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D&D 5E 5e Wizard = specialist wizard?

bedir than

Full Moon Storyteller
Does anyone really play an Illusionist that primarily uses Illusion spells? It's probably fairly infrequent. I know that when I played an Abjurer, there were very few low level abjuration spells available to cast during combat (outside of Shield). Arcane Lock was the only 2nd level abjuration spell available at all. Hardly something my PC would have learned immediately. There are just too many other pressing needs.

I think to be a Illusionist you have to be in a play group that emphasizes role over roll. It's too hard to do well in a campaign where everyone is primarily concerned about combat and optimization.

Every time I look at the Abjurer I think it would be better if the Ward worked for cantrips as well. There are lots of things that could be fun with an abjurer providing whole-party defense, but I think it needs a rebuild under 5th edition core.
 

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Mercule

Adventurer
I started to put together a generalist subclass. The only ability I really liked, though, was to give the ability to concentrate on two spells at 10th level.
 

Zaran

Adventurer
I started to put together a generalist subclass. The only ability I really liked, though, was to give the ability to concentrate on two spells at 10th level.

It's probably safer to make it so they no longer have to make Concentration rolls due to damage instead of two concentration spells at once. Another feature a generalist could get is an extra feat/stat increase (since they have more time working on other things)
 

Mercule

Adventurer
It's probably safer to make it so they no longer have to make Concentration rolls due to damage instead of two concentration spells at once. Another feature a generalist could get is an extra feat/stat increase (since they have more time working on other things)
I really like the second "concentration slot", but agree it could be risky. None of my players is really up in arms about wanting to play a generalist, so it'll remain academic for the foreseeable future.
 

asorel

First Post
It's probably safer to make it so they no longer have to make Concentration rolls due to damage instead of two concentration spells at once. Another feature a generalist could get is an extra feat/stat increase (since they have more time working on other things)

If you must modify Concentration, this is likely the better way to do it. A big part of game balance is is limiting Concentration. That's why things like Twinned spells are so powerful.
 

2) don't pick a specialization as a whole, but every time your Wizard would gain a specialization benefit, freely choose one benefit (of that level or lower) from any specialization [official guidelines for combining subclasses should appear in the DMG]

3) get a hold of older playtest documents and use the Scholarly Wizard, but you'll need some work to replace some of its features which have become common to all Wizards

4) design a new subclass which benefits that apply to spells of all schools, stealing ideas from other parts of the game

(I highlighted above which is my favourite suggestion)

If the definition of "brokenly good" is "why would anyone ever take anything else", then option #2 is brokenly good. There is no case when you wouldn't want to be a generalist wizard, just in case. You could take Portent from Divination, Undead Thralls from Necromancy, unbreakable Concentration from Conjuration (forget what it's called), and Modify Memory from Enchantment. Or if you prefer Overchannel from Evoker, you'd take that. If you allow this option in your game, you might as well abolish specialization altogether.
 

aramis erak

Legend
I think a true generalist would be best handled by simply adding an additional cantrip and feat at the specialty levels. No bonuses to known spells, no extra slots, no more rapid learning. Just a few extra cantrips and lots of non-related (ie, feat) special abilities.
 

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