Thaumaturge

Thaumaturges look for truth in the mundane - symbolism that creates the bigger picture. They seek hidden knowledge, and wish to wield the powers that come with it. Employing an arsenal of esoterica, they are versatile and always ready for whatever trials the fate has in store for them. 
Note: Some esoterica are unfinished and lack their Superior or Mystic abilities. 
The Thaumaturge	The Thaumaturge 	The Thaumaturge	The Thaumaturge	The Thaumaturge
Level 	Proficiency Bonus 	Features 	Esoterica 	Resonance Points
1st 	Esoterica 	1 	3 	
2nd 	Superstition 	1 	4 	
3rd 	Research Field 	2 	4 	
4th 	Ability Score Improvement, Thaumaturgic Versatility (Optional)	2 	4 	
5th 	Superior Esoterica 	3 	5 	
6th 	Research Field Feature 	3 	6 	
7th 	Esoterica Juggler 	4 	6 	
8th 	Ability Score Improvement, Thaumaturgic Versatility (Optional)	4 	6 	
9th 	Research Field Feature 	4 	7 	
10th 	Recall Knowledge 	4 	8 	
11th 	Mystic Esoterica 	4 	8 	
12th 	Ability Score Improvement, Thaumaturgic Versatility (Optional)	4 	8 	
13th 	 	5 	9 	
14th 	Reverberation 	5 	10 	
15th 	Research Field Feature 	5 	10 	
16th 	Ability Score Improvement, Thaumaturgic Versatility (Optional)	5 	10 	
17th 	 	5 	10 	
18th 	 	6 	10 	
19th 	Ability Score Improvement, Thaumaturgic Versatility (Optional)	6 	10 	
20th 	The Be-all and End-all 	6 	10 	
==Class Features==
As a thaumaturge, you gain following class features.
===Hit Points===
*Hit Dice: 1d8 per thaumaturge level
*Hit Points at 1st Level: 8 + your Constitution modifier
*Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per thaumaturge level after 1st
===Proficiencies===
*Armour: Light armour, Shields
*Weapons: Simple weapons
*Tools: None
*Saving Throws: Wisdom, Charisma
*Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Medicine, Perception, and Religion
===Equipment===
You start with the following equipment, in addition to the equipment granted by your background:
*two simple weapons and leather armour
*a light crossbow and 20 bolts
*(a) a scholar's pack or (b) an dungeoneer's pack
*pouch filled with trinkets
==Esoterica==
Esoterica are especially powerful and mysterious items of great symbolism. At 1st level you gain one esoterica of your choice. As you gain thaumaturge levels, you gain additional esoterica of your choice as shown in the Esoterica column of the Thaumaturge table. Your esoterica serve as an arcane focus for the spells you gained from that esoterica.
You may enchant any mundane or magical item that shares the type with one of your esoterica to grant it that type’s esoterica abilities, making your previous esoterica of that type to lose all its powers. Only you can use your esotericas’ powers, and the items appear as mundane to others.
Some abilities of esotericas use Resonance Points. You have 3 resonance points, and you gain more as you reach higher levels, as shown in the Resonance Points column of the Thaumaturge table. You regain all spent sorcery points when you finish a long rest.
Your spellcasting ability for your Esotericas’ abilities and spells is Charisma.
===The Amulet===
The Amulet is a symbol of luck, protection and warding against evil. It can be an ornate piece of jewellery, a makeshift fetish, a religious symbol, a preserved body part such as a rabbit's foot, or a lucky coin.
While wearing or holding The Amulet:
*The amulet shields you from harm. You gain a +1 bonus to your AC and your Saving Throws.
*Invoking the power of the amulet, you conjure forth a protective force. You can spend 1 resonance point and a bonus action to grant a willing creature within 30 feet resistance against non-magical damage, or alternatively resistance against one of the following damage types: acid, cold, fire, lightning, poison, radiant, necrotic, or thunder. The effect lasts until the end of their next turn.
