CleverNickName
Limit Break Dancing (He/They)
If you put the game mechanics aside and just look at them thematically, the similarities between the arcane classes far outweigh any of their differences:
A wizard is a mage who studies different schools of magic, and carries a book of spells and a familiar.
A sorcerer is a mage whostudies different schools of has a bloodline mixed with magic, and carries a book of spells magical bloodline and a familiar.
A warlock is a mage whostudies different schools of sold their soul to be able to use magic, and carries a book of spells, a talisman, a sword, and or a familiar.
An artificer is a mage who studies differentschools of magic technologies, and carries around a book of spells set of tools and a familiar automaton.
So are the game mechanics alone enough to justify having four different classes and about 40 subclasses? I don't think so. I'd prefer to have one unified set of mechanics for all "Mages," and then put all of these different themes as subclasses under it. For my nickel, I'd want arcane spellcasters in my campaign to have a small selection of spells that reset on a short rest, so I'd use the spellcasting framework of the warlock as my "Mage Class," and then put all five dozen arcane spellcasting subclasses under it.
A wizard is a mage who studies different schools of magic, and carries a book of spells and a familiar.
A sorcerer is a mage who
A warlock is a mage who
An artificer is a mage who studies different
So are the game mechanics alone enough to justify having four different classes and about 40 subclasses? I don't think so. I'd prefer to have one unified set of mechanics for all "Mages," and then put all of these different themes as subclasses under it. For my nickel, I'd want arcane spellcasters in my campaign to have a small selection of spells that reset on a short rest, so I'd use the spellcasting framework of the warlock as my "Mage Class," and then put all five dozen arcane spellcasting subclasses under it.
Last edited: