Quick Answer
Thaumaturgy is a transmutation cantrip for Clerics, and Tieflings know it too. With only a verbal component, you create one minor wonder within 30 feet: a booming voice, flickering or recolored flames, harmless tremors, or altered eyes for 1 minute, or an instant sound or an unlocked door or window flying open or slamming shut. You can have up to three of the 1-minute effects running at once. In the 2024 rules, Booming Voice also gives you advantage on Charisma (Intimidation) checks while it lasts.
Overview
Thaumaturgy is a cantrip for showing people you have divine power. It deals no damage, imposes no condition, and in the 2014 rules gives no mechanical bonus. Its value is in setting a scene, selling a bluff, or getting a reaction from a non-player character.
It is the Cleric's answer to Prestidigitation (small practical tricks at 10 feet) and Minor Illusion (a fake sound or image). Thaumaturgy works at 30 feet, needs only your voice, and its effects are real: the ground does shake, the torches do turn green.
The 2024 Booming Voice adds advantage on Intimidation checks for a minute, which turns a flavor cantrip into one that changes dice for a Cleric who does the talking.
Stat Block
| Property | Value |
|---|
| Level | 0 |
| School | Transmutation |
| Casting Time | 1 action |
| Range | 30 feet |
| Components | V |
| Material | None |
| Duration | Up to 1 minute |
| Concentration | No |
| Ritual | No |
| Save/Attack | None |
| Classes | Cleric |
When NOT to Use This
- •You need to stay hidden. The verbal component makes noise, and the effects are meant to be noticed.
- •You want to open a locked door. It only moves unlocked doors and windows.
- •You want to put out a light. The text lets flames flicker, brighten, dim, or change color, not go out. How far "dim" goes is a DM ruling, not rules text.
- •You are inside a Silence area, where verbal components are impossible.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | No slot. It is a cantrip, so you can use it as often as you like. |
| Action Economy | One action per effect. Out of combat, that rarely matters. |
| Opportunity Cost | One of your limited cantrip picks. Clerics learn three at 1st level in both editions. |
When worth the pick: Your Cleric talks to NPCs a lot (especially in 2024), or you enjoy staging divine presence.
When NOT worth the pick: Your Cleric is combat-focused and would rather have Guidance or Sacred Flame.
The six effects
| Effect (2024 name) | What it does | Duration |
|---|
| Booming Voice | Your voice booms up to three times as loud as normal. 2024: advantage on Charisma (Intimidation) checks. | 1 minute |
| Fire Play | Flames flicker, brighten, dim, or change color. | 1 minute |
| Tremors | Harmless tremors in the ground. | 1 minute |
| Phantom Sound | A sound from a point you choose within range, such as thunder, a raven's cry, or ominous whispers. | Instantaneous |
| Invisible Hand | An unlocked door or window flies open or slams shut. | Instantaneous |
| Altered Eyes | The appearance of your eyes changes. | 1 minute |
Up to three 1-minute effects can be active at once. The two instantaneous effects end immediately, so they don't count.
Pro Tips
Tip #1: Turn on Booming Voice before you threaten someone (2024).
Why it works: For 1 minute you have advantage on Charisma (Intimidation) checks. At +5 against DC 15, your chance rises from 55% to about 80%.
This avoids the mistake of: Rolling the threat first and casting the spell afterwards.
Tip #2: Stack three effects for a big entrance.
Why it works: Cast it three times: glowing eyes, green torches, and a shaking floor, all running together. The only cost is your actions.
This avoids the mistake of: Using one effect and calling it a divine sign.
Tip #3: Use the door slam as a remote control.
Why it works: You can open or shut an unlocked door or window within 30 feet without touching it: close one on a pursuer, or open one across a room without walking into a trap.
This avoids the mistake of: Sending the rogue to open a door you could have opened from 30 feet away.
Tip #4: Throw your voice with Phantom Sound.
Why it works: The sound comes from a point you choose within range, such as whispers behind a statue or thunder above an altar.
This avoids the mistake of: Assuming the spell only affects your own voice.
Common Mistakes to Avoid
Treating Phantom Sound as a guaranteed distraction
Why it's bad: The spell creates a sound. It doesn't force anyone to investigate or give you a bonus to Stealth.
Do this instead: Say what you want the sound to accomplish. How a guard reacts, and whether a check is involved, is a DM ruling, not rules text.
Expecting Tremors to knock creatures over
Why it's bad: The text calls the tremors harmless and gives them no other game effect. Nobody falls prone and nothing breaks.
Do this instead: Use them for atmosphere or to add weight to a threat.
Counting it as a ritual or a free action
Why it's bad: It takes an action every time and has no ritual tag. In a fight, three effects cost three turns.
Do this instead: Cast it before negotiations start.
Forgetting the advantage cancels against hostile creatures (2024)
Why it's bad: The 2024 rules give you disadvantage on checks to influence a Hostile creature. Booming Voice's advantage cancels it, so you roll one die.
Do this instead: Expect normal odds against a Hostile target and real advantage against an Indifferent one.
