Thaumaturgy dnd

Thaumaturgy 5e in D&D: We all are well aware of the many fantastic elements of the game Dungeons and Dragons. This is a guide to the excellent Thaumaturgy 5e in D and D. This level is called the cantrip. The cantrip is a spell that can be used at will. This can be used without preparation.

The spell is in the mind of the caster and that makes them use the spell over and over again expertly. But the spells can only be used for short durations in the game.

The cantrip’s level is 0. This is a word which originates from the scot. It is a type of the spell, trick or cast. It is one of the minor spells in the game dungeons and dragons.

Not powerful like the other spells in stock. They are the discarded spells in the list but they too are exciting because they may appear anytime to please the players and surprise them.

Thaumaturgy 5e

They are the only kind of spells that can take care of the class level in the game. However, in the section of the multiclassing, they are not present.

Thaumaturgy 5E

  • Level: Cantrip (Transmutation)
  • Classes: Cleric
  • Damage(effect): Control
  • School: Transmutation
  • Duration: 1 Minute
  • Casting time: 1 Action
  • Components: V
  • Range(area): 30 ft
  • Attack(save): None

The cantrip levels suitably with the character and not with the classes of the game. The cantrip does not use a lot of spells there are only a handful of spells to use. The cantrips can be used on the same turn and you can get a bonus action for it.

The level of spells

The spells have a level ranging from 0 to 1. The spell’s level is the part where we can know if the spells used in the game are powerful or not. It can be done slowly but still be very impressive and fascinating. The cantrips are considered simple spells but are powerful in their own way to help the game move forward. They can be cast by rote that is level 0.

The character has to be in the nineteenth level to use the spells that are powerful in the extreme. To cast the spell the character has to have in memory the exact terms and words used for the spell to cast it properly. They must have access to the spell on the magic item to use it.

Try it:Firbolg 5e

This is the same for the monsters using the spell they have to have a spell in mind. The members like sorceress and bards have to follow the same way. The spellcasters such as the clerics and wizards will have a time allotted for them specifically to prepare for the spells. This process is quite different for each of the characters in the game.

The spells in the mind of the casters will also depend on the level they are at.

The slot of spells

Although the caster may keep in memory any number of spells he or she can only use the spells up to a limit. They have to use that number of spells before resting.

When the magic is altered or manipulated it will become a very hard job to handle it.  Pouring the energy into a simple spell can be challenging for the characters.

Don’t miss: D&D 5E Character Sheet

So the class description of the spell caster except the warlock will involve a chart presenting how many slots of each spell a player has used at the different levels they have come across.

When a spell is cast by a character he or she will give out many lots of that spell’s level. They will fill the slots with the spell they would have used. When rest is taken the slots are restored.

There is also a point to be noted that there are some characters and monsters in the game that have some excellent privileges. They can cast the spells without utilising the spell slots. For instance, a monk who abided by the way of the four elements that opts the eldritch invocations and also the pit fiend from Nine Hells can cast the spells this way. It is one of the special attributes of the game.

Don’t miss: D&D 5E Player’s Handbook PDF Full

In this version, you can show minor wonder, a sort of supernatural power within the range that is allowed by the game. You can create one of the many magical effects in the game such as the following.

The magical manifestations

  • Your voice can get three times louder within a range for one minute.
  • You can make the frames within range to flicker, can make it dim or brighten and also can change its colour for one minute.
  • You can make tremors on the ground which will be quite harmless but frightening. This can be performed for one minute.
  • You can make the sounds that will be sudden and on that instant, you can cry like a raven, sound like a clap of thunder and can create silent whispers.
  • You can lock and unlock the doors as well as the windows. It can be opened and slammed shut.
  • You can change the colour and the appearance of your eyes on the game for one minute.

If you are using the spell for three or multiple times you will be able to have the one-minute effects which are active at the time. You can dismiss the effects as the actions.

The attributes

  • The casting time is one action.
  • You can have the range and use the powers up to thirty feet.
  • The components are V.
  • The classes are on the cleric

When a spell is cast as per the rule of the game the spell is cast. There are no changes depending on the class or the effects of the spell. The description of the spells begins with the block formation, casting time, duration and range. See for these details when you want to know about the spells.

