CleverNickName
Limit Break Dancing (He/They)
One of my players has decided to multiclass his Druid into a Wizard. Normally I try to talk the player out of multiclassing (the rules for MC in 5th Edition leave much to be desired, IMO, and I'd rather tweak their existing class than bolt on a whole new one) but we couldn't come to an acceptable compromise. The player has already taken the level of Wizard, and is now trying to figure out which subclass he is going to pick at his next level-up.
Now obviously, this isn't an optimal choice--but that's okay! This player emphasizes the game lore, story consistency, and his character's fiction over combat ability and optimization. He isn't multiclassing because it gives him a cool new edge on the battlefield; he's multiclassing because of story reasons. In a nutshell: a family member gave him a spellbook, intending for him to sell it as treasure (a quest reward). Well, the druid didn't want to part with a gift from his sister, so he decided he would start studying it. The player understands that literally any subclass will work for this situation, but he would like for it to have a bit of a personal touch. He's a druid, you see, and his sister knows that, and she's both thoughtful and kind--she would have picked a nature-based spellbook for this gift.
Can anyone recommend a subclass for a nature-based Wizard? I'm thinking things like School of Botany, School of Geology, School of Zoology, School of, I dunno, Ecology? Meteorology? Geology? I looked around on Google a bit and nothing really stood out. Most of what I've found so far is "wizard who can do druid stuff," and we've already got the druid stuff.
Or is there a way to show one of the existing subclasses from a new angle? A way of looking at Evoker or Transmuter as a "natural science" instead of just Ye Olde Firebolt Slinger, for example? Because I tried...Bahamut knows I tried...but again, nothing really stood out.
Or do you have any favorite nature-based Wizard spells? It's the spells that make the mage, after all. Are there any favorite must-have spells for a hippie Wizard?
We've got a little bit of time (they have several thousand XP to go before he needs to pick an Arcane Tradition), so we're not in a terrible rush. We're mostly just brainstorming right now.
I marked this as a "+" thread, mostly to help keep this on-topic. I know a lot of people probably think a MC Druid/Wizard isn't a good idea, and that's a valid opinion, but I don't want the conversation to turn into a debate over my player's choices. We're all trying to work with the player's idea here, not against it. Right?
Now obviously, this isn't an optimal choice--but that's okay! This player emphasizes the game lore, story consistency, and his character's fiction over combat ability and optimization. He isn't multiclassing because it gives him a cool new edge on the battlefield; he's multiclassing because of story reasons. In a nutshell: a family member gave him a spellbook, intending for him to sell it as treasure (a quest reward). Well, the druid didn't want to part with a gift from his sister, so he decided he would start studying it. The player understands that literally any subclass will work for this situation, but he would like for it to have a bit of a personal touch. He's a druid, you see, and his sister knows that, and she's both thoughtful and kind--she would have picked a nature-based spellbook for this gift.
Can anyone recommend a subclass for a nature-based Wizard? I'm thinking things like School of Botany, School of Geology, School of Zoology, School of, I dunno, Ecology? Meteorology? Geology? I looked around on Google a bit and nothing really stood out. Most of what I've found so far is "wizard who can do druid stuff," and we've already got the druid stuff.
Or is there a way to show one of the existing subclasses from a new angle? A way of looking at Evoker or Transmuter as a "natural science" instead of just Ye Olde Firebolt Slinger, for example? Because I tried...Bahamut knows I tried...but again, nothing really stood out.
Or do you have any favorite nature-based Wizard spells? It's the spells that make the mage, after all. Are there any favorite must-have spells for a hippie Wizard?
We've got a little bit of time (they have several thousand XP to go before he needs to pick an Arcane Tradition), so we're not in a terrible rush. We're mostly just brainstorming right now.
I marked this as a "+" thread, mostly to help keep this on-topic. I know a lot of people probably think a MC Druid/Wizard isn't a good idea, and that's a valid opinion, but I don't want the conversation to turn into a debate over my player's choices. We're all trying to work with the player's idea here, not against it. Right?
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