Herosmith14
First Post
So, I've started up a new homebrew. It's a kind of a nature-y/druid-y/mystical-y wizard school. It is inspired pretty heavily by the Geomancer from Stonehearth, which thematically, is kind of at that intersection between druid and wizard. Their knowledgable, but not studious, and their more in touch with the natural world, but not in really the same way as Druids are.
I originally started this trail of thought because I liked the Geomancer concept, and also was thinking of how it could be implemented into DnD. I eventually decided that a general subclass for it could be fun, and decided to take it from the wizard angle, as Geomancers honestly feel more like Druid-y Wizards than Wizard-y Druids to me. My problem really is I'm running into a wall with the specifics of its features, and really just generally its core features.
I have this concept that it gets a little spell overlap with Druids. I want one of its starting abilities to be it gets 2 druid cantrips, but beyond that I'm not sure how to overlap the spell lists in an interesting and balanced way. Do I let them copy druid spell scrolls? I thought about granting them access or special bonuses related to the more terrain based spells (elemental walls/investitures, etc.) I also had a concept of they could eventually have a permanent (or at least longer lasting) elemental/construct companion, but I'm not quite sure how to implement that (like connect it to Conjure Elementals or something).
But yeah, right now this is heavily in the conceptual phase, and I've had a tapping week that has drained by creative brainpower for the time being. Anyway, do people have any ideas for anything? It doesn't have to be straight up Geomancy, but a druid-y wizard that is less connected to fey and animals than plants and the general terrain. Thanks in advance for the help!
I originally started this trail of thought because I liked the Geomancer concept, and also was thinking of how it could be implemented into DnD. I eventually decided that a general subclass for it could be fun, and decided to take it from the wizard angle, as Geomancers honestly feel more like Druid-y Wizards than Wizard-y Druids to me. My problem really is I'm running into a wall with the specifics of its features, and really just generally its core features.
I have this concept that it gets a little spell overlap with Druids. I want one of its starting abilities to be it gets 2 druid cantrips, but beyond that I'm not sure how to overlap the spell lists in an interesting and balanced way. Do I let them copy druid spell scrolls? I thought about granting them access or special bonuses related to the more terrain based spells (elemental walls/investitures, etc.) I also had a concept of they could eventually have a permanent (or at least longer lasting) elemental/construct companion, but I'm not quite sure how to implement that (like connect it to Conjure Elementals or something).
But yeah, right now this is heavily in the conceptual phase, and I've had a tapping week that has drained by creative brainpower for the time being. Anyway, do people have any ideas for anything? It doesn't have to be straight up Geomancy, but a druid-y wizard that is less connected to fey and animals than plants and the general terrain. Thanks in advance for the help!