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\pagebreakNum # Preamble ### Contact Information **Written and Created by : Slye #1891** All written contents are considered their intellectual property. Direct permissions are required before any contents of this written work are recreated or reused for business purposes. All featured Artworks are property of their respective original creators. ### Credits and Thanks ###### **Tavras#9512** - Contributor, Artist ###### **kname#0795** - Contributor, Balancing ###### **PopsicleHeart#4931** - Contributor, Spell Design ###### **Dinnbach#1703** - Contributor, Lore ###### **Valourah#3142** - Contributor, Proofreading ###### **Early Testers** - Aleucard#5673 - Jumguma#1434 - StrixBerseria#530 - Reshy#5860 - QuarianBiotic#5795 - Valourah#3141 - EmpressNeo#8348 - EVE#4160 - Emme#7434 ### Focus of this Manual This document acts as a supplement for Dungeons and Dragons 5th edition. It provides a new class, four new races, several feats, and a bevy of new spells for players to utilize during their many adventures. The general theme and intent of these new materials is centered around the art of “Thaumaturgy”, the study of magic and the arcane in a manner closer to science than mysticism. Thaumaturgy seeks to break down the universe into its most basic components, before reordering them towards a new purpose. This document also contains brief information on the history of Thaumaturgy itself, as well as the land in which it originates. The homeland of Thaumaturgy, Umbra, is not explained in detail within this document. For more information on the land of Umbra please seek this document’s author. ### Suggestions, ideas, and problems? I am always happy to see any and all feedback, everything you provide helps me to improve in the future and make beneficial changes to current material. If you ever wish to discuss matters related to this document please contact me at one of the provided instances below. **Email**- Mruncivil@Gmail.com **Discord**- Slye #1891
### Legal All material referencing or derived from “Dungeons and Dragons” and it’s associated instances are the sole property of Wizards of the Coast LLC. All artworks utilized in this document are the property of their creators and relevant third parties. The author of each work has been noted alongside each image. ### Artist Credits #### pg1 - [Thaumaturgist by Tavras](#p1) #### pg3 - [Faraway God, by Mony Pich](#p3) #### pg6 - [Strike - Audra Adaar, by Sketch Glee](#p6) #### pg8 - [Buer, Amalgamations, by River of Commerce](#p8) #### pg9 - [Heart of Lorkhan by Helena Nikulina](#p9) #### pg10 - [Mestakung, by Fahmi Fauzi](#p10) #### pg12 - [Smiley, by Scietronc](#p12) #### pg14 - [Costume idea sketch 3, by Toraji](#p14) #### pg16 - [Daisy, by Andrius Matijosius](#p16) #### pg18 - [Testspeed-014, by Paul Chadeisson](#p18) #### pg19 - [Floral Ghoul, by Bo Moore](#p19) #### pg20 - [Summer Ghoul, by Bo Moore](#p20) #### pg21 - [The road ahead, by ThemeFinland](#p21) #### pg22 - [Artist Unknown](#p22) #### pg23 - [Setne 3.0, by Zaiisey](#p23) #### pg24 - [Skyler, by Enothar](#p24) #### pg25 - [Beyond Human, by Kuki Wang](#p25) #### pg26 - [Beyond Human, by Kuki Wang](#p26) #### pg27 - [Celestial Artificer, by Raphael Elijah Tolentino](#p27) #### pg28 - [Lohrien, by Excellero](#p28) #### pg30 - [Steampunk World, by Islu Jang](#p30) #### pg35 - [Crimson Circle, by Claudiu-Antoniu Magherusan](#p35) #### pg38 - [Niohogger, Amalgamations, by A River of Commerce](#p38)
1
Preamble
\pagebreakNum # Table of Contents #### - 4 - [What is Thaumaturgy?](#p4) - #### - 5 - [Thaumaturgist Class Features](#p5) - #### - 8 - [Thaumaturgist Grimoire](#p8) - #### - 8 - [What is a Crux?](#p9) - #### - 10 - [Institute of Nsindus](#p10) - #### - 12 - [Institute of Dyfias](#p12) - #### - 14 - [Institute of Qala](#p14) - #### - 16 - [Institute of Vulfen](#p16) - #### - 18 - [Umbran Races](#p18) - #### - 19 - [Helwyr](#p19) - #### - 21 - [Igazi](#p21) - #### - 23 - [Dyfian Kobold](#p23) - #### - 25 - [Sentients](#p25) - #### - 27 - [Feats](#p27) #### - 28 - [Thaumaturgical Spells](#p28) - #### - 29 - [Abjuration Spells](#p29) - #### - 31 - [Divination Spells](#p31) - #### - 32 - [Conjuration Spells](#p32) - #### - 33 - [Enchantment Spells](#p33) - #### - 34 - [Illusion Spells](#p34) - #### - 35 - [Necromancy Spells](#p35) - #### - 37 - [Transmutation Spells](#p37) - #### - 38 - [Thaumaturgist Minions](#p38) - #### - 39 - [Thaumaturgist Spell List](#p39) - ###### [[*](#p3)]Page art : Faraway God, by Mony Pich
## Glossary - **Ancients** - A society believed to have existed long before recorded history which possessed technology and understanding far beyond the world's current. No name or title can be attributed to them; as all trace of who they were was wiped off the face of existence, leaving behind only their towering enigmatic creations. - **Automata** - Complex machinations left behind by the Ancients, most semi robotic in nature. These construct creatures still seek to fulfill their primary functions, the tasks given by the Ancients, long after their masters dissapeared from existence. In recent years the Vrathiir Empire has begun producing it's own new models of Automata; though they are nowhere near the complexity of their Ancient peers. - **Hesh** - A large people group born on the Isle of Vilen who spread across the continent of Umbra. With a set of beliefs and customs arguably akin to religious practice the Hesh have long been a definitive influence upon Umbra. - **O'ala** - The largest and most widespread faith upon Umbra; worship of the Great Mother and the tennets she sets out for her children. Love, curiosity, and acceptance. - **Om'ala** - A term in the older dialects of Umbra referring to The Great Mother; a diety figure of the O'ala faith; and who modern scientists believe to in fact be an enormous malfunctioning machination of the Ancients. - **Om'bali** - A semi-metallic material displaying both organic, living properties and the capability to both alter the laws of reality and cause genetic mutations in a local area. Om'bali generally grows in "forests" that resemble mangroves. Believe to be created by, and a gift from, The Great Mother Om'ala. Om'bali is used for a variety of Thaumetic technology such as Vrathiir produced Automata and a Thaumaturgist's Crux. - **Thaum** - The primary unit of measurement in Thaumaturgical practice; defined as the quantity of thaumetic (magical) energy needed to create a one square centimeter flame which exists for one second. - **Umbra** - A large continent standing lonesome seperated from others by violent oceans. Umbra is the home of Thaumaturgy, the Vrathiir Empire, several unique sentient species, and a myriad of ancient mysterious structures the size of mountains which dot the landscape. - **Vrath** - A society dating back several thousand years which developed culturally and technologically abnormally by modern standards; with a focus on biological technology and genetic alteration. The Vrath were able to reach heights of power and knowledge not seen since the ancients, but were ravaged in an event referred to the Fall of Vrath, leaving Umbra in tatters and their creations to inherit the continent. - **Vrathiir** - Umbra's current ruling empire, having successfully united the land's societies during the Frontier War; against invaders seeking to wrest the Great Mother from her children. Under the watchful eye of Vrathiir Umbra has prospered like never before.
2
Glossary
\pagebreakNum # What is Thaumaturgy? ### "Thaumaturgy? I liken it to fire. Both discoveries began the birth of a new world." - Oldaman. Thaumaturgy is a methodology for the study of what others may refer to as "magic". Viewing it as a science rather than a form of mysticism. Thaumaturgy seeks primarily to measure, document, alter, and utilize the reality altering forces so many sorcerers, clerics, warlocks, druids, and at times even wizards take for granted. Just as with heat, weight, and momentum, magic is simply another force waiting to be understood and bent to our will. The study of Thaumaturgy first began on the continent of Umbra, a mysterious, solitary land dotted by mountainous ruins of past societies. Utilizing the records left behind by those who came before, the people of Umbra saught a way to better understand and control magic, some fearing it's potential to wipe them out as it had done their forebearers; while others of course simply desired it for their own benefit. From these desires the first Thaumaturgists were born, though they began as little more than scholarly shamans, mystics, and invokers. Methods were agreed upon for the proper study and usage of the world's magical forces, initial efforts to investigate them aided by troves of notes left behind by the once terrifyingly powerful Vrath Archons. Over time as the potential benefits of magic became more apparent scattered councils of invokers came together in Umbra's first major cities to advise kings and queens, aid their efforts, and begin creating basic schools. It was not until the arrival of Oldaman, believed to be an immortal Thaumaturgist and the father of magic as a science, that the first Institute of Thaumaturgy was founded in Qala. From that day forward it became a guiding science, Thaumaturgists became respected scholars, and the influence of Thaumaturgy started it's inevitable alteration of Umbra's future. In the modern day institutes of Thaumaturgy can be found scattered all across Umbra, ranging from small schools all the way to grand complexes such as the Institute of Vulfen; a shining jewel designed by Ashvayne the Great. Thaumaturgists themselves are in high demand, with true masters of the art still relatively few in number due to the time and investment required. Students of Thaumaturgy are on the rise constantly, most institutes accepting students from all across Umbra who bring new ideas and theories to our ever evolving understanding of magic. Those young Thaumaturgists go on to become industrial aids, famous adventurers, advisors to provencial governors, terrifying warriors in the name of their homeland, healers and priestesses of divine will, or seers into the future of our world. The wheels of progress continue to turn, our understanding of magic, of the Thaumetic energies that suffuse existence, continues to grow. You as an aspiriting Thaumaturgist are to be the next generation of this quest. You are to seek your purpose in this world as a practioner of arts beyond the understanding of most. You do so with the blessing of Empress and Great Mother, for ours is to hold the future in our hands; and to guide it.
3
Primer
\pagebreakNum # Thaumaturgist Class Features
##### Thaumaturgist | Level | Proficiency Bonus | Features | Cantrips Known | Highest Spell Level| |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Thaumaturgy, Crux | 2 | 1 | | 2nd | +2 | Grimoire, Thaumaturgical Institute | 2 | 1 | | 3rd | +2 | | 2 | 2 | | 4th | +2 | Ability Score Improvement | 2 | 2 | 5th | +3 | | 3 | 3 | | 6th | +3 | Institute Feature | 3 | 3 | 7th | +3 | Arcane Fortitude | 3 | 4 | | 8th | +3 | Ability Score Improvement| 3 | 4 | | 9th | +4 | Spell Link | 3 | 5 | | 10th | +4 | Institute Feature | 4 | 5 | | 11th | +4 | ─ | 4 | 6 | | 12th | +4 | Ability Score Improvement | 4 | 6 | | 13th | +5 | Anti-Magic Protection | 4 | 7 | | 14th | +5 | Institute Feature | 5 | 7 | 15th | +5 | | 5 | 8 | 16th | +5 | Ability Score Improvement | 5 | 8 | 17th | +6 | | 5 | 9 | 18th | +6 | Advanced Arcane Fortitude | 6 | 9 | 19th | +6 | Ability Score Improvement | 6 | 9 | | 20th | +6 | Singularity | 6 | 9
### **Hit Points** * Hit Dice: 1d8 * Hit points at 1st level: 8 + your constitution modifier * Hit points at higher level: 1d8 (5) + con per thaumathurgist level after first ### **Proficiencies** * Armor: Light * Weapons: Simple Weapons, Hand Crossbows, Longbows, Longswords, Short Swords, Whips * Tools: Tinker’s Tools * Saving Throws: Intelligence, Constitution * Skills: Choose 2 from Acrobatics, Athletics, Arcana, History, Investigation, Nature, and Religion.
