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Thaumaturgy

Thaumaturgy is the most extreme form of devotion to the arcane arts. Each school of magic wields a different outcome, but all thaumaturges gain a linked immortality and a twisted persona. The most well known type of thaumaturge is the necromantic variant. (commonly known as a lich)   How to Become a Thaumaturge:    

Evocation Thaumaturge (Fernweh)

  Intelligence increases up to 20 or by 1, whichever results in a higher score. Two other scores of the player's choice increase to 16.   Damage Resistances: Cold, Lightning, Elemental   Damage Immunities: Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons   Condition Immunities: Charmed, Exhausted, Frightened, Paralyzed, Poisoned   Senses: Truesight 120 Ft.  

Traits

  Death Throe Storm: When the fernweh dies or returns to its phylactery it bursts into a storm of chaotic magical energy or similar effect. This death throe storm covers a 1 mile radius and effects an even greater radius beyond that. Anything caught in the DTS will almost certainly die.   Legendary Resistance (3/Day): If the fernweh fails a saving throw, it can choose to succeed instead.   Rejuvenation: If it has a phylactery, a destroyed fernweh gains a new body in 1d10 days, regaining all its Hit Points and becoming active again. The new body erupts/oozes/etc from the phylactery.   Spellcasting: The fernweh gains the following spells.
  • Cantrips:
  • 1st level:
  • 2nd level:
  • 3rd level:
  • 4th level:
  • 5th level:
  • 6th level:
  • 7th level:
  • 8th level:
  • 9th level:
  Turn Resistance: The fernweh has advantage on Saving Throws against any effect that turns Undead.  

Actions

  Paralyzing Touch: Melee Spell Attack: Single target. Hit: 10 (3d6) cold/magical damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  

Enchantment Thaumaturge (Cantere)

 

Abjuration Thaumaturge ()

 

Divination Thaumaturge ()

 

Transmutation Thaumaturge ()

 

Conjuration Thaumaturge ()

 

Illusion Thaumaturge ()

 

Necromantic Thaumaturge (Lich)

  Intelligence increases up to 20 or by 1, whichever results in a higher score. Two other scores of the player's choice increase to 16.   Damage Resistances: Cold, Lightning, Necrotic   Damage Immunities: Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons   Condition Immunities: Charmed, Exhausted, Frightened, Paralyzed, Poisoned   Senses: Truesight 120 Ft.  

Traits

  Death Throe Storm: When the lich dies or returns to its phylactery it bursts into a wave of necromantic ooze, a swarm of flies and coffin worms, or something similar. This death throe storm covers a 1 mile radius and effects an even greater radius beyond that. Anything caught in the DTS will almost certainly die.   Legendary Resistance (3/Day): If the lich fails a saving throw, it can choose to succeed instead.   Rejuvenation: If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its Hit Points and becoming active again. The new body erupts/oozes/etc from the phylactery.   Spellcasting: The lich gains the following spells.
  • Cantrips: Mage Hand, Prestidigitation, Ray of Frost
  • 1st level: Detect Magic, Magic Missile, Shield, Thunderwave
  • 2nd level: Detect Thoughts, Invisibility, Acid Arrow, Mirror Image
  • 3rd level: Animate Dead, Counterspell, Dispel Magic, Fireball
  • 4th level: Blight, Dimension Door
  • 5th level: Cloudkill, Scrying
  • 6th level: Disintegrate, Globe of Invulnerability
  • 7th level: Finger of Death, Plane Shift
  • 8th level: Dominate Monster, Power Word Stun
  • 9th level: Power Word Kill
  Turn Resistance: The lich has advantage on Saving Throws against any effect that turns Undead.  

Actions

  Paralyzing Touch: Melee Spell Attack: Single target. Hit: 10 (3d6) cold/necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Author's Notes

What Darvel Knows: He knows only of the benefits regarding multiple phylacteries. He only has some of the abilities of a fernweh and many are not fully realized. He has not yet unlocked all spells known by a fernweh. These spells will come to him once he is able to cast 9th level spells. He does not know how he became a fernweh but he does have an old book which explains the basics of becoming a fernweh. (effectively what he can expect once his power matures (it does not contain the ritual in its entirety))


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