FF Thaumaturge

Core Statistics
Action Points: You have 3 AP, and you regain all expended AP at the start of each of your turns

Health Points: You have HP equal to 80 + your Constitution modifier at level 1, and you gain an additional amount of HP equal to 1d8 (or 5) + your Constitution modifier at level 2, level 3, and level 4

Magick Points: You have 120 MP, and you gain 1 expended MP at the start of each of your turns

Ability Score Proficiencies: Intelligence, Charisma

Armour Proficiencies: None

Weapon Proficiencies: Daggers, Swords, Staves

Other Proficiencies: None

Skill Proficiencies
As a Thaumaturge, you can choose 2 skills that use your Intelligence or Charisma modifier to be proficient with.

Starting Equipment
As a Thaumaturge, you start with 5000 gil. You can use this gil to purchase items of your choosing from the items lists.

Thaumaturge Basic Actions
At level 1, you learn the following actions to spend your AP on.

Thaumaturge Magick List
At level 1, you gain access to the Thaumaturge magick list. You can use this magic by taking the Cast a Spell action. Each spell will tell you how much AP and MP you must expend to use it. If you do not have enough AP or MP, you cannot cast the spell.

Your spellcasting ability score is Intelligence or Charisma (your choice).
 * Spell Save DC = 8 + your proficiency bonus + your spellcasting modifier
 * Spell Attack = your proficiency bonus + your spellcasting modifier

Learn Trait
At level 2, you can pick a trait to learn.

Lucid Dreaming
At level 3, you can regain 25% of your maximum MP at will. Once you have used this feature, you cannot use it again until you have finished a short or long rest.

Learn Trait
At level 4, you can pick a trait to learn.