### **Starting Equipment** You start with the following items, plus anything provided by your background. * (a) a Dagger or (b) a Short Sword * (a) two Javelins or (b) a light Crossbow and 20 bolts. * (a) a Scholar’s Pack or (b) an Explorer’s Pack * Your Crux * A set of Tinker’s Tools * Alternatively, you may start with 6d4 × 10 gp to buy your own equipment, as well as your Crux. ### **Multiclassing** * Ability Score minimum: 13 Intelligence and 13 Constitution. * No Cross Class Spell Slot Progression.
4
Feature Table
\pagebreakNum ### Thaumaturgy A Thaumaturgist’s spellcasting is powered by their own physical and mental energy, burning it as fuel to mold the very fabric of reality to their whim. When you cast a spell, a portion of your current and maximum hit points are removed. Maximum hit points lost this way cannot be regained until you finish a long rest. The table below displays the amount of hit points lost when casting a spell at each level. When casting a spell at a level higher than its original spell level, the amount of hit points lost is equal to the higher level it was cast at. Loss of hit points from this feature cannot be negated or reduced in any way. If casting a spell would leave you with less than 1 Maximum hit point, you instantly die. ##### Hit points lost per spell level | Spell Level| Hit points lost | |:----:|:-------------| | 1st | 3 | | 2nd | 6 | | 3rd | 8 | | 4th | 12 | | 5th | 16 | | 6th | 20| | 7th | 28 | | 8th | 32 | | 9th | 50 |
### Crux Casting A [Crux](pg9) is a Thaumaturgist’s greatest tool, allowing them to alter reality to their whim, in the form of spells. An enigmatic and impossibly complex arcane machine capable of channeling it's users raw mental and physical fortitude into spells. As a Thaumaturgist gains experience utilizing their Crux their spellcasting capabilities, and repitoire of spells, expands. ##### Cantrips : At 1st level, you may prepare two cantrips of your choice from the Thaumaturgist spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Thaumaturgist table. Your prepared cantrips may be changed as part of a long rest; As with preparing spells. ##### Preparing and Casting Spells : You prepare the list of Thaumaturgist spells that are available for you to cast, choosing from the Thaumaturgist spell list. When you do so, choose a number of Thaumaturgist spells equal to your Intelligence modifier + your Thaumaturgist level (minimum of one spell). The spells must be of a level which you can cast. For example, if you are a 3rd-level Thaumaturgist, you can cast up to 2nd level spells. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Accelerated Strike, you can cast it at 1st or second level. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Thaumaturgist spells requires time spent communing with your Crux: at least 1 minute per spell level for each spell on your list. ##### Spellcasting Ability : Intelligence is your spellcasting ability for your Thaumaturgist spells, you learn your thaumaturgist spells through vigorous research and experimentation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Thaumaturgist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier ##### Ritual Casting : You can cast a Thaumaturgist spell as a ritual if that spell has the ritual tag. You don't need to have the spell prepared. When casting a spell as a ritual, you do not lose hit points from the Thaumaturgy feature. ##### Spellcasting Focus : So long as your Crux is somewhere on your person, and in contact with your body, it serves as your spellcasting focus ###### [[*](#p3)]Page art : Strike - Audra Adaar, by Sketch Glee
5
Class Features P1
\pagebreakNum ### Thaumaturgical Institute Every Thaumaturgist receives education and training from one of several institutes dedicated to the study of Thaumaturgical mysteries. Each Institute provides its own specialization to the Thaumaturgist, determining their capabilities and the role they will play amongst fellow adventurers. When you reach 2nd level, choose an Institute from the list of available Institutes, your choice grants you features when you choose it at 2nd level and additional benefits at 6th, 10th, and 14th levels. ### Grimoire When you reach 2nd level you are provided a [Grimoire](pg8), an amorphous creature created using the memories of a long dead Thaumaturgist left trapped within their crux. The personality of your Grimoire is also drawn from these memories. It serves as tutor, aid, and friend to aspiring Thaumaturgists. Your Grimoire acts on your turn and follows your orders. ### Arcane Fortitude Starting at 7th level, when you or your Grimoire fail a roll to maintain concentration on a spell, you may instead choose to succeed. You may use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. ### Spell Link Starting at 9th level, As an action you may touch your Grimoire and cast a spell on it,, storing the spell. The spell cast must be of a level equal to your proficiency modifier or lower. Your Grimoire then gains the ability to cast that spell once. You can use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. ### Anti-Magic Protection Starting at 13th level, as a reaction when you or your Grimoire would be affected by an anti-magic field, or other effect which would remove existing spell effects, you both become immune to these effects until the start of your next turn. When you use this feature you may not cast spells until the start of your next turn. You may use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. ### Advanced Arcane Fortitude Starting at 18th level, While concentrating on a spell being incapacitated or rendered unconcious does not cause your concentration to end.
### Singularity Starting at 20th level, As an action, for a brief period your Crux is fully absorbed into your body. For 1 minute you gain resistance to all damage and the Thaumaturgy feature no longer reduces your maximum or current hit points. At the end of this duration the enormous strain causes you to immediately gain four levels of exhaustion.
6
Class Features P2
\pagebreakNum # Thaumaturgist's Grimoire Every aspiring Thaumaturgist is provided with a creature known as a Grimoire, a creature formed from the mind of a fallen Thaumaturgist. The link between a Thaumaturgist and their Crux runs so deep that, upon death, their mind becomes perserved, yet trapped, in the device. Those trapped minds are harvested to create Grimoires. It is considered a great honor for one's post-mortem mind to be selected, a chance for their brilliance to survive well after death. For students of Thaumaturgy receiving a Grimoire too is an honor, a sign they are one step closer to becoming a true Thaumaturgist; and giving them access to otherwise impossible to obtain firsthand knowledge. Grimoires, beyond simply acting as tutors and teachers, assist their Thaumaturgist masters in the field. Acting as scouts, aids, and sometimes even valuable tools in combat. Their technically undying nature, simply being reduced to their base form, and complete lack of needs such as food, drink, and sleep, make them undeniably useful to any Thaumaturgist. ### Grimoire Attributes and Features Tiny Construct, Unaligned Armor Class: 12 Hit Points: - (1 + your spellcasting ability modifier + six times your level in the Thaumaturgist class.) Speed: 20ft., Fly(hover) 60ft. STR:6 - DEX:14 - CON:14 - INT:18 - WIS:12 - CHA:10 Skills: Stealth +5, Perception +2 Senses: Blindsight 30ft, Passive Perception 13 Languages: Understands all languages you do. Challenge: ¼ (50XP) #### Link : As an action, while within 5ft of you, your Grimoire melds into your body, hiding away within and appearing as little more than a strange tattoo. While linked the Grimoire has total cover but cannot take any actions other than to speak or it's tutoring feature. While linked to a Grimoire it moves with you. You, or your Grimoire, may break the link at any time as an action. If your Grimoire is forcibly moved more than 5ft away from you, the link breaks. #### Tutoring : While your Grimoire is within 5ft, it can use it's action to provide you advantage on your next skill check if you are proficient in that skill. Your grimoire can use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. #### Malleable : Made from a material similar to living clay, a Grimoire can take upon any shape it, or it's master, may desire. As an action, your Grimoire can alter it's shape and appearance, though it may not alter it's size and cannot become a functional tool, weapon, or other object.
