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D&D 5E Re-opening discussion on multiple spell concentration *and other arcane stuff*

CapnZapp

Legend
I strongly feel "archmages" should be able to gain some or all of the following:

... metamagic
... multi concentration
... voiding other limitations

At the absolute minimum, all of these should be epic boons. But that's really scraping the bottom, and I would not be opposed to the game adding something like an Archmage prestige class which you could take as early as level ~13 or thereabouts, which looks something like this...

Five level prestige class
1. - (you just study for no immediate benefit)
2. Expertise in Arcana
3. Minor arcane secret
4. Minor arcane secret
5. Major arcane secret

You keep your spell progression (gaining spells), at all five levels.
You gain no new hit dice in this class, at any level.

Minor secret could be something involving a 1st level spell: ability to cast it at will, ability to concentrate on both that spell and another concentration spell, limited metamagic (perhaps "choose two metamagic options and gain 3 sorcer pts")
Major secret is hitting the gold mine, the reason you skip five hit dice (even if they're d6es).


If you absolutely insist Wizards should be nothing special, feel free to allow "any spellcaster capable of casting a level 7 spell" to enter this class. Myself, however, I have zero problems with at the very least setting a multiclass ability requirement of Intelligence, if I won't just go ahead and tell it how it is: "a wizard capable of casting a level 7 spell".

Note: since you need five levels, you can't pick every secret there is. Not unless you enter the class two or five times...
 

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What it seems like you are suggesting is letting Wizards gain access to other game mechanics instead of just the ones they currently have access to. I don't see a problem with it on its face. The biggest potentially issue would just be making sure you aren't stepping the Wizard too far ahead of the other classes by doing so. Game mechanics are game mechanics... so long as you can keep an eye on the balance between the PCs in your game, you can give the characters any abilities or features you want.

I mean, we already do that by handing out magic items. Magic items are basically just additional game mechanics we give to the PCs in the game. And when we do so, we DMs keep track of how these items affect the power level of the characters, how they affect the balance between the characters, and how they enhance the story of the characters. So giving these characters more game mechanics but just calling them 'boons' or 'prestige classes' rather than 'magic items' is no real difference.
 

The last Arcane Tradition feature is at 14th level. You could look at swapping that, Spell Mastery and Signature spell out for the Archmage options. Personally I might start it at 13th level, but rather than not advancing HD (which many wizards don't worry about at that level), they're swapping out their Proficiency advancement and the above class features.
That gives them Archmage secrets at levels 13, 14, 17, 18 and 20.

Assuming that we're fine with stealing the Sorceror's stuff and laughing at them as we run off with it, Sorcery points may be the best and most flexible way to implement these options. Multiple concentration in different spells is a bit more powerful than Twin spell, so maybe it would cost sorcery points equal to the total levels of spell you are concentrating on when you cast additional concentration spells? Or maybe costs points every round?

Subtle spell already allows removal of some components. What other limitations were you looking at removing?
 


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