I have been working, mostly in concept, on a Warlord based on the 5.0 Warlock shape.
The concept sketch is:
Just as with the Warlock, some Warlord Machinations would require that you have a specific Specialty and/or Style, and would be keyed off your Warlord level, not your character level. The base class would get Light and Medium armor and shield proficiency, simple weapons, and a small selection of martial weapons (with, presumably, some options to get heavier armor and/or heavier weapons.)
- First-level choice is your Leadership Style, which determines your Leadership modifier: Bravura (Cha), Tactical (Int), Observant (Wis).
- Warlock spell slots become Strategems--you have to practice them with your group in advance, hence why you can't have too many available at any given time.
- At 2nd, you begin to pick up Machinations (=Invocations), the various tricks and tools that factor into your specific way of leading.
- At 3rd, you pick your Specialty, your subclass proper, which gives you the key thing you do. E.g. the Mage-Captain specializes in amplifying magical attacks and getting the most out of spellcasting, while the Commando makes the best use of stealth tactics and precision damage. The Field Medic would be the pure healing-focused one, for example; all other forms would have passable healing, on par with something like a Bard, not a Life Cleric.
- Potentially--if it survives playtesting--I'd like to have some kind of build up and expending of a resource, Gambit or Grit or something like that. This would act as a gate on the better Strategems or unlock better/cooler/more useful features of workhorse ones.
The one sticking point is that I still haven't come up with an effective, and more importantly thematic, mechanical alternative for Eldritch Arcana. Once that's solved, the core concept is ready, just needs the mechanical details filled in so testing can begin.
I mean, when I'm saying the magic IS the problem, it's a bit hard to just sweep it under the rug. But alright. I was using the background to show that anyone can be good at Cha skills if they want; the background isn't the special part here, other than the access to magic.
But the Wizard's access to magic lets it do a ton of incredibly powerful things all by character level 3. Continuous advantage on all Cha checks for an hour--no downsides. Meanwhile, we had to wait through six months of playtesting to get...uh...2/day (+1 per short rest) getting to add 1d10 to ability checks.
That's literally just getting a suped-up cantrip, except now it's limited to 3-4 uses per day. (Specifically, this is a superchaged guidance.)
Then you are overlooking the actual gold mine. Charm person is actually very limited, needing a second spell (disguise self) or special circumstances (people you're unlikely to ever meet again) to be any good. I listed a few before, but here they are again, along with a few more for comprehensiveness. Cantrip: It's not on the Wizard list, but as mentioned, guidance is awesome. 1st: disguise self, find familiar, silvery barbs (only if the DM actually has NPCs roll checks, not just fiat declare results). 2nd: alter self (upgrade from disguise self), borrowed knowledge, detect thoughts, enhance ability, gift of gab, invisibility (indirectly), suggestion. 3rd level: Not very much here actually, though clairvoyance is indirectly useful and tongues eliminates any pesky language barriers. 4th: not too many here either, but greater invisibility (again, indirect) and Mordenkainen's private sanctum (safe diplomatic space that can't be eavesdropped on) have their uses. 5th: dominate person (note, it does not say the target knows you did this!), geas, modify memory, Rary's telepathic bond, and skill empowerment are all quite good.
Is that a sufficient accounting? Looking just for "inflicts the charmed condition" is a poor approach for finding the very good social-affecting spells. The reason charmed is useful is that it grants advantage on all social rolls. Enhance ability can do that with one small restriction (only Cha, not all social rolls) and zero downsides. Note also that I am NOT saying a single Wizard absolutely has to have every single one of these prepared. They don't. This is just a shortlist of the really good social and/or versatile spells a social-focused Wizard would want.
I am of the opinion that spotlight balance is an idea that sounds wonderful...and doesn't work.
The problem is, the game encourages players to selfishly work to make sure that the things they're great at are the ones that happen the most--and to reshape the process of play to facilitate this. The dirt-simple version of this is "uh oh, Cleric's out of spells, guess we'd better rest for the day so we don't get killed." The Wizard has the same issue.
If they don't care, why should we care about what they think? They literally wouldn't care either way, so it doesn't matter.
I fear I can't respond to points that might theoretically be made. I hope that is an acceptable answer.
I would agree that out of all the social enhancing skills, Enhance Ability is the best. So if you have a class that can take it and you know one of your party members is going to be making a specific type of check within the next hour and you have the spell slots available it can be quite useful. I had a party with a druid that used it to good effect on a fairly regular basis.
But the target is any creature you touch. You can make someone in the party better at checks based on that ability. It's a good support spell that could, for example buff the fighter's persuasion checks for an hour. It's also not a wizard spell, but that's a different issue.