*You can cast Sanctuary once without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica: You can thwart the attacks of your foes. While wearing or holding the amulet, when a creature you can see hits a target that is within 15 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your Charisma modifier (to a minimum of 0 damage).
Mystic Esoterica: The amulet’s protection engulfs you. While wearing or holding the amulet and no armour, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
===The Bell===
The Bell’s sound comforts the disturbed and disturbs the comfortable.
While holding The Bell:
*Your bell’s soothing ring aids those who need help. Allies in a 30 feet radius around you restore an additional hit point whenever they restore a hit point.
*You ring the bell with a sound audible to only one unfortunate soul. You can spend 1 resonance point and a bonus action to make a creature of your choice within 60 feet of you make a Wisdom saving throw, at a disadvantage if they are concentrating. On failure, they drop any concentration they had, and additionally have disadvantage on attacks until the end of your next turn. Deaf creatures are immune to this ability.
*You can cast Thunderwave once without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica: The bell’s ring resonates within your foe’s body. Creatures under the effect of the bell’s abilities take additional 1d6 thunder damage whenever they get hit by an attack.
Mystic Esoterica: The power within your bell may now be unleashed, but such power does not discriminate. You can spend 3 resonance points and an action to start ringing your bell for 1 minute. When you use this ability, and as an action on each of your turns, you may create a shockwave of sound in a 30 feet cone. Targets in the cone need to make a Wisdom saving, at a disadvantage if they are concentrating.. On failure, they take 8d6 thunder damage. Additionally, they become deafened and have disadvantage on their attack rolls until the end of your next turn. You may ring your bell 3 times, after which you stop ringing your bell.
===The Boots===
The Boots are associated with travel and swiftness. They often appear as beautifully crafted footwear.
While wearing or holding The Boots:
*The boots eagerly help you with exploring the most inaccessible locations. You ignore difficult terrain and can walk on water. In addition, starting at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
*You can spend 1 resonance point and a bonus action to double your speed and not trigger attacks of opportunity until the end of your turn.
*You can cast either Earth Tremor or Jump once without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica: While wearing the boots you become proficient in Dexterity Saving throws and become immune to fall damage.
Mystic Esoterica: The boots are ready to carry you to the lands far away. While wearing the boots, you can spend 2 resonance points and a bonus action to gain the ability to walk on air for 10 minutes.
===The Chalice===
The Chalice is associated with healing, nourishment, and life. Your chalice might be a traditional cup or goblet, but it could also be a small amphora, a polished gourd, or even a hollowed-out skull.
While holding The Chalice:
*You gain resistance to poison damage and immunity to the poisoned condition.
*Your chalice slowly collects an unidentifiable liquid. While holding the chalice, as a bonus action, you or a willing creature within 5 ft. of you can drink from the chalice to gain 1d4 temporary hit points. You can spend 1 resonance point to make the drinking regain that much hit points instead. You increase the number of dice rolled to 2d4 once you reach 5th level, and to 3d4 once you reach 11th level.
*You can cast either Purify Food and Drink or Create or Destroy Water once without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica: Creatures that regain their hit points with the chalice gain 1d4 bonus to attack rolls, ability checks, and saving throws until the end of their next turn. Additionally, they receive a full meal's worth of nourishment.
Mystic Esoterica: Creatures that regain their hit points with the chalice may use their reaction to either make one weapon attack, or move up to their speed without triggering attacks of opportunity.
===The Cloak===
The Cloak is associated with secrecy and evasion. Your cloak can be of any shape, length, or colour. 
While wearing or holding The Cloak: 
*You can use Charisma instead of Dexterity on your Stealth ability rolls.
*You can spend 1 resonance point and a bonus action to blend in with the terrain, making you invisible. If you move, attack, or cast a spell, you become visible at the end of your turn.
*You can cast Shield once without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica: 
Mystic Esoterica:
===The Crown (5th level)===
The Crown is the symbol of power. It can be a diadem, tiara, or a crown.