#### Deathless : When a Grimoire is reduced below 1 hit points, it reverts to an inert state but is not destroyed. As part of a short rest, A Thaumaturgist may expend half their current hit dice (rounded up) to revive their Grimoire; feeding it their own lifeforce. The Grimoire returns to life wih a number of hitpoints equal to the result of the expended hit dice. ## Actions: #### There Was an Attempt. Melee Weapon Attack: -2 to hit, Reach 5ft., one target. Hit: 0 (1d2 - 2) bludgeoning damage. Though a Grimoire may attempt a spirited assault on another creature, it’s soft amorphous form makes any attempts the equivalent of being buffeted by a bag of pudding. ###### [[*](#p3)]Page art : Buer, Amalgamations, by River of Commerce
Grimoire
\pagebreakNum # What is a Crux? The greatest tool of a Thaumaturgist, known as a "Crux", allows them to harness magic in ways previously thought impossible. Before the establishment of Ashvayne the Great's mighty empire, and the unification of Umbra, most Thaumaturgists utilized magic as one would expect from a common wizard; spells recorded down and cast as incantations limited by an arguably more meager scope of understanding. The Crux invented by now "head" of the Institute of Volvatenkrat, Felicity De' Meryl, pushed Thaumaturgy to greater heights. A device capable of becoming one with it's user, granting them the ability to harness arcane powers, even the laws of reality itself, to their will. A beautiful creation, one which has served as the foundation of Thaumaturigcal arts since it's inception. All Thaumaturgists receive a Crux upon completing their education and training, to become one with their Crux is seen by many as a graduation of sorts. Every aspiriting Thaumaturgist creates their Crux by hand, the act of doing so presenting a deeply personal bond between themselves and the enigmatic object. At it's core every crux is an almost impossibly complex arcane machine formed from the same pure Om'bali as a Sentient's core. Current science is incapable of understanding exactly how these cores form. Despite this, a Thaumaturgist with vigorous mental training becomes capable of "feeling" the core, willing it into existence and they would a dream. Sequestered alone for several days a Thaumaturgist will eventually emerge with the core fully formed, a newly formed life inexporably connected to their own. A link is formed, the Crux feeding on it's creator's vitality and becoming inexorably connected to them; very much alive itself though incapable of expressing anything beyond basic thoughts and feelings. Once this process is complete a Thaumaturgist is granted an official title, and begins designing a "shell" for their Crux, to protect the invaluable core within from harm. The design of this outer shell is personally decided upon by every Thaumaturgist. It can range from turning their crux into a mask or amulet to be worn, all the way to a simple utilitarian box. A Thaumaturgist's Crux will often become a defining symbol, similar to a coat of arms, for which they become regognized. To aid the Crux in its connection to a Thaumaturgist an intricate web of tattoos is created across their body, following the pathways of major veins and arteries. The ink used for these tattoos being suffused with liquid Om'bali, creating pathways across a Thaumaturgist's form able to convey their vitality to the Crux wherever upon themselves it may be kept. Some Thaumaturgists even opt to have a Crux surgically implanted at some point in their body; creating a more direct connection both mentally and physically with the object, that it should be able to consume both physical and mental vitality more readily. Via consuming this vitality, the Crux grants Thaumaturgists the abilities for which they are famed; utilizing magic to mold reality to their whim. ###### [[*](#p9)]Page art : Heart of Lorkhan by Helena Nikulina
\pagebreakNum # Institute of Nsindus ### “Purpose is sought by all creatures, for us it is expressing the will of our Great Mother. That her children be showered in care, love, and acceptance.” -High Priestess Milalia The Institute of Nsindus is the largest of several religiously focused institutes across the continent of Umbra. Located halfway up the Holy Mount Ikhaya, the Institute of Nsindus, part of the grand temple known as “Home of the Great Mother”, is an enormous center of faith and worship for the O'ala faith. This faith focuses on the worship of The Great Mother and the tenets she set forth for the people of Umbra; which revolve around creating better lives for all her children, healing the sick, aiding the weak, showing care to all, and creating a world based around respect and love above all else. The Institute of Nsindus thus focuses its studies, and methods taught to its thaumaturgist, around these ideals of their faith. Thaumaturgist of Nsindus are taught healing and restorative magics which would normally be wholly inaccessible to their peers, making them capable of healing great wounds, curing diseases, and warding away death itself. The unique abilities of a Thaumaturgist from the Institute of Nsindus make them highly sought after by any party of adventurers. The primary focus of study within the Institute of Nsindus is, as would be expected, around expanding the capability of thaumaturgists to make use of restorative abilities. Under normal circumstances this is not something thaumaturgists are capable of; extensive training and specialized methods being required within the institute of Nsindus before even the most basic restorative spells can be viably utilized. Part of making these spells viable is believed to be the connection priestesses have to The Great Mother, that by allowing her will to guide their own they are given these capabilities. This leads into the second major area of study within the Institute of Nsindus, The Great Mother herself alongside other major faiths of the past. It is the intention of the High Priestesses of the O'ala faith, who lead the institute, to one day fully understand the origins and purpose of The Great Mother. The Great Mother herself has even been known to directly encourage these studies, granting priestesses her seemingly endless knowledge that they might better bring affection and care to her beloved children. ###### [[*](#p3)]Page art : Mestakung, by Fahmi Fauzi
7
Nsindus
\pagebreakNum # Institute features ### Specialization, Religion: When you select this Institute at level 2, you gain proficiency in the Religion skill. If you already had proficiency in Religion, you instead gain double your proficiency bonus to skill checks with the Religion skill. ### Will of the Great Mother: Starting at 2nd level, you are able to cast restorative spells inaccessible to other Thaumaturgists. Your extensive training in the ways of the Church, in the will of The Great Mother, allows you to soothe the rigors of a dangerous world. You gain access to new spells and gain advantage on Medicine checks. At each indicated Thaumaturgist level, you gain access to new spells; these spells are always prepared. When you restore hit points to a creature using these spells, restore an additional amount equal to your proficiency modifier. - 1st level - Cure Wounds, Healing Word, Ceremony - 3rd level - Lesser Restoration, Prayer of Healing - 5th level - Mass Healing Word, Revivify - 7th level - Aura of Life, Death Ward - 9th level - Greater Restoration, Mass Cure Wounds - 11th level - Heal - 13th level - Resurrection ### Shared Burdens: Starting at 6th level, you can take the suffering of your allies unto yourself; sparing them those pains. As an action, you may remove negative conditions from an ally within 30ft, such as blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, or levels of exhaustion. When you remove these negative conditions they are transferred to you, causing you to become affected by them for their remaining duration. For each of these conditions you suffer from, you gain a +1 bonus to your AC and saving throws. ### Self Sacrifice: Starting at 10th level, you can shift pain from allies to yourself; allowing them to fight on. As a reaction when a creature within 30ft takes damage, you can transfer half the damage they sustain to yourself until the start of your next turn; causing damage against them to be halved. You can use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. ### Martyr: Starting at 14th level, most only have one life to give for those they love, the Great Mother has blessed you with several. When you would normally die, you may instead return to life with a number of hit points equal to twice your level. You can use this feature once, regaining all uses on a long rest. When you die, all conditions affecting you are removed and your body cannot be destroyed.
8
Nsindus Features
\pagebreakNum # Institute of Dyfias ### "Our institute's purpose is simple, to study nature, then improve upon it. Such as Amphibious Wheat! Surprisingly useful, unlike the carnivorous cows." - Head Researcher Fedelitas The primary stated goal of the Institute of Dyfias is to observe and improve upon nature, a concept that is pervasive across the entire organization. The form these improvements take range from the mundane to the astonishing, finding their place all across Umbra and at the behest of Vrathiir. The influence of Dyfian Thaumaturgists can be felt in simple ways as more bountiful wheat harvests, attributed to mutated strains of Vilenti crops carefully cultivated in the institute’s vast laboratories. This same method can be seen in improvements to livestock, alteration of local flora to make a hostile area more livable, or even the slow and methodical elimination of susceptibility to certain diseases in populations. Some of the institute's work of course finds its way to less peaceful endeavors, Vrathiir’s military being a primary contractor in pursuit of substances which are capable of healing wounds, strengthening musculature, or sharpening the eyes. None of these astonishing advancements would be possible without the institute’s primary cause and creed, to observe and to improve, for often the way to improve nature can be found within nature. Thaumaturgists from the institute of Dyfias have the ability to take these smaller alterations of the natural world a step further, utilizing rapid mutagenic potions to improve themselves when the need arises. These mutagenic substances allow for astounding feats such as growing entirely new organs, rapidly increasing the body’s size, or altering the brain’s chemistry on a fundamental level. As a Dyfian Thaumaturgist progresses they become more capable of altering their forms to something new, something better, turning themselves into shining examples of their institute’s core ideology. The greatest Dyfian Thaumaturgists even find it possible to fundamentally alter themselves permanently, improving upon the species they once were to become something new. For their benefactors all that matters is the ability of Dyfias to create a more effective and productive empire; for Dyfian Thaumaturgists all that matters is the unending march towards progress. ###### [[*](#p3)]Page art : Smiley, by Scietronc
\pagebreakNum # Institute Features ### Specialization, Nature: When you select this Institute at level 2, you gain proficiency in the Nature skill. If you already had proficiency in Nature, you instead gain double your proficiency bonus to skill checks with the Nature skill. ### Mutagen: Starting at 2nd level, you gain the ability to make mutagenic potions which temporarily enhance your form. You choose which Mutagens to create and how best to utilize them, tailoring mutations to whatever challenges you may face. As part of a long rest you may create a number of mutagenic potions up to twice your proficieny modifier. You require a set of Alchemist's Supplies in order to create a mutagen. Once consumed mutagenic potions last for an amount of time equal to their level requirement. Mutagenic potions without a requirement last for 1 hour, mutagenic potions which require 6th level last for 10 minutes, mutagenic potions which require 10th level last for 1 minute. Any mutagenic potions over your maximum spoil and are destroyed. You may consume a mutagen as a bonus action, instantly gaining any benefits for it's duration. At 2nd level you may only safely benefit from up to 2 mutations. You may end the effects of any mutagen as a free action. ##### Mutations; - **Fastieth Sinews :** When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. - **Harpy Talons :** Your hands become natural weapons, talons, with which you are proficient. These talons use either your strength or dexterity modifier for attack and damage rolls, whichever is higher, and deal 2d4 slashing damage on a hit. - **Gills :** You can breathe underwater normally and gain a swimming speed of 40ft. - **Owl’s Eyes :** You gain darkvision out to 300ft and advantage on perception checks which rely on sight. - **Kenku Vocal Cords:** You can mimic any sound, including voices, heard in the last 24 hours and have advantage on deception checks. - **Chuul Feelers :** You can cast detect magic at will. - **Isikali Musculature :** Your Long Jump distance is doubled, your High Jump height is doubled. Your next in a round after excecuting a Jump has advantage. - **Bone Carapace :** *Requires Level 6* : Reduce any damage you take by an amount equal to your constitution modifier. - **Oozeform :** *Requires Level 6* : You transform your body into a malleable ooze, you can move through a space as narrow as 1 inch wide without squeezing. Any worn equipment or held objects are not transformed. - **Girallon Adrenaline :** *Requires Level 6* : You may attack twice instead of the normal once when you take the attack action on your turn. Your walking speed increases by 5ft. - **Devil’s Wings :** *Requires Level 10* : You grow a pair of large wings, gaining a flying speed of 50ft. - **Flumph Telepath Gland: ** *requires level 10* : You can communicate telepathically with any willing creature within 60ft. - **Hulking Mass :** *Requires Level 10* : You may use your consitution modifier, in place of strength or dextetiry, for melee attack and damage rolls. You have advantage on consitution saving throws, as well as against the stunned or paralyzed conditions. ### Infused Blood: Starting at 6th level, while affected by a mutagen you regain a number of hit points equal to your proficieny bonus at the end of every round while in combat, or every hour while not in combat. ### Enhanced Form: Starting at 10th level, upon consuming a mutagen you may increase or decrease your size by one category for it's duration, from Medium to Large, for example. Mutagens may only increase or decrease your size by one category. ### Mutant: Starting at 14th level, your maximum mutations is 3. As part of a long rest you may select a mutation, this mutation becomes permanent. Only one mutation may be permanent.
\pagebreakNum # Institute of Qala ### “Our purpose is to give purpose; knowing the outcomes and directing towards the most beneficial. Mostly.” -Seer Hyun The Institute of Qala is the oldest in the known world, having been with the birth of Thaumaturgy itself. It sits atop a hill overseeing an equally ancient city, Qala itself, believed to be the section of coastline where both Igazi and Humans first arrived upon the Isle of Vilen as refugees. It is perhaps appropriate then that the primary focus of the institute is upon time, it’s study, and how it can be manipulated. The first magical practices of the isle’s denizens were believed to have followed a similar vein to the Institute’s current endeavors, with soothsayers and seers attempting to peer into the future. While some of these individuals were mere frauds, reading palms and telling futures from tea leaves, others study deeply how time flows and the manner in which magical forces interact with that flow. They eventually discovered that while time is linear, the manner in which thaumaturgical forces interact with it is not. This birthed the first true seers, individuals who could accurately predict and warn of great disasters, of where to plant seeds for the greatest bounty, of how kings should fight their battles. While now these seers are seen as dated in their ideas, it is their discoveries which founded the modern study of time. Currently the Institute of Qala focuses it’s study more on how to manipulate and interact with time rather than simply view into it, such matters of divination having become comparatively simple practices to any accredited practitioner of thaumaturgy. While advanced equipment, entire labs, and whole teams of expert thaumaturgists are needed to more deeply affect the flow of time, some of Qala’s discoveries and practices can be utilized more practically in the field. Thaumaturgists from Qala most frequently utilize their insights into time to alter the timeline in subtle, small manners, yet quite enough to have a distinct impact should they ever find themselves in a combative situation. Indeed they are even capable of intentionally creating disturbances in the timelines of individual creatures, fragmenting their existence with miniature paradox loops in order to quite literally pull them apart on a temporal level. ###### [[*](#p3)]Page art : Costume idea sketch 3, by Toraji
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Qala
\pagebreakNum # Institute features ### Specialization, History: When you select this Institute at level 2, you gain proficiency in the History skill. If you already had proficiency in History, you instead gain double your proficiency bonus to skill checks with the History skill. ### Temporal Tinkering : Starting at 2nd level, you may subtly alter the flow of time around creatures to either aid or hinder. At the start of combat you may provide one creature you can see within 60ft a bonus to their initiative roll equal to twice your proficiency modifier, while reducing the initiative of a second creature by this same amount. As a reaction when a creature you can see within 60ft makes an ability check, you may add a bonus to their roll equal to your initiative modifier (minimum of 1). You may choose instead to reduce their roll by this same amount. You may use this ability a number of times equal to your proficieny modifier, regaining all uses on a long rest. ### Foresight : Starting at 6th level, you gain the ability to delve deeper into possible futures, returning with valuable information. As an action, you may peer into the future and ask a single question about events to come, you receive a yes or no answer which is always correct. The DM answers to the best of their knowledge, though the answer may come from a timeline which does not occur. You may use this ability a number of times equal to your proficiency modifier, regaining all uses on a long rest. Additionally, you have advantage on any check to detect a trap, hidden creature, or hidden object, and a bonus to your initiative modifier equal to your intelligence modifier. ### Bide: Starting at 10th level, you gain the ability to temporarily displace yourself from the timeline. At the start of your turn you may choose to delay your turn, including all actions and movement, to a time of your choosing before the end of combat; Your turn then immediately ends. You may use this delayed turn at any time. If you interrupt another creature's turn, it resumes it's turn normally once yours ends. Only one turn can be delayed using Bide at a time. Bide may only be used after rolling for initiative, and ends when combat initiative ends. You may use this feature a number of times equal to half your proficiency modifier (rounded down), regaining all uses on a long rest.