Don’t miss: Aasimar D&D 5th Edition

In the classes, you can show the powers of minor wonder, signs of otherworldly powers and others but all these will be inside the ranges given. You can have the powers mentioned above.  These are some of the spells you can have fun using in this version of the game.




Posted in SpellsSours:

Dungeons & Dragons: Thaumaturgy Can Be More Useful Than You Think

Much of the fun in the spells of Dungeons & Dragons is their versatility, and cantrips are arguably a spellcaster's handiest tool throughout their adventures. Free to cast at will, selecting the right cantrips is one of the first major decisions some classes make when it comes to building their character.

Many players looking to optimize their build may prioritize powerful spells that deal damage or have straightforward and practical effects. This may lead them to skip over Thaumaturgy altogether -- but that would be a mistake. The many effects of Thaumaturgy may not seem useful at first glance, but they are actually far handier than many players realize.

RELATED: Dungeons & Dragons: How to Use Attacks of Opportunity to Your Advantage

Thaumaturgy is a basic cantrip available to most any Cleric or Tiefling. Though it has many possible effects, almost all of them are easy to dismiss. The spell can amplify the caster's voice, change the brightness or color of surrounding flames, create harmless tremors in the ground, cause various sounds to emanate from the surroundings, spring open unlocked doors and windows, or alter the appearance of the caster's eyes. On their face, all of those seem like cool flavor text with little practical use.

However, first looks can be deceiving. Even that first effect, which causes the caster's voice to boom three times louder for its duration, is immediately useful to anyone who thinks to use it at the right moment. It's dangerous, but sometimes necessary, for parties to separate, and the option to amplify one's voice will allow players to communicate even when they are past the distance where an ordinary yell would still be audible. For the sake of gaining a room's attention or searching for those lost in a dark dungeon, having what is essentially a megaphone available at any point can prove invaluable.

The other effects of Thaumaturgy can be equally helpful. The brightness of surrounding torches is a critical strategic component in certain environments that can make the difference between party members fighting blind or the enemy doing so. It's notable that the spell does not even need to target a single flame, instead affecting all flames within 30 ft.

RELATED: Dungeons & Dragons: How to Build the Perfect Draconic Bloodline Sorcerer

That same range applies to the ability to open unlocked doors and windows. While this may not sounds particularly magical, opening entrances from a safe distance could be the difference between life and death when threats lurk around every corner. The spell even tests doors and windows without requiring anyone jiggle the lock, allowing for maximum caution when dungeon crawling.

Creating instantaneous sounds and tremors through the ground can be clever weapons of misdirection in their own way, forcing enemies to believe a whole army is on their way to assist the party or that an approaching monster is tunneling through the dungeon. Even the ability to alter one's own eyes, the least useful of Thaumaturgy's effects, can be used creatively to fool others into believing the character is blind or possessed. It could even create a simple distraction as part of a disguise that can be discarded later.

Additionally, since three of Thaumaturgy's uses can be stacked simultaneously, savvy players could combine effect to concoct any number of ruses. Thaumaturgy may not be as pragmatic as Eldritch Blast or as versatile as Prestidigitation, but it's the potential for creative and unique applications that makes the spell so interesting and potentially memorable. Any character can learn to blast flames from their fingers if they really want to, but it takes a creative thinker to use spells like Thaumaturgy in ways no one else would imagine.

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Clever Cantrip Uses: Thaumaturgy (DnD 5E)

Coming from the Greek words “thauma” and “urgy”, Thaumaturgy means “marvel-work”. Spiritualists of the past, who claimed to be able to speak to the spirits and ghosts of the beyond, would use sleight of hand and simple tricks to create illusions to deceive and thrill their audience at a seance or theatre. To this day, people pay for such services in Halloween haunted houses or in the homes of a psychic. In order to understand the limits and abilities of this cantrip, we can refer to these performers who inspired it.

To make creative use of this cantrip, your creativity will be up to DM discretion, as you will need their approval for advantage or enhancing a spells capability. It is not guaranteed that your DM will permit some of these benefits, but it might be worth a try! 

Voice booms 3x volume

  • Deceive people in the distance with the sound of whatever you can impersonate: a monster, dragon, etc.
  • Enhance your vicious mockery or divine word to affect a larger area.
  • Use your best Wizard of Oz impression to make those out of line of sight think you’re bigger than you are. “Do not look behind the curtain!”

