I don't know.
Most of the 3PPs I've seen are making their big marketing ideas either a new class, a total overpowered remake of a class (usually the fighter), or 5+ niche, overpowered, or setting subclasses.
The no new classes group tend to be people who only want traditional D&D tropes and can't think of things they feel are missing in it.
Those are all D&D tropes.The groups I play with certainly do not want D&D tropes. They want melee Wizards, Arcane Rangers, Evil Paladins and Fighters with spells.
Those are all D&D tropes.
Melee Wizards are more D&D tropes than a lot of the PHB options.
yeah, those are the tropes to you, that doesn't mean those are the only tropes around that people have anymore.To me the Wizard trope is an old looking guy (who is sometimes actually young) with white hair and a robe. That is pretty much how they were all depicted in 1E art ..... unless they were an Elf, in which case they were allowed to be younger looking.
The Paladin trope is a Lawful-Stupid adventurer out battling evil.
That a D&D Wizard trope.To me the Wizard trope is an old looking guy (who is sometimes actually young) with white hair and a robe. That is pretty much how they were all depicted in 1E art ..... unless they were an Elf, in which case they were allowed to be younger looking.
The Paladin trope is a Lawful-Stupid adventurer out battling evil.
That a D&D Wizard trope.
There are tare many of them.
Melee Wizard, Fighter with spells, and Evil Paladin are subversion of the classic trope used so often that they became traditional tropes.
D&D even has a name for evil Paladins.
The not tropes would be the Barbaric Wizard, Fighter with skills, and Chaotic Paladin.
The character I put above has a +10 to stealth, a +5 on finding traps through intelligence or +8 through Wisdom or alternatively he can make a +5 perception check with advantage. He has a +10 on disarming traps and +8 or +5 with advantage on many survival checks. You don't have any of that, or really any spells to use for those things.
The character I built gets advantage on Deception and Intimidation ALL THE TIME and has very high scores to boot. On Deception +10 and Intimidation +7 WITH advantage and he can use that advantage on groups or in situations that he can't afford to automatically turn the people he is talking to hostile or when they are enemies. You will need a 16 Charisma, and expertise in Deception AND get advantage and that is just to match the RK I posted in that one highly situational check. That RK above also has a +7 Persuasion.
Performance is the ability low one at +3, but that is why I mentioned the instrument as a tool so I could get a +9 if I had the opportunity to use an instrument.
He also has a +5 insight which is good and you have nothing for that (Detect Thoughts would work but it is not on your list).
They've only been done once.Thise have all been done. Rage Mage in 3E, chaotic and Law Palasins in Dragon, and high intelligence fighters in 2E. Think I've seen fighters with 8 NWP iirc.
You did not mention how you would distribute ability scores and what feats and proficiencies you would get, but you can't have as many as the RK above because you do not have as many feats. Also if you invested points into Wisdom and Charisma your AC is truely awful, even with shield.
You are not nearly as good in social encounters as the Rune Knight above. It is not even close. You are closer on the exploration pillar if you have the 1st level rituals.
[cont'd]
Fly and Dimension door bring some capability for exploration, being both very limited in number of times a day and situational.
The character I put above has a +10 to stealth, a +5 on finding traps through intelligence or +8 through Wisdom or alternatively he can make a +5 perception check with advantage. He has a +10 on disarming traps and +8 or +5 with advantage on many survival checks. You don't have any of that, or really any spells to use for those things.
Moreover an 8th level Wizard who uses fly twice a day and Dimension Door twice a day out of combat is not going to be equal to a fighter in combat for 6 fights a day, especially if you invested in Wisdom and Charisma and have correspondingly very low AC.
You also should have put invisibility in there if you wanted to buff the exploration pillar. Find Familiar helps with scouting, and honestly buffs this better than either of the leveled spells you mention, but it is still not nearly as effective as someone actually good/awesome at the necessary skills.
With a 16 Charisma and proficiencies, you would be good at the social pillar, but still not nearly as good as the character I posted and you don't have a 16 if you invested into intelligence. You would be a lot better with Suggestion and Charm Person on your spell list but still short of the character I posted because the target gets a save on those spells.
Friends is highly situational, because it automatically turns the people you use it on hostile when it ends. RAW, that is specifically hostile, not just that they know you used it on them. It is also only useful against creatures not hostile, so it doesn't work for example if you are trying to convince an enemy to surrender. It is useful at times. However even when it is useful you are getting advantage using it on ONE person. You can't use friends to help you social your way past two guards because it only works on one target.
You can use Eagles splendor to get advantage, but that takes both a spell slot and your concentration. Further unless you have invested in Charisma, Charisma skill proficiencies and expertise you are still well behind the RK even when burning a spell slot and using Eagles Splendor.
The character I built gets advantage on Deception and Intimidation ALL THE TIME and has very high scores to boot. On Deception +10 and Intimidation +7 WITH advantage and he can use that advantage on groups or in situations that he can't afford to automatically turn the people he is talking to hostile or when they are enemies. You will need a 16 Charisma, and expertise in Deception AND get advantage and that is just to match the RK I posted in that one highly situational check. That RK above also has a +7 Persuasion.
Performance is the ability low one at +3, but that is why I mentioned the instrument as a tool so I could get a +9 if I had the opportunity to use an instrument.
He also has a +5 insight which is good and you have nothing for that (Detect Thoughts would work but it is not on your list).
As an aside, you also don't have very good offensive combat spells unless your DM plays on easy mode. You have Polymorph and Web, but the rest of your offensive spells are pretty weak and you don't have a lot of options. Go up against something like a young red dragon or a Bone Devil for example and you are not going to be nearly useless in combat .... as a Wizard!
What does Tiny Hut do for the social or exploration pillars?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.