### The Right Time: Starting at 14th level, you are able to temporarily lock a creature in time while perserving and building it's energy, either for good or ill. As an action, you may Target another creature you can see within 60ft, it must succeed on an intelligence saving throw against your spell save DC or have it’s next turn skipped. When the creature is next able to take a turn, it gains the ability to take three standard actions instead of the normal one. You may use this feature once, regaining all uses on a long rest.
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Qala Features
\pagebreakNum # Institute of Vulfen ### “Our purpose is the preservation of Ashvayne's vision. Honor, grace, cunning, strength, in the name of our homeland.” - Blackguard Anwyn De’Feyce The Institute of Vulfen is currently the only of its kind, a martial academy dedicated to the study of Thaumaturgy as a tool for combat. While other institutes may focus upon the study of reality’s eccentricities, time and it’s manipulation, advanced medicinal practices, or even the transmutive forces of the Isle itself, Vulfanian thaumaturgists devote themselves to martial training and turning raw thaumetic energy into tools of war. Originally founded by the Knights of the Ashen Throne, the distinct facets of a knightly order still remain present within the institute. Students of the Institute are taught matters of honor, law, order, chivalric values, and to maintain an air of civility and politeness to any and all; including their most hated opponents. Thaumaturgists from Vulfen frequently go on to become ranking members of Vrathiir’s military forces, specialist combatants assigned to shock forces, or enter directly into the service of the Empress as her personal houseguard. The training and education a Vulfanian Thaumaturgist receives makes them an oddity amongst their peers, and a terrifying force to behold for their opponents. The primary area of study within the Institute of Vulfen, outside of martial and military matters, is the consolidation and tangibility of Thaumaturgy’s reality altering forces into tools of war. Put simply, the institute of Vulfen researches and experiments upon the concept of making “magic” into something physical and practical. The culmination of these ideas forms the heart of Vulfanian Thaumturgist combat techniques, The Crux Blade. A weapon formed by making the connection between a Thaumaturgist and their Crux tangible, physical, shaping it into a devastating weapon. The Crux Blade and all derivative physical manifestations are extensions of the Crux itself, and thus an equal extension of the Thaumaturgist's own mind and body; capable of empowering both as their mastery increases. Via Crux Blade and extensive training passed down generations of noble knigts Vulfanian Thaumaturgists have come to be known as amongst the most skilled and deadly martial combatants across the whole of Umbra. ###### [[*](#p3)]Page art : Daisy, by Andrius Matijosius
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Vulfen
\pagebreakNum ### Specialization, Arcana: When you select this Institute at level 2, you gain proficiency in the Arcana skill. If you already had proficiency in Arcana, you instead gain double your proficiency bonus to skill checks with the Arcana skill. ### Crux Blade: Starting at 2nd level, you gain the ability to create a weapon from your Crux. A tangible expression of your link to the device. Casting spells empowers your Crux, allowing you to perform greater combat feats. As a bonus action, you may conjure a Crux Blade in your hands, provided you aren't wearing armor, using a shield, or wielding a weapon. Your Crux Blade ends early if you are incapacitated, or if you don armor or a shield. You may dismiss your Crux Blade at any time you choose (no action required). If you drop your Crux Blade or throw it, it dissipates at the end of the turn, or when conjured again. Your Crux Blade counts as a simple melee weapon with which you are proficient that deals 2d4 force damage on a hit, has the two handed property, and uses your spell attack modifier for it’s attack and damage rolls. If your Crux Blade strikes a target with immunity to force damage it deals physical (slashing) damage instead of the normal force. If you cast a spell while wielding your Crux Blade, you gain the following benefits until the end of your next turn; - You have advantage on your next attack roll using your Cruxblade. - You may make an attack with your Cruxblade as a bonus action. ### Crux Guard : Starting at 6th level, Conjuring your Crux Blade also creates a set of form-fitting umbral armor across your body. While wielding your Cruxblade, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you cast a spell of at least 1st level while wielding your Crux Blade, you gain the following benefits until the end of your next turn; - You gain a bonus to your AC equal to your spell attack modifier. - Your walking speed increases by 10ft. ### Crux Crown: Starting at 10th level, Conjuring your Crux Blade also creates a spectral crown upon your brow. You can now conjure a Crux Blade as a free action rather than a Bonus Action. If you cast a spell while wielding your Crux Blade, you gain the following benefits until the end of your next turn; - As a bonus action, you may teleport a willing creature within 30ft up to 10ft from it's original position.
### Hungering Crux: Starting at 14th level, your Crux has become potent enough to devour other magical objects, feasting upon them to gain their capabilities. You may choose to consume a magical melee weapon with your Crux Blade, gaining any magical effects and abilities it may have had. Your Crux Blade can only benefit from the effects of a single item at a time, objects are destroyed when consumed by your Crux Blade.
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Vulfen Features
\pagebreakNum # Umbran Races The birthplace of Thaumaturgy, Umbra, is a land dotted with mountainous ruins of a society long sense gone from this world. The primary sentient races of Umbra are the primary practitioners of Thaumaturgy, the art of manipulating reality itself born via the exploration and continued study of those vast mysterious complexes that dot the continent. All races, even the widespread humans, bear the influence either of the Ancients or Vrath; some such as Helwyr and Sentients were even their direct creations. All races have worked together to settle, understand, advance, and defend their continent. Realizing with the formation of Vrathiir, all must work together to overcome both their dangerous homeland, and those outside influences that would take it from them. ###### [[*](#p3)]Page art : Testspeed-014, by Paul Chadeisson
Umbran Races
\pagebreakNum # Helwyr Helwyr are not a singular species, they are a collection of creatures created long ago by the ancient Vrath Archons for a singular purpose; War. As was the way of the Vrath, they rarely fought their own battles, instead utilizing arcane methods to manufacture legions of living weapons referred to as the Helwyr. Each was a tool, a cog in a seemingly endless legion utilized by the Vrath during their conquest of Umbra so long in the past. When it came time for the Vrath Empire to fall the Helwyr were left behind, their Archon masters and their gleaming cities reduced to little more than dust in the span of days by entities beyond the ken of mortal minds. The Helwyr fought on for years, ever attempting to carry out the will of their masters, until finally they understood; The Helwyr were the last survivors of the Vrath Empire, and they were now free. Directly following Vrath Empire's destruction Helwyr across Umbar were lost, given a freedom they had never experienced and knew precious little of. Always having been guided, commanded, and led by their Archon masters most Helwyr perished unable to survive on their own, unable to understand something so simple as food and shelter when their very existence had been devoted to war and slaughter. Those few Helwyr out of millions capable of surviving on their own became almost little more than beasts, fragmenting into scattered tribes with only the most basic of tools and society. Many found their way to the dense jungles of Jumhas, a land ever viscious and violent as the remnants of the Ancients seep from their mountainous factories into the baisin; creating a breeding ground for mutated flora and fauna, as well as the perfect home for a species like the Helwyr. For over two thousand years the Helwyr persisted in this manner, tribes who hunted the great monstrosities of Jumhas both for sustenance and raw materials, but also for the joy their minds had been designed to feel in the heat of battle. It was this lust for war that attracted the Helwyr to the largest conflict Umbra had seen since the fall of the Vrath, The Frontier War; a conflict which resulted in the creation of Vrathiir. The Helwyr saw war reach the edges of their vast jungles and spilled out onto the battlefields eager to join, seeing it as a joyous occasion to be celebrated rather than as the devastating conflict it was. Though it is unknown why the Helwyr came to ally themselves with the other races of Umbra in their war against their continent's invaders, it is assumed they felt a kinship to them as fellow descendants of the ancient Vrath. Throughout the Frontier War the name of the Helwyr came to be known across Umbra and beyond, creatures spawned from the ancient days capable of ripping armored knights to shreds with narry a single weapon in hand. At Vrathiir's founding as continental empire of Umbra the Helwyr tribes were recognized as the 6th Dominion. At long last they were warriors of an empire once more, free and honored where once they were tools. ###### [[*](#p3)]Page art : Floral Ghoul, by Bo Moore
Helwyr
\pagebreakNum ### Attributes and Features **Ability Scores**: Dex +2, Str +1 **Size**: Medium **Speed**: 35ft, 30ft Climb #### Age : Helwyr reach maturity by age 11, but typically have a lifespan comparable with humans at just under a century. #### Alignment : Helwyr frequently drift towards chaotic alignments due to the strength of their animalistic instincts. In times of stress and hardship a Helwyr will act on whatever base feelings it may have, prioritizing survival and the completion of “the hunt” over more complicated matters. #### Size : Helwyr are generally large and bestial, towering over average humans by several feet. Lithe and lanky yet compact, they resemble the predators stalking their overgrown homelands. Helwyr stand on average between 6.5 to 7.5 feet tall and weigh between 240 to 300 pounds. Your size is Medium. #### Darkvision : You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. #### Predator's Tools : Your claws are natural weapons, which you can use to make unarmed strikes. Your claws deal 1d4 slashing damage and utilize your strength bonus for attack and damage roll. You are proficient with your claws. Your claws provide you a climbing speed of 30ft. #### Bloodhunger : As a bonus action you may attempt to bite a creature which is not on full life. This bite is considered a natural weapon with which you are proficient, deals 1d4 piercing damage on a hit, and uses your strength or dexterity modifier for attack and damage rolls, whichever is higher. When you hit a creature with your bite, your walking speed increases by 5ft until the start of your next turn. You may use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest. You can consume flesh from any creature without negative side effects. #### Hunter’s Instincts : You have proficiency in the survival skill and advantage on checks to track creatures. #### Bloodscent : You have advantage on Wisdom (Perception) checks that rely on smell and can detect spilled blood within a mile radius. #### Languages : You can speak, read, and write Common. ###### [[*](#p3)]Page art : Summer Ghoul, by Bo Moore
Helwyr Features