Flame to flicker, brighten, dim, change color

  • Increase radius of torch in darkened places
  • Decrease enemies light radius, or change it’s color to be dark
  • Change colors of a flame to signal someone far away

Harmless tremors

  • Deceive others that an army is approaching.
  • Make it appear that a cave is about to collapse.
  • Convince a town that a great tragedy is about to befall them – a dragon or volcano awakening.
  • Time tremors in unison with someone’s steps to make them very self-conscious or overly confident.

Sound – thunder clap, raven cry, whispers

  • Intimidate nearby animals or enemies mounts with predatory sounds. Use mating calls to attract nearby animals.
  • Deceive others to think that there are people hiding just out of sight.
  • Make a person paranoid by surrounding them with barely audible whispers.
  • Persuade people to leave the area due to incoming rain, with the sound of approaching thunder.
  • Send messages to others through whispers.
  • Convince those around you of the truth of your message with the divine approval of thunder clap.
  • Nothing beats a classic and well timed fart noise.

Unlocked doors/windows to open/close

  • Is a trap set on that door or chest? From a distance, open it to be sure. Even if it is locked, you might trigger any trap.
  • Enemy pressed up against a door? Open the door to smack them in the face, or at least throw them off balance.
  • Someone chasing you? Throw open wagon doors, shop entrances, animal cages, anything that get in their way and slow them down.
  • Chasing someone? Do the opposite of the above and hope they run into a door or trip over some chickens.

Alter eye appearance

  • Deceive others into believing that you are blind by having damaged or missing eyes!
  • Intimidate others with entirely black eyes, just like the Eyebite spell
  • Deceive others that you are ill with your entirely blood-shot eyes
  • Charisma advantage with eyes the colour of sapphires, amathyst, or emerald. Don’t forget to add the sparkle of stars over a still night sea.

Combined Effects

  • Persuade others that their home is haunted: tremors, flickering light, and moaning. You could remove that haunting, for a fee of course. 
  • Intimidation advantage: Booming voice, eye color, and tremors!
  • Deception advantage: Disguised as a monster? Cause some tremors and enhance your voice to aid your deception.
  • Performance advantage: Dramatically timed thunder and sound effects can certainly help a bard with their stories

Like this:


What is Thaumaturgy?

Thaumaturgyis a Dungeons & Dragons 5e cantrip. Cantrips are “simple but powerful spells that characters can cast almost by rote”, level 0 spells that require no spell slots to use and can be used any number of times per day.

The word, borrowed from the late Greek thaumatourgía, means “the performance of miracles” and refers primarily to spells or charms related to ritual magic.

Practitioners of thaumaturgy are called thaumaturgists and were usually oracles of Gods, priests and priestesses, and divine healers. 

The aptly named Thaumaturgy spell in Dungeons & Dragons 5e is described in thePlayer’s Handbookas a manifestation of “a minor wonder, a sign of supernatural power within range.” 


Cantrip, Transmutation

Range/Area: 30 ft.

Duration: 1 minute

Attack/Save: None

Damage/Effect: Control

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Thaumaturgy may, at first, seem much weaker than a lot of other cantrip-level control spells such as Booming Blade, Thorn Whip, or Lightning Lure, but its true power is in the ability to have multiple effects active at one time.

Thaumaturgy’s spell effects are cosmetic — that is to say that they do not provide any lasting changes or damaging effects to any targets — but creative use of the cantrip can provide both mechanical and roleplay opportunities to players wishing to use it.

Who Can Cast Thaumaturgy?

Thaumaturgy represents, perhaps, the basis of a mortal’s access to divine power.

Though it may seem, at first, like a mere party trick, its descriptors and mechanics point to it as an important stepping stone for those with connections to the Divine.

It could be considered an early sign or milestone in the life of a Cleric or other thaumaturgist.

In line with its roots in divinity, Thaumaturgy is a natural fixture of the Cleric spell list, but that doesn’t mean that only Clerics are the only thaumaturgists in the Forgotten Realms.

Divine Soul Sorcerers have access to the entire Cleric spell list, Thaumaturgy included.

Tieflings can also learn Thaumaturgy through their Legacy racial trait if their bloodline tie is from Asmodeus (Infernal Legacy), Baalzebul (Legacy of Maladomini), Dispater (Legacy of Dis), or Zariel (Legacy of Avernus).