While wearing or holding The Crown:
*Spirits of rulers past guide you on your journey. Once per day, you can add a 1d8 bonus to an ability check. You can add this bonus after rolling, but before knowing the outcome.
*You have masterful control over your esoterica. When using a bonus action ability of one of your esoterica, you can spend an additional 1 resonance point to make it a free action instead. You can use this feature only once per turn.
*You can cast Command at 3rd level without a spell slot, and you must finish a long rest before you can cast it in this way again.
Mystic Esoterica: The crown’s authority is hard to resist. When a creature within 30 feet of you that you can see damages you, you can punish them. They may kneel, dropping prone. If they don’t, your attacks against them deal additional 1d10 psychic damage until the end of your next turn.
===The Lantern===
Lantern is associated with truth, vigilance, and clairvoyance. Your lantern might be a regular lantern, but it could also be a candle, or a torch.
While wearing or holding The Lantern:
*Your lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can’t be smothered or quenched. You can snuff it out or light it using a bonus action. Additionally, the lantern reveals the truth, granting you and your allies a bonus to Perception, Investigation, Insight and Initiative equal to your Charisma modifier, as long as they are in the bright light.
*You can use 1 resonance point and a bonus action to sense the presence of magic within 30 feet of you for 10 minutes. You see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
*You can cast Burning Hands without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica: The light of the lantern snuffs out deception. Illusions in the bright light of your lantern become translucent. Additionally, you and your allies in the bright light of your lantern gain advantage on rolls against being charmed.
Mystic Esoterica: Lies cease existing in your presence. Your lantern now sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Creatures are compelled to speak truth and illusions are dispelled while in the bright light. Creatures that wish to resist the lantern can attempt to make a Wisdom saving throw against your Spell DC.
===The Mask===
Mask is associated with deception, dehumanisation, and giving voice to the unseen. It might cover your face, only a part of it, or your entire head.
While wearing or holding The Mask:
*You gain resistance to psychic damage, and proficiency in your choice of Persuasion, Deception, or Intimidation.
*You can shift your mask into various visages. You can use 1 resonance point and a bonus action to make a target creature in 30 ft. range roll a Charisma saving throw against your Spell save DC. You can either charm them, or frighten them for 1 minute. They can retry the saving throw at the end of each of their turns. If they save against the initial effect, or when the effect ends, they become immune to the mask for 1 hour.
*You can cast Disguise Self without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica:
Mystic Esoterica:
===The Noose (5th level)===
Noose is associated with regrets, ascension, and death. It might be made out of a rope, but it could also be made out of a chain, a vine, or even a scarf.
While wearing The Noose:
*You need to fail four death saving throws to die.
*You can use 1 resonance point and a bonus action to gain fly speed equal to your walking speed, as the noose tightens and lifts you into the air. You can stop flying as a free action. While flying, you deal additional 1d4 psychic damage with your weapon attacks and spells, but you reduce your hit points by 1d4 at the end of each of your turns. If you fall unconscious while flying, you remain suspended. You stop reducing your hit points, but automatically fail your death saves.
You can cast Beacon of Hope without a spell slot, and you must finish a long rest before you can cast it in this way again.
Mystic Esoterica:
===The Pipe===
Pipe is associated with age, experience, stories, and hallucinations. You can smoke the pipe without any fire, tobacco leaves or other drugs inserted in it. You can change the taste, smell, and colour of the smoke at will.
While holding The Pipe: 
*You can cast Silent Image and Minor Illusion at will.
*You can use 1 resonance point and a bonus action to create an illusion of yourself using your pipe’s smoke. It appears in your space, and you turn invisible until you make an attack, cast a spell, or end your turn.
*You can cast Fog Cloud without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica:
Mystic Esoterica:
===The Tablet (5th level)===
The Tablet is associated with ancient knowledge, alchemy, and bashing people’s skulls in. Your tablet can be made out of stone, crystal, wood or metal, and it usually has cryptic writing carved into it. No matter the material, your tablet seems near indestructible.