\pagebreakNum # Igazi Igazi were once little more than the favored slaves of the Vrath, yet they have become one of the most widespread and influentian species upon Umbra. Alongside humanity the Igazi founded the nation of Vilen, then went on to create the Empire of Vrathiir which now holds away across the entire continent. Like humanity the Igazi have become a commonplace species, as staple of the land, a people bearing a long history filled with heroes and legends who can trace their ancestry back to before even the founding of the Vrath Empire. While the Igazi may have been through great hardship, repression, control, famine, and near destruction, they have remained steadfast, ever unwilling to give in. Survivors who have progressed far past squallar to become the world's leaders. It is believed that originally the Igazi existed as scattered tribes across the Isle of Vilen, once isolated from the rest of Umbra. Their species evolution and progression being influenced by The Great Mother; a religious figure for the people of Umbra who researchers believe to be some form of enormous malfunctioning Ancient device bearing it's own sentience. Almost as soon as the Vrath first arrived on Vilen, The Father, greatest amongst the Archons, ordered all sentient creatures removed and barred thereafter from entering the Isle. Even going so far as to force out the Igazi, shipping their people back to the mainland and leaving Vilen an empty place. His intents to this day remain unknown, yet the effect his orders had on the Igazi was all too clear. After being sent to the mainland the Igazi were rapidly noticed for their penchant for learning, and general cunning. The Archons saw in them an opportunity, and immediately began the process of enslaving the Igazi, turning them into "favored servants". They became aids to the Archons and their retinues, given intellectual tasks or those that the simple flesh puppets of the Archons did not have the intelligence to complete. Some even became personal assistants of the Archons, confidants and scribes. With the fall of the Vrath Empire, the Igazi were left desperately attempting to survive the death and decimation all around them. Those that survived found a blasted, near dead land waiting for them. Understanding that they could not survive in the land left behind by the Vrath, the Igazi set off across the continent in the hopes of returning to their ancestral homeland; now seen as a promised land of prosperity and plenty. During this arderous journey many of their species perished, yet they came to meet others in search of refuge; fragments of humanity who once too were servants of the Vrath. Refugees both, Humanity and Igazi found their way on a fleet of rafts to the Isle, where once more The Great Mother would serve as nurturing guide, showing them to lands ripe and ready to become farms, meager communities, welcoming back her children with open arms. Now, over two thousand years later, the Igazi and Humanity have turned the Isle into a hub of technological, social, and intellectual progress. A shining gem of the continent dotted with massive cities, institutes of learning, and covered in beautiful farmlands. The Igazi themselves, now leaders of their world, where once they were refugees. ###### [[*](#p3)]Page art : The road ahead, by ThemeFinland
Igazi
\pagebreakNum ### Attributes and Features **Ability Scores**: Choose any +2, Choose any +1 **Size**: Medium **Speed**: 30ft #### Age : Like Humans, Igazi reach adulthood in their late teens and live less than a century. #### Alignment : Most Igazi tend towards a lawful alginment, standing for order and law as the founders of the great Vrathiir Empire. #### Size : Igazi are slightly smaller than the average human, standing about five feet tall. They have lithe, dexterous bodies, weighing between 100 to 120 pounds. Your size is medium. #### Darkvision : You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. #### Swift Learner : Igazi possess naturally curious minds, ever hungry for knowledge. You learn new languages, and gain new tool proficiencies, in half the normal time. You are profieicnt in one skill, one language, and one tool of your choice. #### Lithe Movements : As a bonus action, you may immediately move up to 10ft without provoking attacks of opportunity. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. #### Cunning : As part of a long rest you may choose one skill, tool, language, or weapon, you gain profieciency in your choice until your next long rest. If you choose a skill or tool you are already profieicient in, when you make a roll using it, roll a 1d4 and add it to the result. #### Languages : You can speak, read, and write Common and one other language of your choice. ###### [[*](#p3)]Page art : Artist Unknown
Igazi Features
\pagebreakNum # Igkyn Igkyn are seen by many as the blessed sons and daughters of The Great Mother, born via her grace and given health, beauty, and strength from her influence. A relatively new species to Umbra, the first Igkyn were only born after the Igazi and Human refugees found their way to and settled upon Vilen. After the first decade, a Igkyn child was said to have been born as a sign of approval from The Great Mother. Indeed, it was The Great Mother's influence which allowed the child to be born, such a union of species otherwise being impossible. The child was born strong and beautiful, proud and confident, becoming one of the Isle's first great leaders; it's first queen over the developing city-state of Qala. Igkyn in the modern day are exceedingly more common, though still their numbers are centered around the Isle of Vilen, the possibility of their birth spreading alongside The Great Mother's influence. Modern research suggests that the Igkyn are in all likelihood an attempt by The Great Mother to continue down the road of what she sees as her purpose; helping the species she encounters and nurtures to excel. As with the Igazi millenia ago the Great Mother is capable of fundamentally altering the development of a species, changing it's genetic structure towards an unknown goal. The Igkyn are the lattest incarnation of this, The Great Mother giving them what she likely believes to be the greatest aspects both of Humanity and Igazi. Each new generation of Igkyn showing greater changes over the last, even if they are extraordinarily subtle and undetectable to the unlearned eye. The extent to which an Igkyn displays the aspects of either parent varies heavily based on the individual. Some Igkyn are primarily human with little to differentiate them beyond reptillian eyes and small patches of scales, others display full tails, horns, clawed hands, or lithe reptile like legs. Unfortunately current research has as of yet been unable to identify what exactly causes these differences in Igkyn, as it appears to be nearly wholly random what aspects of parentage will be transferred. Past the first generation however Igkyn mothers and fathers will always transfer aspects of their parentage as would otherwise be expected, leading the species to display more common traits over time based on the success of it's members. Across Umbra, though most prominently in centers of faith towards The Great Mother on Vilen, the Igkyn continue to be seen as blessed. Children of The Great Mother who were held in her embrace before birth. This blessing is visible in the simple fact that Igkyn commonly develop healthier, hardier, more athletic, and often more beautiful than their peers with comparatively little effort. Most even tend to live longer lives than their parental species. While this makes them exceedingly useful in a variety of fields Igkyn are also filled with a natural desire to seek greatness, adventure, and to make a name for themselves. As if The Great Mother herself were pushing her children to go out into the world and discover, to become greater still than she made them. This means Igkyn are rarely sedimentary, instead preferring to live dynamic lives, set out to new lands, join military units, or simply become prominent adventurers. ###### [[*](#p3)]Page art : Setne 3.0, by Zaiisey
\pagebreakNum ### Attributes and Features **Ability Scores**: Con +2, Choose any other +1 **Size**: Medium **Speed**: 30ft. #### Age : Like Humans, Igkyn reach adulthood in their late teens, but tend to live for well over a century. #### Alignment : Due to their natural wanderlust and desire to explore Igkyn tend towards chaotic alignments, rarely staying in one place or holding the same beliefs for long. #### Size : Igkyn tend to be larger than the average human, standing on average just over 6 feet tall and weighing between 200 to 240 pounds. Your size is medium. #### Darkvision : You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. #### Blessed by the Great Mother : The influence of The Great Mother aids your actions. When you roll a saving throw or skill check and fail, you may roll a 1d4, adding it to the result and potentially causing you to succeed. You may use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. #### Hale and Harty : Blessed with good health, you have advantage on saving throws against disease, poison, and to maintain concentration. #### Inquisitive : Ever searching for new discoveries, you are proficient in investigation, one skill of your choice, and one tool of your choice. #### Languages : You can speak, read, and write Common and one other language of your choice. ###### [[*](#p3)]Page art : Skyler, by Enothar
Dyfian Kobold Features
\pagebreakNum # Sentients Sentients are the most abnormal of all Umbra's species. Creatures formed from living metals wrapped around a core of Om'bali; a reality altering material capable of defying the laws of nature. Little is known of them even to this day, the efforts of researchers at the Institute of Volvatenkrat having found precious little information on the enigmatic creatures found dotted across Umbra. Only via recent discoveries are the people of Umbra, or the Sentients themselves, aware at all of why they exist, what they are, or where they might come from. A majority of Sentients are believed to have come from a time long before even the Vrath Empire. The Archons believed that the Sentients were the undying souls of Ancients clinging onto bodies of steel and magic, they were not entirely incorrect. Each Sentient appears to have a mind at some point ripped from a living sentient creature, hence the name by which they are commonly referred. These minds somewhow found themselves trapped, or perhaps intentionally placed within, a roiling core of pure Om'bali and other materials the scientific community has yet to indentify. Their mind controls this core, which in turn holds sway over the materials which make up their strange metallic, malleable bodies. Most seemingly do not realize, initially, that they are technically dead, that they exist within a new body, or comprehend their subconcious control over that body. When Sentients are found, or appear, it is normally from the enormous ancient facilities that dot Umbra. Finding their way out from depths unexplored, or being found by research teams, salvagers, and treasure hunters. Some Sentients even come wandering out of wastelands, confused and lost, seeking to understand who they are. In all cases their memories appear to be almost entirely destroyed, with only basic knowledge left intact. All understanding of who they were, the society from which they came, and what happened since their "long sleep" stripped from them. This does however remain consistent with the ongoing theory that an unknown force some time in the distant past intentionally obliterated all knowledge of who and what the Ancients were, though left their creations and technology intact. Currently while few in number Sentients tend to be prominent members of Umbra society. With a natural knack for academic fields, and the simple fact they have no need of food, drink, sleep, can never become sick, and may essentially mold themselves to any form they wish, making them an asset to any whom they deign to serve. Similarly adventuring parties will frequently go out of their way to recruit Sentients, seeing all the potential benefits such a creature could provide to their efforts. Still, the number of Sentients across Umbra remains extremely low compared to other species, with only a few thousand recorded. This number, however, is constantly increasing; albeit slowly. Recent efforts by notable researcher Felicity De' Myrelle even proving it is possible to create new Sentients in the modern day, though the process is little understood and thus far appears to require a willing subject to be torn apart on a molecular level to become the creature's hosted mind. Then again, research requires sacrifice. ###### [[*](#p3)]Page art : Beyond Human, by Kuki Wang
Sentients
