Cult Thaumaturge

Medium humanoid (human), neutral evil

Armor Class 12 (studded leather armor)
Hit Points 22 (4d8+4)
Speed 30 ft.

11 (+1) 10 (+0) 12 (+1) 12 (+1) 15 (+2) 12 (+1)

Skills Insight +4, Persuasion +3, Religion +3
Senses passive Perception 12
Languages Common (Greek), one other language
Challenge 2 (450 XP)


  • Dark Devotion. A cult thaumaturge has advantage on saving throws against being charmed or frightened.
  • Titanic Might. As a bonus action, a Cult Thaumaturge can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) damage to a target on a hit (acid, cold, fire, lightning, necrotic, radiant, or thunder, as appropriate to their cult). This benefit lasts until the end of the turn. If the Cult Thaumaturge expends a 2nd-level spell slot then the extra damage increases to 14 (4d6).
  • Spellcasting. A cult thaumaturge is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:


  • Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Cult thaumaturges are journeyman clergy who have acquired spells and other magical abilities beyond those known by cult acolytes but still short of those mastered by cult priests. They typically serve as chaplains to small Titanic communities, stewards of shrines, and assistants to the heads of larger temples, and in addition to these duties sometimes accompany important expeditionary groups. They are usually equipped with light armor and heavy simple weapons like maces.

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