- OVERCHANNEL - Commanding Voice: You make an authoritative shout that can end the blinded, charmed, deafened, frightened, paralyzed, or poisoned conditions on all creatures of your choice within 30 feet of you and make them regain hit points by an amount equal to two times your fighter level. Additionally all creatures of your choice within 30 ft of you must succeed on a Wisdom saving throw or be charmed or frightened (your choice). This has no effect on creatures that cannot hear you.
- Tome.
- Passive Effect: You can replace your Wisdom and Charisma saving throw modifiers with your Intelligence saving throw modifier. Additionally, once per turn when you hit a target with a weapon attack, you can make an Intelligence (Nature) check on the creature to learn more about its abilities, traits, attacks, and defences. You may use the d20 die result from your attack roll instead of rolling again.
- OVERCHANNEL - Scribe Fortune: At the start of any creature’s turn, choose one creature within 60 feet of you and an attack, ability, or spell. If that creature is targeted by that attack, ability, or spell before the end of your next turn, the action used for that attack, ability, or spell is wasted and the creature that attempted to use the attack, ability, or spell cannot use it for 24 hours and takes 2d6 Psychic Damage that increases as you gain levels as a Fighter, as shown on the Implement Damage column on the Thaumaturge table.
Mystic Resilience
At 7th level, your prolonged use of arcane implements grants you increased resilience against magical effects. You gain resistance to damage from spells and magical effects. Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Implement Mastery
Starting at 10th level, your bond with your arcane implements allows you to wield their power with extraordinary might. When you overchannel an implement, you can choose one of the following:
- Double Channel: You repeat the effect of the overchannel ability. If the effect requires you to choose targets, you may choose new targets.
- Safe Channel: You do not gain a level of the Thaumaturge’s curse and you regain the overchannel ability for this specific implement after completing your next short or long rest.
- Maneuvering Channel: You regain the reaction expended to use the overchannel ability. Additionally, you can move 15 feet in any direction of your choice. This movement does not provoke opportunity attacks
You can use this feature once per short or long rest. You gain another use of this feature at 15th and 18th level.
Arcane Infusion
Starting at 15th level, your deepened connection with your arcane implements allows you to enhance your strikes with raw arcane power. While wielding an implement, you can add your Intelligence modifier to the damage of your weapon attacks.
Implement Apotheosis
At 18th level, you have achieved the pinnacle of your arcane prowess, mastering the full potential of your implements. You can maintain two active implements simultaneously, equipping both in the same hand, gaining the benefits of both. Additionally, when you switch implements using your Implement’s Empowerment feature, you can switch one more both of the equipped implements in your hand.
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