\pagebreakNum ### Attributes and Features **Ability Scores**: Int +2, choose any other +1 **Size**: Medium **Speed**: 30ft #### Age : Automata, being creatures of metal and thaumetic power, do not age. #### Alignment : The alignment of Sentients tends towards chaotic neutrality, their primary concern frequently being accomplishing their own goals. Few sentients care for the concepts of good and evil. #### Size : The size, shape, and weight of a Sentient Automata varies based on their whim, but are always between 4 to 8 feet tall, and weigh between 80 to 240 pounds. Your size is Medium. #### Living Metal : Your body is made up of semi living metallic substances, providing you the following benefits: * You have advantage on saving throws against being poisoned, and you have resistance to poison damage. * You don’t need to eat, drink, or breathe. * You are immune to disease. * You don’t need to sleep, and magic can’t put you to sleep. * You have 60ft of Darkvision. #### Reconstitution : When you take a long rest, you relax and release control over the materials of your body, causing you to form into a pool of metallic ooze. You must spend at least six hours in this state, rather than sleeping. In this state you are motionless and appear inactive, however you are not rendered unconscious; you can see and hear as normal. When you drop below 1 hit point, you return to this amorphous form. #### Malleable Form : You have total control over the materials which make up your body, allowing you to alter it at will. As an action you may alter your size, shape, and appearance.You can also adjust your height and weight, but not so much that your size changes and your body always remains visibly formed from metallic materials. You may mold your limbs, using them as Thieve’s Tools, or Jeweler’s Tools, you are proficient with these tools. #### Repulsion: While not wearing armor, you gain a fly (hover) speed equal to your walking speed. #### Languages : You can speak, read, and write common and one other language of your choice. ###### [[*](#p3)]Page art : Beyond Human, by Kuki Wang
Sentient Features
\pagebreakNum # Feats ### **Displacement** * Prerequisites: The ability to cast spells of at least 1st level * A simple concept; the best defence is to never let an opponent near. When you cast a spell of 1st level or higher, you may choose to move 5ft in any direction to a location you can see. You may use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. ### **Dampening** * Prerequisites: Class - Thaumaturgist * You learn to convert excess thaumetic energy into a shield.When you cast a Thaumaturgy spell, you may choose to gain temporary hit points equal to half the spell’s cost in maximum hit points. These temporary hit points remain until the end of your next turn. You may use this feature a number of times equal to your proficiency modifier, regaining all uses on a long rest. ### **Edgewalker** * Prerequisites: Class - Thaumaturgist * Thaumaturgists must often stand on the line between life and death.. When casting a Thaumaturgy spell that would cause your maximum or current hit points to drop below 1, you may instead expend a death saving throw to cast the spell. This death saving throw is considered failed. ### **Bestial Warrior** * Prerequisites: Race - Helwyr * You embrace the teachings of the archons; to live as a weapon. When not wearing armor your AC is equal to 13 + your dexterity modifier, and attacks with your claws deal an additional 1d4 damage on a hit. ### **Keenscale** * Prerequisites: Race - Igazi * You adopt the methods of Igazi Keenscales, hunters from centuries past. When you use your "Lithe Movements" feature, you can also simultaneously make a single weapon attack. ### **Ever Blessed** * Prerequisites: Race - Igkyn * The gaze of the Great Mother shines bright upon you. When you use the "blessed by the great mother" racial feature, you may roll an additional 1d4; and you may use this feature for attack rolls. ### **Inert State** * Prerequisites: Race - Sentient * Death is a mere inconvenience. When you die your body enters an inert state, reviving after 1 hour with 1 hit point. You can use this feature once, regaining all uses on a long rest. Addtionally, your body cannot be destroyed. ###### [[*](#p27)]Page art : Celestial Artificer by Raphael Elijah Tolentino
Feats
\pagebreakNum # Thaumaturgical Spells The Spells in this section are not entirely exclusive to Thaumaturgists; instead they are based upon the discoveries of Thaumaturgical Institutes. They deal primarily with manipulating fundamental factors of reality, easing the life of a thaumaturgist, and keeping them from potential harm. While Thaumaturgists utilize spells from all corners of reality, they possess almost none centered around bringing direct harm to their opponents. >A Thaumaturgist's spell list includes all spells described in this document, and all spells included as part of the [Thaumaturgist Spell List](#p36) > * NOTE; The Board of Applied Thaumaturgy is not responsible for any inversions of reality, or damage to the fundamental laws of physics, caused by this repertoire of spells. ###### [[*](#p28)]Page art : Lohrien, by Excellero
Spells
\pagebreakNum # Abjuration Spells #### Accelerated Strike *1st-level Abjuration* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** S, M (A steel spring) - **Duration:** Instant By binding raw arcane force to your body’s musculature, strikes can be executed with unnerving swiftness. When you cast this spell, make a single weapon attack. **At higher levels**: For every spell slot above 1st used to cast this spell, your attack does an extra 1d6 force damage if it hits. When cast using a 5th level spell slot or higher, make two attacks instead of the normal one. #### Ablative Barrier *2nd-level Abjuration* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (A cube of solid volcanic glass) - **Duration:** 1 Turn When you cast this spell, you convert conventional defenses into a temporary thaumetic barrier. You gain 20 temporary hit points until the end of your next turn. After you cast this spell, your AC is 10 until the end of your next turn. **At higher levels**: For every spell slot above 2nd used to cast this spell, increase the amount of temporary hit points gained by 10. #### Felicity's Starlight Barrier *2nd-level Abjuration* ___ - **Casting Time:** 1 Minute - **Range:** Self - **Components:** V, S, M (A fragment of a tower shield) - **Duration:** 24 hours While not wearing armor, clothing, or wielding a shield, you construct a faintly shimmering barrier of starlight molded to your form; protecting you from harm. For this spell’s duration your base AC becomes equal to 13 + your spellcasting ability modifier. The spell ends if you don armor, clothes, equip a shield, or if you dismiss the spell as a free action.
#### Malikar's Gauntlet *2nd-level Abjuration* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (A gauntlet made of adamantium costing 50gp) - **Duration:** 1 minute (concentration) A powerful aura of force emanates from a gauntlet worn by the caster, causing their strikes to impact their target with bone shattering force. For the spell’s duration, the caster’s unarmed attacks deal an additional 2d6 force damage and utilize intelligence, instead of the normal strength, for attack and damage rolls. Creatures hit by an attack have disadvantage on concentration saving throws until the start of their next turn. **At higher levels**: when you cast this spell using a spell slot of 5th level or higher, you can attack twice, instead of once, when you take the attack action on your turn; You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn. #### Forcefield *4th-level Abjuration* ___ - **Casting Time:** 1 Reaction, which you take when you would sustain damage - **Range:** Self - **Components:** V, S - **Duration:** 1 Round A shimmering field surrounds you, dampending the force of oncoming blows. You gain resistance to all damage types until the start of your next turn. #### Weave Rider *4th-level Abjuration* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S, M (A small silver disk) - **Duration:** Concentration, up to 1 hour You conjure, and ride, a “board” of pure thaumetic force which allows you to travel along the flow of reality itself. For this spell’s duration you a foot off the surface of the ground, your walking speed is increased by 30ft, you cannot be knocked prone, you do not provoke attacks of opportunity, and your speed cannot be reduced. **At higher levels**: For every spell slot above 4th used to cast this spell, the potential duration increases by 1 hour and your walking speed is increased by an additional 10ft. If you cast this spell using an 8th level spell slot, it no longer requires concentration.
Abjuration Spells 1
\pagebreakNum #### Force Cube *4th-level Abjuration* ___ - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** V, S, M (Cube of Solid Iron) - **Duration:** 1 Minute When you cast this spell, choose a space you can see within range. A 5ft wide 5ft tall cube of pure force appears in this location. This cube cannot be moved, cannot be destroyed, cannot be moved through, and obscures any vision through it. The Force Cube remains for the spell’s duration or until dispelled. You can dismiss the Force Cube as a free action. Any creatures within the Force Cube when it is created are harmlessly shunted to the nearest open space; prioritizing spaces furthest from the caster. #### Infinity Shroud *7th-level Abjuration* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (A fragment of iron from a meteorite costing 500gp) - **Duration:** 1 Minute For this spell’s duration; When you lose hit points, reduce the amount lost by an amount equal to your spellcasting modifier (minimum of 1). You gain a bonus on saving throws against magic equal to your spellcasting ability modifier. #### Hu's Flying Island *8th-level Abjuration* ___ - **Casting Time:** 1 Hour - **Range:** Touch - **Components:** V, S, M (An Angel's Heart worth 2,000gp) - **Duration:** Concentration, up to 1 hour You create a huge floating island, rising into the sky, to act as a method of travel and mobile stronghold. As a part of casting this spell, you place your hands on an area of earth and must remain in contact with this spot for the spell’s entire casting time. In a 300ft radius from this spot the land, as well as any structures or objects on it, begins to rise into the air at a speed of 15ft every minute to a final height of 1,000ft. At the end of the spell’s casting time a stable floating island is formed with a 300ft radius. All land and objects which make up this mass are kept aloft safely by magical forces for as long as you maintain concentration on this spell. If your concentration on this spell ends, the island will begin to fall back to the earth at a rate of 15ft per minute until it reaches the ground. While concentrating on this spell you can command the island to float to a chosen destination. The island moves at a speed of 4mph while you are not concentrating on the spell and 10mph while you are concentrating on the spell. Casting this spell again while a Flying Island already exists does not create another Flying Island. The Flying Island will always remain 1000ft above the ground, altering it’s ellevation to account for hills and mountains. If you maintain concentration on the spell for it’s full duration the flying island becomes permanent until dismissed or destroyed. ###### [[*](#p3)]Page art : Steampunk World, by Islu Jang
Abjuration Spells 2
\pagebreakNum # Divination Spells #### Informed *Divination Cantrip* ___ - **Casting Time:** 1 Minute - **Range:** Self - **Components:** V, S - **Duration:** Instant When you cast this spell; You know which way is north, you know what time of day it is, you know what the weather will be for the next hour. #### Locate Self *2nd-level Divination* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (a hand mirror) - **Duration:** Instant When you cast this spell, you know approximately where you are in existence. You know the closest landmarks to you, you know what plane you are on, and you know the title of your current location; though these names may mean little to you. #### Precognition *2nd-level Divination* ___ - **Casting Time:** 1 Minute - **Range:** Self - **Components:** V, S, M (A golden pocketwatch worth 50gp) - **Duration:** 24 Hours As part of casting this spell you glimpse the future, seeing flashes of a battle. When you cast this spell, choose a bonus action. The next time you roll for initiative, you may immediately execute this bonus action. This bonus action may not be to cast a spell or activate a magical item. The spell then immediately ends. **At higher levels**: When you cast this spell using a spell slot of 7th level or higher, you may choose a single action rather than a bonus action. This action may not be to cast a spell or activate a magical item. #### Certainty *4th-level Divination* ___ - **Casting Time:** 1 Reaction, when a creature within range rolls a d20 - **Range:** 30ft - **Components:** V, S - **Duration:** Instant Shuffling through timelines, you find one with exactly the desired result; When a creature within range rolls a d20 you cause the number rolled on the dice to automatically equal 10. Certainty must be cast before the outcome of a creature’s roll is determined.
#### Fated *9th-level Divination* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 Minute You choose to exist only within the most successful timelines. When you roll a D20, you can treat a roll of 18 or lower on the d20 as a 19.
