D&D 5E What Arcane Traditions would you like to see

Ketser

First Post
Okay the wizard probably needs the least amount of new subclasses, but there are still a few archetypes and concepts that could use some coverage. So what arcane traditions would you like to see?

I can personally think of three traditions: elementalist, shadow and sort of folk wizard.

Elementalist: I don't think there should be an arcane tradition per classic element, rather a single tradition that gets different features depending on the chosen element. WoTC tends to occasionally describe evokers as elementalist, but this would be perhaps a bit less "blasty" option. Perhaps something to give support to zakharan mages and Wu Jen (maybe add the wood and metal elements as an additional option?), perhaps other traditions hailing from distant lands or traditions that were popular before "the main eight."

Shadow: Okay, i love shadow magic, the UA shadow sorcerer was nice, but would love to see a wizardly option. I'm actually kinda suprised that WoTC hasn't touched shadow magic more, considering their focus on FR, have they decided to let Shadow Weave stay dead.

Folk Mage: So a bit harder to define, a less academic wizard tradition that would touch on ideas of cunning folk, witches or rural hedge mages. Perhaps a bit druidic or connected to the Fae, perhaps remnants of some ancient tradition from an era before academic wizardry. Just a theme that i would like to see expanded and i don't think warlock is the best or should be only option for such concepts.

Damn i'm getting more ideas now what i would like to see :P Anyway the one tradition i'm not interested in seeing again is the generalist, because there is no real need to it anymore and to be honest it actually kinda lacks identity. maybe if coupled with the hedge mage/self taught/ancient wizardry mage concepts? maybe something else, but not just i didnt pick a specialization, because there aren't any specializations anymore, not really.
 

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Elementalist: I don't think there should be an arcane tradition per classic element, rather a single tradition that gets different features depending on the chosen element. WoTC tends to occasionally describe evokers as elementalist, but this would be perhaps a bit less "blasty" option.
The Dragon Sorcerer also goes there in a big way. But, yes, a Tradition doesn't need to be associated with a school, and there aren't opposition schools anymore, so an Fill-in-the-Element Tradition could work, using elemental-associated spells across school lines.

Shadow: Okay, i love shadow magic, the UA shadow sorcerer was nice, but would love to see a wizardly option. I'm actually kinda suprised that WoTC hasn't touched shadow magic more, considering their focus on FR, have they decided to let Shadow Weave stay dead.
It's one of those cool things D&D has never quite nailed. Some misses (Essentials Nethermancer) were wider than others. ;) Shadow Magic has traditionally been the Illusionist's bag, with the Plane of Shadow first appearing (AFAIK, it was a long time ago) in the description of an Illusionist spell.

Folk Mage: So a bit harder to define, a less academic wizard tradition that would touch on ideas of cunning folk, witches or rural hedge mages. Perhaps a bit druidic or connected to the Fae, perhaps remnants of some ancient tradition from an era before academic wizardry. Just a theme that i would like to see expanded and i don't think warlock is the best or should be only option for such concepts.
I've often heard this sort of concept called a "Hedge Mage." It could be a Tradition that isn't a tradition, but a lack of formal tradition/education. Or it could be an underground Tradition that just isn't well-regarded by other Wizards... If you were anxious to do it, a Hermit Wizard wouldn't be far from the mark.

Anyway the one tradition i'm not interested in seeing again is the generalist, because there is no real need to it anymore and to be honest it actually kinda lacks identity.
I always liked the 2e Mage (generalist Wizard), of course, it's ironically less-defined because of the lack of opposition schools, but I see no reason to proscribe it, it's certainly a broad enough concept.
 


I fundamentally don't like the 5e Wizard chassis. I don't like the fact that there is nothing to differentiate one wizard from the next based on their spells. The fact that whether one is a diviner, an illusionist, or an enchanter, the same spells are the best options just rubs me the wrong way.

So what I would like is something that alters the actual spell lists for different traditions. Something that actually makes one wizard different from the next in terms of what magic it has at its command, and not just in various enhancements they bring to different spells that anybody can take if they want to.

This would be a tall order, I know, since it will likely require a lot of new spells, in all of the schools. But that is what I think would be the best addition to the game.
 


My current campaign will soon be introducing a time manipulation storyline so a modern interpretation of Chronomancy would be nice. I'll end up doing that myself, I'm sure. (I know there have been several others out there)

Elementalist (I rather liked OAs Wu Jen take on this in 3.5)
Truenamer (Great in theory/fluff, would have been nice had they edited/play tested it in 3.5e)
Battlefield Wizard (strategies, martial support)
 

I fundamentally don't like the 5e Wizard chassis. I don't like the fact that there is nothing to differentiate one wizard from the next based on their spells. The fact that whether one is a diviner, an illusionist, or an enchanter, the same spells are the best options just rubs me the wrong way.