In addition, players who take the Magic Initiatefeat and choose the Cleric class can take Thaumaturgy and one other cantrip and 1st-level spell from the Cleric spell list.

Outside of the core publications, Unearthed Arcana’s Ranger Archetype, Drakewarden, grants the Ranger access to Thaumaturgy as well.

When Should I Cast Thaumaturgy?

The Thaumaturgy spell, much like Prestidigitation, Control Flames, or Druidcraft, doesn’t have the innate damage uses packed by Fire Bolt or Toll the Dead, and its cantrip status limits its intrinsic usefulness as a control spell due to its low resource usage.

That doesn’t mean, however, that Thaumaturgy is useless. 

Thaumaturgy’s primary uses — much like Prestidigitation — are in trickery. Even in combat, Thaumaturgy can be used for misdirection.

Though it may not seem to be as immediately useful as 1st-level Control spells like Charm Person, Command, and Entangle, Thaumaturgy’s trickery value is increased by the lack of required resources for casting.

As a cantrip, it can be cast any number of times during the day, and any “failed” uses don’t consume anything besides time.

Thaumaturgy can be used to influence the actions and movements of enemies without the use of mind control or even spell slots.

Tremors in the earth can be used to influence their movement rather than cause damage. Lamps can be brightened or dimmed to cause confusion, fear, or suspicion. 

It’s essential also to remember that Thaumaturgy can be cast multiple times to gain various, separate effects from it, up to three. So utilising more than one effect of Thaumaturgy to gain a greater sense of impact to the illusion that one may create with it is possible, recommended even.

Especially when combining Thaumaturgy effects, the possibilities aren’t endless, but there’s quite many of them nonetheless.

Where Should I Cast Thaumaturgy?

Thaumaturgy’s uses may seem limited due to the modifiers “minor” and “harmless” in the description, but a little bit of creativity goes a long way with this cantrip.

Its effects can be used in any location and interact with the environment that can be revealing.

For instance, using Thaumaturgy on a door may reveal if it is locked or lamps can bit dimmed or brightened to conceal or reveal things within the environment.

The “where” question is determined mainly by which effect of Thaumaturgy you intend to use. Changing your eye color won’t be seen in a pitch-black dungeon. Similarly, casting thaumaturgy on a locked door might reveal your presence to a nearby enemy. 

It’s essential to consider your goal when casting Thaumaturgy as its interactions with the surrounding environment and creatures.

Blasting the door open with thaumaturgy might scare enemies, and dimming the lamps in a room might make it harder for enemies without Darkvision to fight back.

When utilising more than one effect of Thaumaturgy, the distance between yourself and your targets becomes significant as no point of origin can be more than 30 feet from you.

So, you would have to move closer to a lamp that is more than 30 feet from you before you can dim its light.

However, once you cast the spell, the effect will last for the duration unless dispelled as Thaumaturgy does not require Concentration to maintain the effect.

Why Should I Cast Thaumaturgy?

With the amount of emphasis that has already been placed on the necessity of creativity when using Thaumaturgy, it would be simply unthinkable not to include a list of potential uses for Thaumaturgy.

We’ll organise the different benefits based on the specific effect being cast by Thaumaturgy.

Your voice booms up to three times as loud as normal for 1 minute.

An immediately viable option for this effect of Thaumaturgy is to seem more intimidating.

Especially when used in a dungeon or other sufficiently reverberation-heavy setting, being able to yell very loud is intimidating and could be used to control an otherwise chaotic situation or cow a group of individuals into obeying you.

This particular effect could also be used to “imitate” the “voice of God” by granting you the thundering effect we often associate with the word of God.

Such an effect could easily be used to give the individual passage, assistance, or favour from a group of people who believe them to be a vessel of divinity.

You cause flames to flicker, brighten, dim, or change color for 1 minute.

Aside from just being cool, Thaumaturgy’s ability to dim flames is usable for aiding in Stealth checks by making the room darker.

Reciprocally, one might use the power to brighten flames to light a path, read a map, or otherwise aid in Investigation checks by making the room brighter.

Outside of playing hide and seek, one can use Thaumaturgy to cause flames to flicker. This flickering effect could be utilised to add gravitas to a message delivered or even convince someone that a location is haunted.