The Tablet is a simple weapon that deals 1d6 bludgeoning damage and has the thrown (20/60) trait.
While holding The Tablet:
*You can use 1 resonance point and a bonus action to transmute the damage type of your weapon to one of the following: acid, cold, fire, lightning, poison, or thunder. for 1 hour.
*You can cast Chromatic Orb at level 3 without a spell slot, ignoring the material cost. You must finish a long rest before you can cast it in this way again.
Mystic Esoterica: Whenever you hit a target with a weapon attack or damage them with your spell, you may spend 2 resonance points to grant them a vulnerability to one of the following damage types: acid, cold, fire, lightning, poison, or thunder. If they were resistant to the chosen damage type, they instead lose their resistance. If they were immune to the chosen damage type, they instead lose the immunity and become resistant. This effect lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
===The Tome===
The Tome is associated with knowledge, memory, and mysteries. It might be a book, a scroll, or another container of knowledge.
You gain expertise in two skills of your choice.
Choose any two 1st level spells. You can cast each once without a spell slot, and you must finish a long rest before you can cast it in this way again.
While holding The Tome:
*You can use 1 resonance point and a bonus action to discover a secret about a creature or an object you can see within a 30 foot radius. If your target is a creature, it additionally needs to make a Wisdom saving throw against your Spell save DC for this action to resolve. You gain up to two useful pieces of knowledge about your target. The target then becomes immune to this feature for 24 hours.
Superior Esoterica: Choose any three 3rd level spells. You can cast each once without a spell slot, and you must finish a long rest before you can cast it in this way again.
Mystic Esoterica: You can cast each spell you gain from this esoterica an additional time.
===The Wand===
The Wand is associated with power and magic. It can be a wand, sceptre, or other spellcasting device.
You learn any two cantrips of your choice.
While holding The Wand:
*You can use the wand to cast improvised cantrips using an action, selecting range and area and damage of the spell from the table below each time you use it. When you choose a single target, make a ranged spell attack roll. When you choose the area, all creatures in the affected area need to make a Dexterity saving throw against your Spell DC. On failure, they take the listed damage.
*Damage of your improvised spells increases when you reach 5th level (2 times the dice), 11th level (3 times the dice), and 17th level (4 times the dice).
*You can use 1 resonance point to make an attack with the wand using a bonus action.
Range and area 	Damage and damage type
60 feet, single target	1d6 fire or lightning
15 feet cone 	2d4 cold or poison
30 feet line 	1d4 force or psychic
Superior Esoterica: You can choose from the listed effects while casting the improvised cantrip.
Effects
You deal additional damage equal to your Charisma modifier.
On hit or failed save, the target's speed is decreased by 10 feet until the end of their next turn.
Extend the range by 15 feet.
On hit or failed save, push the target away 10 feet.
Mystic Esoterica: You can choose two of the effects while casting the improvised cantrip.
===The Weapon===
The Weapon is the simplest and most straightforward esoterica, representing battle, struggle, and potentially violence. It can be any simple or martial weapon, and you are considered trained in the weapon. The weapon becomes magical, if it isn’t already.
While holding The Weapon:
*When you attack with the weapon, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls.
*You can use 1 resonance point and a bonus action to make an attack with the weapon.
*You can cast Thunderous Smite without a spell slot, and you must finish a long rest before you can cast it in this way again.
Superior Esoterica: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Mystic Esoterica: You can attack three times whenever you take the Attack action on your turn.
==Superstition==
You are knowledgeable about the common and the more obscure superstitions, perhaps even making up some yourself. Starting at 2nd level, when you see a creature within 30 feet of you succeed on a roll, as a reaction you can bring out misfortune in the most inconsequential events and symbolism, making them reroll. They are immune to this feature for 1 minute. You can use this feature a number of times equal to your proficiency modifier, and you regain all the uses when you finish a long rest.