So what I would like is something that alters the actual spell lists for different traditions. Something that actually makes one wizard different from the next in terms of what magic it has at its command, and not just in various enhancements they bring to different spells that anybody can take if they want to.

This would be a tall order, I know, since it will likely require a lot of new spells, in all of the schools. But that is what I think would be the best addition to the game.

That's pretty easily house ruled though. A rule I'm considering is changing the Wizards spell-casting ability to read (changes in bold):

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spell book equal to your Intelligence modifier + 1 (minimum of one spell). The spells must be of a level for which you have spell slots.

Then at 2nd level when you pick a school to specialize in, add the following ability:

In addition, you may prepare extra wizard spells that are available for you to cast. Choose a number of wizard spells from your spell book equal to your wizard level. The spells must be of a level for which you have spell slots, and must come from your specialized school of magic.

In essence it changes nothing at 1st level. From 2nd level onwards you have a pool of [1+Int] spells prepared from any school you want, and add to this a pool a second pool of [Wizard level] spells prepared from your specialist school.

You gain an extra spell prepared for a very strict focus on one schools magic.

It does cut down on one of the strengths of the Wizard (versatility) so I would also look at granting Wizards a +1 to attack rolls and save DCs for spells cast from their specialist school, and also grant Proficiency/ Expertise in Arcana for checks pertaining to that school.
 

I fundamentally don't like the 5e Wizard chassis. I don't like the fact that there is nothing to differentiate one wizard from the next based on their spells. The fact that whether one is a diviner, an illusionist, or an enchanter, the same spells are the best options just rubs me the wrong way.

So what I would like is something that alters the actual spell lists for different traditions. Something that actually makes one wizard different from the next in terms of what magic it has at its command, and not just in various enhancements they bring to different spells that anybody can take if they want to.

This would be a tall order, I know, since it will likely require a lot of new spells, in all of the schools. But that is what I think would be the best addition to the game.

I would rather see special effects for Wizards of a specific school. For instance, pick the most powerful Illusion spell, and make its current effect restricted to only Illusion Wizards. Everyone else gets a watered down version of it. Alternatively, pick a weak illusion spell and make its current effect the general one, while giving it a stronger effect for Illusionist Wizards.
 

That's pretty easily house ruled though. A rule I'm considering is changing the Wizards spell-casting ability to read (changes in bold):

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spell book equal to your Intelligence modifier + 1 (minimum of one spell). The spells must be of a level for which you have spell slots.

Then at 2nd level when you pick a school to specialize in, add the following ability:

In addition, you may prepare extra wizard spells that are available for you to cast. Choose a number of wizard spells from your spell book equal to your wizard level. The spells must be of a level for which you have spell slots, and must come from your specialized school of magic.

In essence it changes nothing at 1st level. From 2nd level onwards you have a pool of [1+Int] spells prepared from any school you want, and add to this a pool a second pool of [Wizard level] spells prepared from your specialist school.

You gain an extra spell prepared for a very strict focus on one schools magic.

It does cut down on one of the strengths of the Wizard (versatility) so I would also look at granting Wizards a +1 to attack rolls and save DCs for spells cast from their specialist school, and also grant Proficiency/ Expertise in Arcana for checks pertaining to that school.

So no changes (you indicated changes would be in bold) :)

Honestly, I'd go so far as to limit wizards to only spells from their specialization school. So an Illusionist would be an Illusionist, and an Enchanter would be an Enchanter. No more abjurers clearing the room with a fireball. If you're going to specialize, specialize. Don't half-ass it. I'd definitely add your bonuses to stuff from the specialist school to the mix, though.

The real issue that comes up with this approach, of course, is that just like in 2nd Edition, you run into spells that EVERY wizard should have, such as detect magic and read magic, that would be off-limits to most wizards under the change. Maybe those should be class abilities instead of spells.

I would rather see special effects for Wizards of a specific school. For instance, pick the most powerful Illusion spell, and make its current effect restricted to only Illusion Wizards. Everyone else gets a watered down version of it. Alternatively, pick a weak illusion spell and make its current effect the general one, while giving it a stronger effect for Illusionist Wizards.
That's an approach, but not one that I feel would adequately address the situation. A non-optimized fireball coming from an "Enchanter" is still a fireball. A non-optimized animate dead still allows that "Evoker" to create zombies.

Again, my approach would probably require a huge number of spells be added to the inventory. I get that. But it would also make wizards actually distinct from one another.

I think it would also address many of the "WIZARD IS SO UNBALANCED!!!" type complaints we still see. It takes the wizard from being a class that can do everything to a class that does one thing very well - just like the fighter or the rogue. If the benchmark arcane caster is limited in what spells they can cast, it also makes the limitations on the Eldritch Knight and the Arcane Trickster make more sense, to my mind. They get two schools each, to the Wizard's one, but are far more limited in the power level they can reach and in the potency of their casting.
 

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