For best results with haunting, one may want to consider further using Thaumaturgy to make the shutters fly open and closed and possibly add some haunting whispers to the air!

You cause harmless tremors in the ground for 1 minute.

Right away, even though the tremors are harmless, most people don’t want to run through shaking ground. 1 minute doesn’t seem like a long time, but in D&D 5e, a combat round is only 6 seconds.

So that ground will be trembling for a whopping 10 rounds if you want to be all rules-lawyer-y about it!

Aside from combat, you could combine the ground tremors with making your voice boom loudly to give the appearance that you’re shouting so loud that the world is shaking.

It’s hard to argue with someone shouting so loudly that the ground is shaking beneath them.

You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

Creating sounds where there are none is both scary and wondrous, depending on the sound, of course.

This ability could see a use for “proving” your divinity by creating the sound of thunder — a well-known representation of divine wrath — or creating the sound of a chorus of angels. 

It could also effectively frighten a lone guard at night with the sound of banshee wail or the cawing of a murder of crows.

As previously mentioned, it is almost a necessary effect to use when trying to convince someone of the haunted nature of an area.

You instantaneously cause an unlocked door or window to fly open or slam shut.

Making a door or window open or close is an unusually beneficial ability for cantrips like Thaumaturgy. Still, the important note here is “fly open” and “slam shut”.

Do not forget that the door or window will open or close as loudly as possible when using this spell. There is no stealth involved in this particular use of Thaumaturgy, no matter how hard you try. 

That being said, if you try hard enough, anything is possible. Consider hiding in a hallway near a door and when a guard walks by, use Thaumaturgy to slam the door open in his face.

That’s 1d4 of improvised weapon damage, and if you don’t get caught, when he sees that the door opened “on its own”, he’s going to have questions without answers.

You can also use Thaumaturgy on a door while fleeing towards it if you see a door at the end of the hallway while you’re running away, trying using Thaumaturgy to slam it open.

If it doesn’t open, it’s locked, and you know, before reaching the door and testing it, you’ll have to open it by other means, kick it down or something.

You alter the appearance of your eyes for 1 minute.

Altering the appearance of your eyes has a lot of potential for roleplay interactions. You can use it to aid in disguising yourself by changing your eyes to be a different color. But that’s boring and overdone.

What could we do that runs deeper than that?

You could make your eyes appear glassy and cloudy to give you the appearance of blindness. In doing so, you could use this to gain knowledge from people who don’t think that you can see them. 

You could alter your eyes to have slitted or horizontal pupils to gain favour from or better integrate into a group of animalfolk. 

You could also make your eyes appear demonic or angelic to prove or exert your divinity in social situations. You could use this feature in accompaniment with altering the volume of your voice to make yourself appear as an authoritative oracle of a particular divine being. 

The Thaumaturgist’s Thesis

Thaumaturgy is a fantastic and unique skill that benefits, first and foremost, the creative player.

Trading innate damaging capabilities for unusual utility powers is a feature that is as useful as you make it out to be. Lack of lasting resource use for Thaumaturgy makes it a fantastic spell to use when needing a little extra flavour or utility for investigation and other non-combative checks.

So, its abilities are extraordinary for use in low-stakes situations, especially when there’s an impending doom of high-stakes battles, like a dungeon.

Regardless of how you choose to use it, any and all thaumaturgists can provide valuable and vital flavors to the parties they integrate into. Happy questing!

Categories Player Resources, Spell GuidesSours:

Dnd thaumaturgy

Hey folks! Hope y’all had a good weekend. So today’s post will be, Thaumaturgy DnD 5e. This flavourful cantrip can add a lot of flair to your characters.

First, we’ll go over how it works, then give an example plus flavor of it being used, then answer some questions on it.

So get comfy, and don’t worry about the loud noises or the windows rattling, and let’s dive into the post!


In DnD 5e Thaumaturgy is a cantrip spell, which means it can cast an unlimited amount of times each day. Each effect from this spell only lasts 1 min, and the spells has a 30-foot range.

It can only be used by clerics, or by those who have gained access to the cleric spells via feat or other methods.

It has a list of various effects, which you may only choose one of the effects for each casting of the spell, but since the spell is instant, and requires no concentration, you can cast the spells multiple times and have up to three of the effects active at the same time.