==Research Field==
At 3rd level, your research grants you mystical powers. Your choice grants you features at 5th level and again at 9th, 15th and 20th level.
Research Field 	Description
Antiquarian 	Wield multiple magic items to aid your esoterica.
Arcanist 	Support yourself and your allies with a repertoire of spells.
Cryptozoologist 	Become an expert at taking down a specific type of creature, and even become one of them.
The Salt 	Create potions to aid your party, or harm your foes.
The Unfathomable	Use the power of a mysterious entity to control the battlefield.
==Thaumaturgic Versatility (Optional)==
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you may replace one of your esoterica with another one, as you shift the focus of your thaumaturgic research.
==Superior Esoterica==
At 5th level, your connection to one of your esoterica becomes powerful enough to grant it additional abilities. Choose one of your esoterica without a level requirement. You gain abilities listed under their Superior Esoterica section. You gain additional Superior Esoterica at 8th and 12th level.
==Esoterica Juggler==
Starting at 7th level, your body begins to match the speed at which you spot hidden symbolism. You can switch an esoterica you are currently holding with another esoterica as a free action once per turn.
==Recall Knowledge==
Along your journey you collected various tidbits of knowledge that sometimes come in handy. Starting at 10th level, whenever you finish a long rest, you can select a skill you are not proficient in. This proficiency lasts until the end of your next long rest.
==Mystic Esoterica==
At 11th level, your soul becomes intertwined with one of your esoterica. Choose one of your esoterica. You gain abilities listed under their Mystic Esoterica section. You gain an additional Mystic Esoterica at 17th level.
==Reverberation==
At 14th level, you begin to see meaning and insight in the coldness of stones, blowing of wind, and softness of grass. Once per day, after finishing a short rest, you may restore half of your total resonance points. Additionally, if you begin non-trivial combat with less than half of your total resonance points, you regain 1 resonance point.
==The Be-all and End-all==
You have discovered some piece of knowledge fundamental to the existence of the universe, learned some most hidden truth, or perhaps reached inner ascension. Nevertheless, you effortlessly wield the powers at your hand. At 20th level, choose one of your esoterica. You can use their bonus action ability without spending any resonance points.
=Cryptozoologist=
While others dismissed folklore stories of unknown creatures, so-called cryptids, you knew that each story has a grain of truth in it. To understand the nature of the unusual and unknown, you based your research on certain groups of creatures, and they became your obsession. Perhaps you wish to get rid of some monsters, or become one of them?
==Creature Research==
Starting at 3rd level, choose a type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You choose additional researched creatures at 5th and 10th level. 
You gain the following abilities:
*You have advantage on investigation, perception, and insight ability checks related to those creatures.
*You may use an action to identify a creature of the chosen type if you see them, or have precise enough description of them. Once you identify them, you learn their weaknesses and strengths, and any noteworthy abilities. Knowing their weak points, you deal additional 1d6 damage of your weapon’s damage type on weapon attacks.
If dealing with a particularly rare or unique enemy, you only receive hints instead of concrete information, and gain no bonus to damage.
*As an action, you can instinctively detect in 1 mile radius how close is the nearest creature of one of your researched creatures types. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
==Cryptid Replication==
At 6th level, your studies over your researched creatures allowed you to replicate some of their powers via alchemy, rituals, spontaneous transformation, or other means. You gain a power related to the type of one of your researched creatures.
Creature Type	Power
Aberrations 	You gain telepathy with 120 feet range.
Beasts 	You gain 1d8 slashing claw or tail attack, and you become trained in Survival, or you gain expertise in it if you were trained already.
Celestials 	You gain 15 feet of blindsight.
Constructs 	You gain +2 bonus to your AC.
Dragons 	You inherit a dragon’s obsession over a certain type of item, be it gold, weapons, stamps. You can sense large quantities, or rare and valuable singular items of that type in a 10 miles radius.
Elementals 	You gain resistance to fire, lightning, acid, or cold damage. You learn the Fire Bolt cantrip, and Charisma is your spell ability modifier for this spell, but its damage type is the same as the resistance you chose.
