Hey all!
Been awhile, since I’ve shared my progress on the Alternate Wizard Class, and I wanted to update you on some changes I’ve made since the preview I posted.
As always (especially with WIP classes), I’m interested in what you think! Leave a comment with your thoughts or drop by the Alt Wizard channel on my https://discord.gg/RrgBruhsSY server.
I think you could safely play this at your table without breaking your game (hopefully)!
Enjoy!
~laserllama
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ALTERNATE WIZARD: PREVIEW 2
Mastered Schools:
I think these are here to stay, but I’ve changed up how restrictive they are. At 1st level, one of your three Cantrips and three of the six spells in your Spellbook must be from your Mastered School. However, whenever you gain a Wizard level, only one of the two spells you learn must be from a Mastered School!
(I’ve also adjusted quite a few spell schools but more on that later).
Spellbook:
For some reason, the Wizard is the only class limited by both the DM giving them things (scrolls, spell books) AND gold. I’ve dropped the gold component of adding spells to your Spellbook to see how it works out. At the end of the day, the DM is still in total control of giving these spells.
This also allows you to make a copy of your Spellbook for free, so more intense DMs can target your Spellbook for destruction without feeling totally evil.
No Spellcasting in Armor:
This was a pretty important change made to balance the Wizard (anticipate similar changes to my other “arcane” casters in the future). I don’t see myself removing this restriction for the base class, but maybe a Feat or subclass could allow you to cast spells in some types of armor…
Studious Recovery:
Toying with this feature a little bit to help encourage more short rests. You can only regain a single spell slot, but there is no limit to the number of times you can do so per day. Help out your Warlock/Monk/Fighter buddies and short rest more!
Arcane Traditions:
This time around I’ve added two more Traditions: the Conjurer and Transmuter. Both of which have been reworked to require more spell slots to function, but their features have been buffed to compensate! (Can you guess my favorite anime?)
Student of the Arcane:
A nice little bump to Wizards so your party Rogue/Bard doesn’t show you up.
Signature Spell:
This has undergone the most significant changes here! You are limited to spells of 2nd-level or lower this time around, and there is no limit to the number of changes you can make to your Signature Spell. However, the more powerful options increase the base level of the spell. Also, no more changing saving throws (sorry). Really interested to hear thoughts on this new version!
Wizard Spell List:
To help Wizards out, I’ve sorted their spell list by Spell School, then Spell Level. I think it will make it easier to decide on your Mastered Schools and what spells to learn when you level up.
There have been a ton of Spell School swaps (too many to list here), but broad strokes are:
Abjuration now includes creations of arcane force (tiny hut, wall of force).
Conjuration now includes sustained elemental effects (all wall of ____ spells).
Enchantment now includes any mentalist/psionic effects (catapult, telekinesis).
Evocation only includes instantaneous explosive effects.
Jeff Potato
2024-08-04 19:57:52 +0000 UTCJeff Potato
2024-08-04 19:53:07 +0000 UTClaserllama
2024-07-30 18:38:09 +0000 UTCSean P Havern
2024-07-30 17:45:52 +0000 UTC