The effects are as follows

  • You can amplify your voice to make it up to three times as loud
  • You can alter the color and brightness of nearby flames
  • You can cause the ground to gently shake
  • You cause a quick sound to occur from a point of origin within range
    • Such as a crow cawing, the sound of gold clinking, the pop of a champagne bottle
  • You cause a non-secured window or door to blow open or slam closed.
  • You can change the color, shape, and design of your eyes

Thaumaturgy Example

Now that we know what it does, how could one use the spell? Well, there are a few spells in DnD which are designed for pure theatrics, and using them creatively will allow for memorable moments and even situational bonuses.

One example that can be picked from popular culture, and one that most people would have seen is in Lord of The Rings.

Gandalf effectively uses a similar spell/trick when convincing Bilbo that he is not robbing him. The lights dim, and Gandalfs voice booms. Similarly, he does it when talking to the elves about the ring, the lights dim, and he shouts in the black tongue of Mordor, as thunder can be heard.

With this in mind, here’s a way I would describe it if it came up in a game of mine.

With the lowly thief tied to a chair in the basement, the Cleric is getting tired of the loyalty to a master the thief does not know the true origins of. The Cleric turns her back and takes a deep breath, the lights in the room darken till it seems they both exist in a void, the Cleric turns, eyes burning like the forges of the nine hells, her voice booms. “You do not know whom you truly serve, your master takes you for a fool, and it shows. You make petty coin while he conspires to enslave the land, to enslave the family YOU steal to provide for. Make your choice, live and see your family grow old, or die here and now protecting one who would not do the same for you.” The thief visibly shaking from this display breaks down and tells the Cleric everything he knows.

Thaumaturgy Questions

Is Thaumaturgy good in DnD 5e?

This question comes up for almost every mechanic/spell in DnD. The answer is typically similar across the board. It really depends on the situation. Since Thaumaturgy is a flavor spell, it exists to add style or flair to a situation, there is no REAL mechanical benefit to it.

However, as a GM, if a player used the spell creatively I would potentially give them advantage (or even inspiration) depending on the situation. I feel that this encourages creative use of these spells.

Can Thaumaturgy put out flames in DnD 5e?

I would say no to this. The spell states it can dim flames, but not extinguish them.

Can Bards use Thaumaturgy in DnD 5e?

By default, no, they cannot. However, any character that takes the Magic Initiate Feat can learn 2 cantrips from any of the other classes’ spell lists. So if using that, they can.

Can you use Thaumaturgy to throw your voice in DnD 5e?

This is one of these situations where, in my opinion, it is really up to the GM. I would say no, you cannot. The spell states that the sound is an instantaneous sound, not something continuous like a sentence.

That being said, you could use to shout something very quick, like “Over here!” but you couldn’t for instance, talk to someone across a crowded room with it.

Wrap Up

That’s it for Thaumaturgy. I do enjoy the flavor spells in DnD 5e, I find it can really add to the moments we share in our collective imagination when playing the game.

As always, I hope you enjoyed the post and answered any questions that might come up on this topic. Until next time, may your day be a Critical Success!




Categories DnD 5e SpellsSours:

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

My Comments: Hurray, Prestidigitation for Clerics! Or, is it DruidCraft for Clerics? Or, vice-versa?

The flavor for each of these is different according to the class, but the concept is basically the same- you can create some minor magic effect for cheap. Don’t expect much, and at the same time, the cost is super low. Be creative.

I like how this one, Thaumaturgy, is kind of spooky. Prestidigitation reminds me of a low-level mage showing off, Druidcraft makes me think of Druids just doing their thing in nature and this one? It reminds me of a haunted house. Booming voices, changes in lighting, mysterious raven calls or subtle whispers, doors opening or closes for no reason, freaking spooky-ass eyes.

Who knew clerics were so goth?

Thaumaturgy, a DnD cantrip spell


[pssst… want to draw a card from The Deck of Many Things?]



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D&D 5th Edition

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You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical Effects within range.

• Your voice booms up to three times as loud as normal for 1 minute.

• You cause flames to flicker, brighten, dim, or change color for 1 minute.

• You cause harmless tremors in the ground for 1 minute.

• You create an Instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

• You instantaneously cause an unlocked door or window to fly open or slam shut.

• You alter the Appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute Effects active at a time, and you can dismiss such an Effect as an action.

Show Attribute List

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