D&D 5E Replacing Sculpt Spells feature for School of Evocation wizards?

Davelozzi

Explorer
One of my players is aiming to roll up a wizard for our new campaign and is leaning towards School of Evocation for his arcane tradition, however neither he nor I are very happy with the Sculpt Spells feature as we feel like it actually makes things less interesting, strategically speaking, not to have to consider his allies when targeting spells (and flavor-wise, neither of us likes the idea of random "pockets of safety" in the middle of a fireball blast or the like).

So we're debating swapping this feature out for something else but haven't really decided what would work good and be balanced. Has anyone else made such a swap or otherwise have some suggestions for something that might be fun and balanced?
 

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If you want something in the same spirit as the original, you could have something like the evoker can reduce the size of their blast spells by up to 10 feet. Ex. 20 ft cube can become a 10 ft cube, 20 t radius sphere becomes 10 ft radius, 20 ft cone becomes 10 ft cone, etc.

If you want something else you could add in element swapping INT times per day.
 

Unless you have a tetchy sorcerer in the group, change it to metamagic -- either Quickened Spell or Empowered Spell. The Wizard can use it a number of times equal to his/her Intelligence modifier.
 

You could copy things from other classes a bit. Like the rogue's skill ability where they double their proficiency bonus on a couple skills. It may make it a bit cheap though and upset other player with the copied abilities.

Maybe something where you can add extra dice of damage a number of times per day. This seems kind of meh as well. I would like something handy like the sculpt power without just damage. I would be cool with a 30ft teleport power 1/rest.
 

Use the Spells Secrets ability from the UA wizard Lore Mastery path: the wizard can change the element when casting an elemental spell. Seems exactly what an evoker should be able to do.
 

If you want something in the same spirit as the original, you could have something like the evoker can reduce the size of their blast spells by up to 10 feet. Ex. 20 ft cube can become a 10 ft cube, 20 t radius sphere becomes 10 ft radius, 20 ft cone becomes 10 ft cone, etc.

If you want something else you could add in element swapping INT times per day.

For some added fun to the top:

For each 5ft of AoE reduction, add one damage die. Do it under the fluff of the Wizard learning to make the damage more concentrated in a smaller space.
 

The lore master spell secrets is a good idea. Using a metamagic effect X/day is also a good one. You might also want to look at the cleric domains and see what they can do at low level and maybe poach something from there. Specifically, I'm thinking of the tempest domain (maximise a damage) and light (blinding burst or whatever it is called).

If you have access to 4e material, some of the paragon paths might have some good ideas for an ability. The only one I can currently think of is the Battle Mage's ability which I would adapt as: Elemetental Strike, Melee Spell Attack, 1d6+Int. Mod. elemental damage (choose fire, lightning, thunder, cold when making the attack), can be used for opportunity attacks. Of course, this would require you being in melee which isn't the best place for a wizard.
 

Use the Spells Secrets ability from the UA wizard Lore Mastery path: the wizard can change the element when casting an elemental spell. Seems exactly what an evoker should be able to do.

My issues with this is that it is another EZ button, like the sculpting, and leads to less tactical play.

Giving the caster some elemental immunity or resistance could be interesting (and they will probably need more help with defense then offense).
 

My issues with this is that it is another EZ button, like the sculpting, and leads to less tactical play.

Giving the caster some elemental immunity or resistance could be interesting (and they will probably need more help with defense then offense).

Just make it bonus damage. As an Evocation wizard you add X number of damage dice to Evocation spells. This number increases at level (Y), (W), (Z), and (P). This adds even more need for tactics, because you could be hitting your allies with an even bigger amount of damage if you don't place it right. For example, say an 8th level Evo wizard gets +3 damage dice. That is a much scarier Fireball to throw your party into, especially if it is also up-cast.
 

Thanks for the suggestions everyone! Player is asking to sub it out for the Spell Sniper feat (spells that require an attack roll have their ranged doubled and ignore 1/2 or 3/4 cover, and you get a bonus cantrip of this sort). It seems to fit the flavor for an evoker so I am considering it. Anyone think this would be unbalanced?

Unless you have a tetchy sorcerer in the group, change it to metamagic -- either Quickened Spell or Empowered Spell. The Wizard can use it a number of times equal to his/her Intelligence modifier.

I like this idea too and will probably throw it out there as a suggestion for him to consider, thanks!
 

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