Divination Spells
\pagebreakNum # Conjuration Spells #### Jaunt *Conjuration Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 5ft - **Components:** V, S - **Duration:** Instant You disappear from reality and re appear in a location you can see 5ft away. #### Consuming Power *2nd-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 30ft - **Components:** V, S - **Duration:** Instant Empowering a summoned entity can be both an extremely dangerous and highly useful act. Target an allied summoned creature within range, the creature may immediately take another turn. At the end of this turn the creature immediately dies, imploding violently and dealing 3d6 force damage to all creatures within 5ft. #### Astrole's Astonishing Ambry *3rd-level Conjuration* ___ - **Casting Time:** 1 Minute - **Range:** Self - **Components:** V, M (A cupard door) - **Duration:** Instant - -Ritual- Casting this spell allows you to reach into an extra dimensional storage space which can hold up to 500 pounds. When the spell is cast you may choose up to ten objects within 5ft to store, these objects must not be secured to their environment; a door on it’s hinges could not be stored. You may also choose up to ten objects to remove from Astrole’s Astonishing Ambry, which fall from holes in reality to land at your feet. Exceeding the 500 pound limit of Astrole’s Astonishing Ambry causes all stored objects to instantly fall at the caster’s feet. For heavier objects a set of steel toed boots are recommended. #### Extricate *4th-level Conjuration* ___ - **Casting Time:** 1 reaction, when you would sustain damage - **Range:** 10ft - **Components:** V - **Duration:** Instant The best method of avoiding danger is to never be near it. You cast this spell as a reaction just before you would suffer damage, teleporting up to 10ft to a nearby location you can see; potentially avoiding the damage in the process. Extricate must be cast before damage has been determined. **At higher levels**: For every spell slot above 4th used to cast this spell, the distance you may teleport increases by 10ft.
#### Void Beast *6th-level Conjuration* ___ - **Casting Time:** 10 Minutes - **Range:** touch - **Components:** V, S, M (Skin from a Starspawn) - **Duration:** Concentration, Up to 24 hours Few steeds are befitting of you, so you take it upon yourself to make one. As part of casting this spell you must remain in physical contact with a living warhorse for the spell's entire casting time. At the end of this casting time, the warhorse is transformed into a [Void Beast](pg26) which obeys your commands and serves you loyally, acting as a capable mount. You control the Void Beast in combat. While the Void Beast is within 1 mile of you, you can communicate with it telepathically. When the Void Beast reaches 0 hit points, it turns into a pool of inert slime. You cannot create more than one Void Beast at a time using this spell. As an action you may dismiss the Void Beast, causing it to immediately fall into a pool of inert slime. When the Void Beast dies or is dismissed any equipment or items it was carrying fall to the ground. If you maintain concentration on this spell for it’s full duration, the Void Beast becomes permanent; until killed or dismissed. #### Astral Domain *9th-level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (The eye of a Marut, worth 10,000gp) - **Duration:** Instant The greatest achievement of any Thaumaturgist is not to simply alter reality, but to create their own. As part of casting this spell you are transported to a new Astral Plane of your own creation. This Astral plane begins as a 100ft radius area of your own design, you choose the terrain, weather, and aesthetics of the plane. This plane can support life, if you choose to allow it, but flora and fauna will not develop naturally and must be acquired from elsewhere. When reaching the edge of this plane creatures will encounter an impassable invisible barrier; with the infinite astral sea beyond. After you cast this spell the first time, each subsequent cast will return you to your Astral Domain. You may also reach your Astral Domain by Plane Shift, or other similar spells and effects. If you cast this spell while already within your Astral Domain an additional 100ft is added to its radius and you may alter its terrain, weather, and aesthetics as you wish. You may only create one Astral Domain, due to the enormous strain of maintaining your own miniature plane of existence.
Conjuration Spells
\pagebreakNum # Enchantment Spells #### Focus *Enchantment Cantrip* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** S, M (A small malleable sack of beans) - **Duration:** 10 Minutes You focus your thoughts for a coming task. Choose a skill or tool, the next time you make a skill check with the chosen skill or tool add a bonus to your roll equal to 1 plus half your spellcasting modifier (rounded up). The spell then immediately ends. Casting Focus again during its duration causes the spell to immediately end. #### Convey Idea *Enchantment Cantrip* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V - **Duration:** 1 Minute As part of casting this spell you make physical contact with another creature. The next time you attempt to speak to that creature during the spell’s duration it is vaguely aware of what you are attempting to say, or tell it, even if it does not speak your language. This spell does not convey entire thoughts, only vague meanings and intents. The exact concepts conveyed are determined by your DM. #### Rapid Understanding 3rd-level Enchantment ___ - **Casting Time:** 1 reaction, which you take when a creature casts a spell - **Range:** 30ft - **Components:** V, S - **Duration:** 1 Minute Watching another creature cast a spell, you can briefly expand your understanding of it. As a reaction when a creature within 30ft of you casts a spell, you gain the ability to cast this spell if it is a spell of a level you can cast. You may cast this spell once, Rapid Understanding then immediately ends. #### Nehekg's Torture Dance *7th-level Enchantment* ___ - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** V, S, M (Sheet music doused in venom) - **Duration:** 10 Minutes You break a target’s mind, forcing them to dance violently and uncontrollably until their body rips itself apart. Choose a creature you can see within range, that creature must make a Charisma saving throw. On a fail, the creature begins to dance uncontrollably and cannot take any action on their turn other than to move. The creature additionally loses 1d4 hit points at the end of every turn while under the effects of this spell. The creature may attempt the save again at the start of their turns, and must succeed three times to end this spell’s effects. If the creature fails their saves three times they can no longer make further saves against the spell’s effects until the end of it’s duration. The corpse of a creature which dies while affected by this spell continues to dance eratically across the battlefield until the end of the spell’s duration. #### Creeping Madness *8th-level Enchantment* ___ - **Casting Time:** 1 Action - **Range:** Self, (15ft Radius) - **Components:** V, S - **Duration:** Concentration, up to 1 minute You create an aura around yourself which constantly assaults the minds of nearby creatures, burrowing deep, ripping apart memories, hopes, and dreams; leaving them broken. A cloud of darkness and malice swirls around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. The area within is difficult terrain for an affected creature, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature is paralyzed until the start of it’s next turn and becomes frightened until the end of it’s next turn. On a successful save the creature is unaffected. #### Revitalization *8th-level Enchantment* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a cup of warm milk) - **Duration:** 3 Hours You reach into a creature’s mind, forcing it into a deep slumber. A creature you touch must make an intelligence saving throw. If it fails, the creature immediately falls unconscious for the spell’s duration. On a successful save the creature is unaffected. If a creature remains unconscious for the spell’s full duration, it gains the effects of a long rest. A creature rendered unconscious by this spell can be awoken as if it were sleeping normally, or by taking any form of damage. A creature can only be affected by Revitalization once every 7 days.
Enchantment Spells
\pagebreakNum # Illusion Spells #### Wondrous Wardrobe *1st-level Illusion* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (A Seamstress's scissors) - **Duration:** 24 Hours - -Ritual- A good Thaumaturgist should never be without a change of clothes, or the latest fashions. When you cast this spell, a spectral wardrobe appears before you. This wardrobe remains for 1 minute or until you dismiss it as a free action. You can interact with this wardrobe to conjure a set of illusory clothes on your body; you choose the appearance of this clothing. These illusory clothes remain for the spell’s duration or until they are dispelled. Illusory clothes created by this spell disappear instantly if they are removed from your body. #### Mimicry *2nd-level Illusion* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (The toungue of a Mimic) - **Duration:** 1 Hour Careful study of the infamous creatures known as Mimics has allowed their peculiar abilities to be replicated. When you cast this spell on a willing creature, choose either a chest, table, chair, bed, cabinet, rug, door, or framed picture of medium size. For the spell’s duration the creature you touch becomes shrouded by an illusion of the selected type, causing them to appear as a piece of furniture. If another creature attempts to interact with them during this time, such as to sit on a chair, the target of this spell may immediately make a single attack against the creature interacting with them, this attack is automatically a critical hit. This spell ends if a creature it was cast on takes any action or moves. A creature which can see the illusory furniture created by this spell may attempt an Investigation check with a DC equal to your spell save DC to see past the illusion. #### Spectral Sprint *3rd-level Illusion* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S, M (A scrap of writing from a Spectre) - **Duration:** 2 Rounds You fade into the ethereal plane like a ghost or spectre, allowing you to pass through solid matter. Until the end of your next turn you may move through solid matter, such as walls, objects, or other creatures, as if it were difficult terrain. When an object or creature moves while you are within it, you move with them. While within an object, creature, or terrain, your vision is not obstructed. If this spell’s effect ends while you are still within an object you are forcibly ejected to the nearest open space and sustain 1d10 force damage for every 5ft moved. #### Back Biter *4th-level Illusion* ___ - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** V, S, M (The blade of a long dead warrior) - **Duration:** 1 Round You briefly become ethereal, leaping through solid matter to decimate an unfortunate foe. Choose a creature within range, you instantly appear at a chosen location within 5ft of that creature, in it’s blindspot, and make a single melee weapon attack. You have advantage with this attack. If the attack hits, you gain invisibility until the start of your next turn. #### Phantom Assault *5th-level Illusion* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (The crown of a dead king worth 500gp) - **Duration:** Concentration, up to 10 minutes You reach into the ethereal plane, pulling forth a phantom copy of yourself to fight alongside and draw power from. For this spell’s duration your walking speed is increased by 40ft, you have advantage on all weapon attacks, you do not provoke attacks of opportunity, and you can move through other creatures unhindered. The first time you make a weapon attack against a creature during a turn while this spell is active, your phantom repeats the same attack against a chosen creature within 30ft. **At higher levels**: When you cast this spell using a spell slot of 7th level or higher, your phantom attacks twice instead of once.
\pagebreakNum # Necromancy Spells #### Lesser Bloodthorn *Necromancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (5-foot radius) - **Components:** S, M (A melee weapon) - **Duration:** 1 round You coat the weapon used in the spell's casting with a few drops of your blood and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and is left with weeping wounds, causing them to sustain 2d4 necrotic damage at the start of your next turn. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d4 nedrotic damage to the target on a hit, and the damage the target takes at the start of your turn increases to 3d4. Both damage rolls increase by 1d4 at 11th level (2d4 and 4d4) and again at 17th level (2d4 and 5d4). #### A Life for a Life *1st-level Necromancy* ___ - **Casting Time:** 1 reaction, when a creature within range dies - **Range:** 60ft - **Components:** V, S, M (Shaving from a tombstone) - **Duration:** Instant Death and life are two sides of the same coin, one only needs to flip to the other side. As a reaction when a creature within 60ft would be reduced below 1 hit point, this spell negates the damage that would have reduced them below 2 hit point. You then immediately die. Death caused by this spell cannot be negated in any way. #### Blood for Blood *2nd-level Necromancy* ___ - **Casting Time:** 1 reaction, when you take damage - **Range:** Touch - **Components:** V, S, M (Finger bones of a gladiator) - **Duration:** Instant The life of any creature is a force which is measurable, and can be used to an end. As a reaction when you lose hit points, you transfer the suffering to a nearby creature. The creature must make a constitution saving throw. On a fail, the creature takes an amount of psychic damage equal to half the number of hit points you lost (rounded up). #### Die for Me *2nd-Level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S, M (A freshly harvested spine) - **Duration:** Instant Target a creature you have summoned, or any willing creature, within range. The target creature instantly dies, and you gain a number of hit points equal to half the creature's remaining hit points when it died. Any hit points gained from this spell over your maximum are converted into temporary hit points which last for 1 hour.