Fey 	You cannot be charmed or put to sleep magically or via other means. You can cast Misty Step without a spell slot, and you must finish a long rest before you can cast it in this way again.
Fiends 	You gain the Eldritch Adept feat.
Giants 	Your fists and weapons without the finesse and agile trait deal additional damage equal to your Charisma modifier. Your fists damage dice is increased to 1d6.
Monstrosities	You have advantage on Constitution rolls.
Oozes 	You can somehow mimic oozes’ consistency, allowing you to move while prone and squeeze at full speed.
Plants 	You can cast Speak with Plants at will.
Undead 	You gain resistance to necrotic damage and damage caused by undead.
==Uncanny Transformation==
Starting at 9th level, the depth of your research towards one particular group is deep enough that you feel confident that with a correct ritual or concoction you can transform into one of them for a short duration. 
You can transform into a creature from the creature group you’ve chosen for your Cryptid Replication feature. The creature’s challenge rating cannot be higher than your thaumaturge level divided by 3. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You can stay in an uncanny transformation for a number of hours equal to half your thaumaturge level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
*Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
*When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
*You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
*You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
*You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
==True Self==
At 15th level, you perfected your research, allowing you to permanently transform into a creature of your choosing from the creature group you’ve chosen for your Cryptid Replication feature. This creature’s challenge rating cannot be higher than 8. You follow the rules of transformation, except you don’t transform back when you get reduced to 0 hit points, you can cast spells, and you can talk.
=The Unfathomable=
It came to you in a dream - the impossibly large entity, extending its tendrils towards you, engulfing you, turning you into something… different. Or perhaps you discovered some ancient scriptures, becoming the only living person to know of the entity’s existence, and so it’s only hope? Nevertheless, you wield the power of a mysterious creature, and it is up to you how you use it… or is it?
==Tentacle Protector==
At 3rd level, you can summon a tentacle that either strikes at your foes or helps with tasks. As an action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. You can use your bonus action to teleport the tentacle up to 30 feet. You can use your tentacle to open doors, pull levers, or lift objects up to 50 pounds as an action.
Whenever a creature moves within 10 feet of the tentacle, you can use your reaction to make an attack of opportunity with the tentacle. Make a melee spell attack against the triggering creature. On a hit, the target takes 1d10 cold damage, and its speed is reduced by 15 feet until the start of your next turn. 
The tentacle uses your AC, and has 10 hit points.
At Higher Levels. The tentacle’s damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
==Fathomless Uplifting==
At 6th level you can summon a bundle of tentacles to lift you up into the air. As an action, you create a 20-foot-long bundle of tentacles that wrap around you, originating from a point you can see within 20 feet of you. As long as you are within 20 feet of tentacles’ point of origin, you can move freely in any direction, gain bonus to AC equal your Charisma, and ignore difficult terrain. You can use your bonus action to create a new point of origin from which more tentacles to carry you around. All points of origin last for 1 minute.
You can summon the bundle of tentacles a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
==Valiant Tentacles==
You feel like your tentacles are an extension of yourself. Starting at 9th level you can make opportunity attacks with your tentacle protector feature without using your reaction.
Additionally, you can use the Tentacle Protector attack of opportunity as if there was always a Tentacle Protector centered on you.
==Deus Ex Machina==
You grew too valuable to the entity for it to let you die. Starting at 15th level, once per day, if you would be reduced to 0 hit points, you can instead set your hit points to 1 and be dragged by the tentacles into an extradimensional space, where you can reside for up to 1 hour. The atmosphere inside the space is comfortable and dry.
=Antiquarian=
You were always interested in magic items, or perhaps you devoted your very being to discover the secret behind some strange artifact? Your research is based on discovering, collecting, and understanding the nature of artifacts and magic items. Wands, rings, potions, lucky amulets, magical crystals, and odd trinkets are your domain, and so your collection of those pricey items is vast enough for you to always have something on hand.