Usage Tips
- •Worked example (2024 Influence): A Cleric with +5 Intimidation uses the Influence action on an Indifferent guard. The default DC is 15 or the guard's Intelligence score, whichever is higher, so 15. Without the spell the check succeeds on 10 or higher, 55%. With Booming Voice it is 1 − 0.45 × 0.45, about 80%. Against a Hostile guard it is 55% again.
- •NPC casters: The 2014 SRD acolyte, priest, cult fanatic, mummy lord, guardian naga, and androsphinx know Thaumaturgy, and so do the 2024 bronze dragons and sphinx of valor. As a DM, use it before combat: a booming sermon, or a tomb shaking as the party enters.
- •Stacking order: If you already have three 1-minute effects active and cast a fourth, the text doesn't say which one ends. In 2014 you can dismiss one as an action first. The 2024 text has no dismissal clause, so ask your DM.
Rules Notes
- •Range 30 feet, verbal only, up to 1 minute, no concentration, no damage scaling.
- •Each casting creates one of six effects; four last 1 minute and two are instantaneous. Up to three 1-minute effects at a time.
- •2014: you can dismiss a 1-minute effect as an action.
- •2024: Booming Voice gives advantage on Charisma (Intimidation) checks for its duration.
Synergies
- •Guidance: Thaumaturgy doesn't use concentration, so you can also hold Guidance on yourself and add 1d4 to the same Intimidation check.
- •Tiefling characters: A Tiefling Cleric already knows Thaumaturgy, so they can spend Cleric cantrip picks elsewhere.
- •Minor Illusion from an ally: Real tremors plus an illusory image make a convincing omen.
Anti-Patterns
- •Using it in combat when Sacred Flame or Dodge would help more.
- •Relying on it to open locked doors or extinguish lights.
Tactical Modules
- •Door control: Slam a door shut behind the party during a chase.
- •False omen: Phantom thunder and tremors to convince superstitious NPCs that the gods are angry.
Countermeasures
- •Threat: Silence. Response: Step out of the area. Fallback: Gestures or written messages.
- •Threat: NPCs who aren't impressed. Response: Back the display with a real demand. Fallback: Switch to Persuasion or Deception.
- •Threat: A locked door. Response: Thieves' tools or Knock. Fallback: Force.
Thaumaturgy in the 2024 Rules
The 2024 Player's Handbook keeps Thaumaturgy's school, Cleric list, range, verbal component, duration, and six effects, which now have names: Altered Eyes, Booming Voice, Fire Play, Invisible Hand, Phantom Sound, and Tremors.
Two rules changed:
- •Booming Voice now gives you advantage on Charisma (Intimidation) checks for its 1-minute duration. The 2014 version had no mechanical bonus.
- •Dismissal is gone. The 2014 text let you dismiss a 1-minute effect as an action. The 2024 text keeps the three-effect limit but doesn't mention dismissal.
Access changed too. Every 2024 Tiefling knows Thaumaturgy through Otherworldly Presence and casts it with their Fiendish Legacy ability (Intelligence, Wisdom, or Charisma); the 2014 Tiefling uses Charisma. The 2024 Cleric class lists it among recommended starting cantrips, the Thaumaturge Divine Order grants one extra Cleric cantrip, and the Magic Initiate (Cleric) feat lets any character learn it.
Frequently Asked Questions
What does Thaumaturgy do in 5e?
It creates one minor wonder within 30 feet: a booming voice, flames that flicker or change color, harmless tremors, an instant sound, an unlocked door or window opening or slamming, or changed eyes.
Does Thaumaturgy give advantage on Intimidation in 5e?
In the 2024 rules, yes. Booming Voice grants advantage on Charisma (Intimidation) checks for 1 minute. In the 2014 rules, no. Any bonus is the DM's decision.
Can Thaumaturgy open locked doors in 5e?
No. It only affects an unlocked door or window, which flies open or slams shut.
Can Thaumaturgy put out fires or lights in 5e?
The text lets you make flames flicker, brighten, dim, or change color. It doesn't mention extinguishing them, so whether you can dim a flame to nothing is a DM ruling, not rules text.
Does Thaumaturgy require concentration in 5e?
No. It lasts up to 1 minute without concentration, so you can run it alongside a concentration spell.
How many Thaumaturgy effects can you have at once in 5e?
Up to three of its 1-minute effects at a time. The instantaneous sound and door effects end immediately and don't count.
Can Tieflings cast Thaumaturgy in 5e?
Yes. 2014 Tieflings know it through Infernal Legacy and cast it with Charisma. 2024 Tieflings know it through Otherworldly Presence and use the ability chosen for their Fiendish Legacy.
What is the difference between Thaumaturgy and Prestidigitation in 5e?
Thaumaturgy is a Cleric cantrip with a 30-foot range and divine-sign effects such as booming voices and tremors. Prestidigitation is a Bard, Sorcerer, Warlock, and Wizard cantrip with a 10-foot range for small practical tricks like cleaning, warming food, and lighting candles.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.