#### Greater Bloodthorn *3rd-level Necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S, M (A melee weapon and a small cup of blood) - **Duration:** 1 round Refining the bloodweaving arts of the Hesh Yn', a Thaumaturgist is capable of enhancing a weapon with bloody bramble of thorns. Your next attack which hits a creature this turn deals an additional 4d4 necrotic damage and leaves them with wretched wounds. These wounds cause the target to sustain an additional 4d4 necrotic damage at the end of it's next turn. **At higher levels**: For every spell slot above 3rd used to cast this spell, both your attack and the wound inflicted deal an additional 2d4 necrotic damage. #### Shadow Servants *4th-level Necromancy* ___ - **Casting Time:** 10 Minutes - **Range:** Touch - **Components:** V, S, M (the skull of an undertaker) - **Duration:** Concentration, up to 1 hour While common corpses may have their purpose, you require more diligent servants. As part of casting this spell you must remain in contact with the corpse of a humanoid creature for the spell’s entire casting time. At the end of this duration, the corpse is consumed; melting into a black ichor which rises as a [Shadow](pg36). This Shadow serves you, obeying your every order. Shadows created by this spell have an intelligence score of 12, allowing them to act independently and attune to magic items. While a Shadow you create with this spell is within 1 mile of you, you can communicate with it telepathically. When a Shadow reaches 0 hit points, it turns into a pile of ash. Shadows you create with this spell cannot attack other creatures, or utilize magic items to harm them, and will ignore orders to do so. If you maintain concentration on this spell for it’s full duration, the Shadow becomes permanent; until killed or dismissed. When you cast this spell, any Shadows under your control are instantly destroyed. During combat Shadows created by this spell act on your turn, and if not given orders will attempt to hide from hostile creatures. **At higher levels**: For every spell slot above 4th used to cast this spell, you create an additional Shadow.
Necromancy Spells 1
\pagebreakNum #### Last Lough *5th-level Necromancy* ___ - **Casting Time:** 1 reaction, when you would be reduced below 1 hit point - **Range:** 30ft - **Components:** V - **Duration:** Instant Death has its own power, and those either pragmatic or insane enough find ways to use even their own. As a reaction when you would otherwise be reduced below 1 hit point, a massive explosion of necrotic energy rips out from your body. Creatures within a 30ft sphere centered on you must make a dexterity saving throw. Targets take necrotic damage equal to half your unmodified maximum hit points (rounded down) on a failed save, or half as much on a success. You then immediately die; an expected result of imploding. #### Golden Age of Necromancy *8th-level Necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (20ft Radius) - **Components:** V, S, M (The horn of a Nightwalker worth 1,000gp) - **Duration:** Concentration, up to 10 minutes Enormous quantities of negative energy radiate from the caster, draining life from all living creatures; leaving behind wretched husks which rise as servants. An aura of pulsing negative energy follows the caster to a distance of 20ft for the spell’s duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature cannot regain hit points until the start of it’s next turn. On a successful save the creature is unaffected. If a creature dies while within this spell’s radius, and it is not an undead, construct, elemental, ooze, or plant, it returns after 1 hour as a [Witherling](pg36) under the caster’s control. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. ###### [[*](#p3)]Page art : Crimson Circle, by Claudiu-Antoniu Magherusan
Necromancy Spells 2
\pagebreakNum # Transmutation Spells #### Shunt *2nd-level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 30ft - **Components:** S - **Duration:** Instant Select a creature within range, it must succeed on a strength saving throw or be moved up to 15ft in a direction of your choice by a small mound of earth; which dissipates immediately after casting this spell. If a creature encounters a wall or other solid object while being moved by this spell, it’s movement stops and it is knocked prone. **At higher levels**: For every spell slot above 1st used to cast this spell, the distance you can move a creature increases by 15ft. #### Bolt *2nd-level Transmutation* ___ - **Casting Time:** 1 Bonus Action - **Range:** Touch - **Components:** S - **Duration:** 1 Round You imbue a creature with an enormous burst of momentum, allowing them to move at terrifying speeds. As part of casting this spell you touch a willing creature, it’s base movement speed increases by 10ft and is doubled until the end of it’s next turn. **At higher levels**: For every spell slot above 2nd used to cast this spell, the creature’s base movement speed is increased by an additional 10ft. #### Trueform *3rd-level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 30ft - **Components:** V, S, M (Blood from a changeling) - **Duration:** 10 Minutes When you cast this spell, target a creature within range that has been changed from their original form. This includes creatures who have been polymorphed, shapechangers, wildshaped creatures, and any other creature which is not in its original form; if they have one. The creature must succeed on a charisma saving throw, reverting to its original form on a failure. A creature which fails this save cannot change their form, or have their form changed, until the end of this spell’s duration. A creature under the effect of this spell may make a charisma save at the end of each of it’s turns. On a successful save, the spell ends.
#### Vigor *4th-level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 30ft - **Components:** V, S, M (The horn of a bull) - **Duration:** Instant You imbue a target with your own vigor and energy, allowing them to act with greater swiftness. Target another creature you can see within range, that creature may immediately take a single standard action. #### Impossible Adhesive *6th-level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (A ball of sticky sap) - **Duration:** Concentration, up to 1 hour You create an impossibly sticky substance, connecting two objects with it. When you cast this spell, two objects you are in contact with, and which are in contact with one another ,become connected by a magical adhesive. These objects cannot be separated until the end of this spell’s duration, or until this spell is dispelled. If you maintain concentration on this spell for it’s full duration the adhesive becomes permanent until dispelled.
Transmutation Spells 1
\pagebreakNum # Thaumaturgist Minions ___ > ## Witherling >*Medium Undead, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 11(2d8 + 2) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|8 (-1)|12 (+1)|7 (-2)|8 (-2)|5 (-3)| >___ > - **Damage Immunities** Poison > - **Condition Immunities** Exhaustion, Poisoned > - **Senses** Darkvision 60ft, passive perception 9 > - **Languages** understand all languages of it's master, but cannot speak > - **Challenge** 1/4 (50 XP) > ___ > - **Simple Minded** A Witherling is only proficient with simple weapons. ___ > ## Void Beast >*Large Abberation, Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 60(8d10 + 16) > - **Speed** 60ft, Fly(hover) 80ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|16 (+3)|12 (+1)|10 (0)|12(+1)| >___ > - **Skills** Athletics +4, Acrobatics +2 > - **Damage Resistances** radiant, psychic > - **Condition Immunities** exhaustion > - **Senses** Darkvision 60ft, passive perception 10 > - **Languages** understand all languages of it's master, but cannot speak > - **Challenge** 3 (700 XP) > ___ > - **Alien Mind** The Void Beast has advantage on intelligence, wisdom, and charisma saving throws. > ### Actions > - **Claws.** Melee Weapon Attack, +6 to hit, reach 5ft., one target. Hit: 15 (2d8 + 6) Slashing damage. > - **Void Spines.** Ranged Weapon Attack, +5 to hit, 20ft range, one target. Hit: 10 (2d4 + 5) Piercing damage plus 5 (2d4) Psychic damage. ###### [[*](#p3)]Page art : Niohogger, Amalgamations, by A River of Commerce ___ > ## Shadow Servant >*Medium Undead, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 16(3d8 + 3) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|13 (+1)|7 (-2)|10 (0)|8 (-1)| >___ > - **Skills** Stealth +4 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** necrotic, Poison > - **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** Darkvision 60ft, passive perception 10 > - **Languages** understand all languages it's of master, but cannot speak > - **Challenge** 1/2 (100 XP) > ___ > - **Amorphous** The shadow can move through a space as narrow as 1 inch wide without squeezing. > - **Shadow Stealth** While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. > - **Sunlight Weakness** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. > - **Pacifistic** A Thaumaturgist's Shadow cannot attack other creatures and cannot take any action that would bring harm to a creature.
\pagebreakNum # Thaumaturgist Spell List
##### Cantrips (0 Level) - Booming Blade - Blade Ward - Control Flames - Dancing Lights - Light - Mage Hand - Magic Stone - Mending - Message - Minor Illusion - Mold Earth - Prestidigitation - Resistance - Shape Water - Spare the Dying - Thaumaturgy ##### 1st Level - Absorb Elements - Alarm - Bane - Charm Person - Color Spray - Command - Comprehend Languages - Detect Magic - Disguise Self - Expeditious Retreat - Faerie Fire - False Life - Feather Fall - Fog Cloud - Grease - Identify - Illusory Script - Jump - Longstrider - Shield - Silent Image - Sleep - Snare - Tenser’s Floating Disk - Unseen Servant ##### 2nd Level - Alter Self - Arcane Lock - Blindness/Deafness - Blur - Crown of Madness - Darkness - Darkvision - Detect Thoughts - Earthbind - Enhance Ability - Enlarge/Reduce - Hold Person - Invisibility - Knock - Levitate - Locate Object - Magic Mouth - Mirror Image - Misty Step - Pass Without Trace - Ray of Enfeeblement - Rope Trick - See Invisibility - Shadow Blade - Silence - Spider Climb - Suggestion - Warding Wind - Web ##### 3rd Level - Animate Dead - Bestow Curse - Blink - Catnap - Clairvoyance - Counterspell - Daylight - Dispel Magic - Fear - Fly - Galder's Tower - Gaseous Form - Glyph of Warding - Hypnotic Pattern - Intellect Fortress - Leomund’s Tiny Hut - Life Transference - Magic Circle - Major Image - Nondetection - Phantom Steed - Protection from Energy - Remove Curse - Sending - Slow - Spirit Shroud - Summon Shadowspawn - Summon Undead - Tiny Servant - Tongues - Wall of Water - Water Breathing - Water Walk ##### 4th Level - Arcane Eye - Banishment - Charm Monster - Confusion - Dimension Door - Dominate Beast - Elemental Bane - Fabricate - Freedom of Movement - Greater Invisibility - Hallucinatory Terrain - Leomund’s Secret Chest - Locate Creature - Mordenkainen’s Private Sanctum - Otiluke’s Resilient Sphere - Polymorph - Stone Shape - Stoneskin - Summon Aberration - Summon Construct ##### 5th Level - Animate Objects - Contact Other Plane - Control Winds - Creation - Danse Macabre - Dominate Person - Dream - Far Step - Geas - Hold Monster - Legend Lore - Mislead - Modify Memory - Passwall - Planar Binding - Rary’s Telepathic Bond - Scrying - Seeming - Skill Empowerment - Telekinesis - Teleportation Circle - Transmute Rock - Wall of Light - Wall of Stone - Wall of Force ##### 6th Level - Arcane Gate - Contingency - Create Undead - Eyebite - Flesh to Stone - Globe of Invulnerability - Guards and Wards - Magic Jar - Mass Suggestion - Move Earth - Otto’s Irresistible Dance - Programmed Illusion - Scatter - Soul Cage - Summon Fiend - Tasha’s Otherworldly Guise - True Seeing - Word of Recall ##### 7th Level - Create Magen - Etherealness - Forcecage - Mirage Arcane - Mordenkainen’s Magnificent Mansion - Plane Shift - Project Image - Reverse Gravity - Sequester - Simulacrum - Symbol - Teleport ##### 8th Level - Antipathy/Sympathy - Control Weather - Demiplane - Dominate Monster - Earthquake - Clone - Maze - Mighty Fortress - Mind Blank - Power Word Stun - Telepathy ##### 9th Level - Astral Projection - Foresight - Gate - Imprisonment - Mass Polymorph - Shapechange - Time Stop - True Polymorph