==Collector of Oddities==
At 3rd level, your collection of oddities becomes large enough that you always have a magic item at hand. Choose 2 common magic items. During a long rest you can produce one of each magic item you chose. If the item requires attunement, you can attune yourself to it the instant you produce it. A magic item produced this way loses its magic if you produce another instance of it. You can change which magic item you have each time you gain a level in Thaumaturge.
You can choose additional magic items at 5th and 10th level.
==Magic Finder==
Starting at 6th level, you sense the presence and approximate location of magic items in a 120 feet radius around you.
Your experience with antiques allows you to attune up to four magic items.
==Hoarder of the Odd==
Starting at the 9th level, you can choose from uncommon magic items for the Collector of Oddities feature. Additionally you gain resistance against damage from magic items.
==The Dragon==
Your vast collection of magic items can only be compared to that of a dragon. Starting at 15th level, you may choose from rare magic items for the Collector of Oddities feature. You can attune to a magic item in one minute, and you can break attunement to any magic item, even cursed, as an action.
=Arcanist=
You believe you will find the truth in the arcane.
Arcanist Spellcasting	Arcanist Spellcasting	Arcanist Spellcasting	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level	Spell Slots per Spell Level
Thaumaturge Level 	Cantrips Known 	Spells Known 	1st 	2nd 	3rd 	4th
3rd 	2 	3 	2 	- 	- 	-
4th 	2 	4 	3 	- 	- 	-
5th 	2 	4 	3 	- 	- 	-
6th 	2 	4 	3 	- 	- 	-
7th 	2 	5 	4 	2 	- 	-
8th 	2 	6 	4 	2 	- 	-
9th 	2 	6 	4 	2 	- 	-
10th 	3 	7 	4 	3 	- 	-
11th 	3 	8 	4 	3 	- 	-
12th 	3 	8 	4 	3 	- 	-
13th 	3 	9 	4 	3 	2 	-
14th 	3 	10 	4 	3 	2 	-
15th 	3 	10 	4 	3 	2 	-
16th 	3 	11 	4 	3 	3 	-
17th 	3 	11 	4 	3 	3 	-
18th 	3 	11 	4 	3 	3 	-
19th 	3 	12 	4 	3 	3 	1
20th 	3 	13 	4 	3 	3 	1
==Spellcasting==
===Cantrips===
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
===Spell Slots===
The Arcanist Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
===Spells Known of 1st Level and Higher===
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Arcanist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
===Spellcasting Ability===
Charisma is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
=== Ritual Casting ===
You can cast a wizard spell as a ritual if that spell has the ritual tag and you know the spell.
=== Spellcasting Focus ===
You can use an esoterica as a spellcasting focus for your wizard spells.
== Synchronicity ==
Starting at 3rd level, you can cast each spell you gain from all of your esoterica an additional time. Additionally, you can cast any spells you gained from your esoterica using your spellslots.
== Resonance Battery ==
Magic of your esoterica and the magic of your spells are intertwined. Starting at 6th level, you may convert some of one kind of magic into the other.
* Creating Spell Slots. You can transform unexpended resonance points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. Any spell slot you create with this feature vanishes when you finish a long rest.
* Converting a Spell Slot to Resonance Points. As a bonus action on your turn, you can expend one spell slot and gain a number of resonance points equal to the slot's level.
Creating Spell Slots	Creating Spell Slots
Spell Slot Level 	Resonance Point Cost
1st 	2
2nd 	3
3rd 	4
4th 	5
== Doubt reality ==
You gain the ability to refuse the reality at hand, as nothing can affect you if it doesn’t exist. Starting at 9th level, whenever you roll any saving throw, you can spend 1 resonance point to roll a Charisma saving throw instead.
== Improved Synchronicity ==
Starting at 15th level, you gain the ability to blend your use of spells and esoterica. Whenever you cast a spell of 1st level or higher, the next use of your esoterica ability costs 1 resonance point less, down to 0.