Improving Wizard Implement Features

As a thought exercise, I was wondering about making Wizards a little more like the other classes, in that their class features and secondary attributes actually make a regular difference in builds and in play. So, I wanted to begin by grouping implements with attributes and general power categories. Here's what I've come up with so far:

Wand: Dexterity: Single-target attacks (rays, missles, etc.)
Staff: Constitution: Blasts and Bursts, both close and area
Orb: Wisdom: Condition-inflicting spells, e.g., Sleep
Tome: Constitution: Summoning and Conjuration

How's this look?

EDIT: Constitution is now the prime stat for tomes.
I like it. I thought along similar lines. A tweak one might consider: Every implement also has a "secondary" type of spell it supports. Orbs also fit area effects, I think, Staffs might also be suited for single-targets, and Wands for ongoing effects and conditions. (I am not sure about Tomes, but conditions might also fit here, especially with the Tome of Deception.)
 

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I think rather than tie implements to secondary stats, it makes a little more sense versatility-wise to flavor them more with secondary rolls. This already happens to some extent, but I think it could have been taken further.

For what it's worth, though I'm sure it's obvious, I'd break it down like so:

Wand - Striker
Orb - Controller
Staff - Defender
Tome - Leader

So then Wand-riders (or new feats, or whatever) might add extra damage or improved chances to hit. Orbs might allow you to exclude squares or add additional "status" riders. Staves could have defensive riders such as gaining resist or defense bonuses. I think Tomes are the most difficult, though summoning definitely falls into a Leader sub-role by providing more HP on the battlefield.
 

Here's what I did:

• Wand of Accuracy: As an Immediate Interrupt once per encounter when you fail an attack roll, you may roll again, this time with a bonus equal to your Dex bonus. You must keep the 2nd result.

I like the flavor of the other abilities, but I think Wand of Accuracy should stay a Free Action. Otherwise, you're somewhat penalized by spending your Immediate Interrupt on your own turn.

Additionally, per PHB p. 268 (Under "Once Per Round"), you can't take Immediate Actions on your own turn anyway.
 

I like the flavor of the other abilities, but I think Wand of Accuracy should stay a Free Action. Otherwise, you're somewhat penalized by spending your Immediate Interrupt on your own turn.

Additionally, per PHB p. 268 (Under "Once Per Round"), you can't take Immediate Actions on your own turn anyway.

Ahh, ok, thanks for pointing that out, I'll change it in my rules.
 

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