RhaezDaevan
Adventurer
I often see people wishing there was a spellcasting equivalent of the Champion fighter that was simple to use.
With that idea in mind, here's my first attempt at one.
Mage (Simple Wizard)
Notes: this variant is meant to be easy to use, but not necessarily powerful. As it’s meant to be basic, it’s not meant to be used with multiclassing rules.
Changes:
Drop spell slots. Keep cantrips, but the mage get 2 more than the normal wizard.
Gain spell dice. Spell dice start as d6s and increase to d8s at 5th level, d10s at 10th level and d12s at 18th level. You start with 3 dice, and gain 1 extra spell die each level of Mage after 1st. Spell dice are restored during a short or long rest. You spend spell dice to improve cantrips that deal damage.
You can spend spell dice to add one or more of the following effects:
Spellbook remains and you can still copy spells into it, but only rituals. The normal spells gained through level up must be those that can be cast as a ritual.
Arcane Recovery no longer gives back spell slot. Instead, it gives the ability to restore half your spell dice as an action, but you must take a short or long rest to use the ability again.
Spell mastery and signature spells can remain, but can be any spell on the wizard spell list of the appropriate level, and not one you have in your spell book. Since these aren’t cantrips, you can’t spend spell dice on them.
Instead of arcane tradition, gain the following abilities:
Starting at 2nd level, you can spend a spell die to cast Mage Armor on yourself as a 1st level spell.
Starting at 6th level, you can spend a spell die to cast Shield as a 1st level spell.
Starting at 10th level, you can spend two spell dice to cast a cantrip as a bonus action
Starting at 14th level, you can spend five spell dice to maximize the damage of a cantrip being cast.
I know it doesn't compare to a real wizard, but is it a good start? I think the first few levels are OK, but perhaps I need to boost the higher levels? What say you?
With that idea in mind, here's my first attempt at one.
Mage (Simple Wizard)
Notes: this variant is meant to be easy to use, but not necessarily powerful. As it’s meant to be basic, it’s not meant to be used with multiclassing rules.
Changes:
Drop spell slots. Keep cantrips, but the mage get 2 more than the normal wizard.
Gain spell dice. Spell dice start as d6s and increase to d8s at 5th level, d10s at 10th level and d12s at 18th level. You start with 3 dice, and gain 1 extra spell die each level of Mage after 1st. Spell dice are restored during a short or long rest. You spend spell dice to improve cantrips that deal damage.
You can spend spell dice to add one or more of the following effects:
- When casting a cantrip that deals damage, roll the spell die and add it to the cantrip’s damage. Starting at 5th level, you can spend 2 dice at once using this effect. At 10th level you can spend 3 dice at once, at 15th you can spend 4 dice, and 5 dice at once at 18th level.
- Change the damage type of the cantrip to one of the following: fire, cold, lightning, poison, acid or thunder.
- If the cantrip targets only creature, it can target one extra per die spent.
- If the cantrip affects an area, you can target a single
Spellbook remains and you can still copy spells into it, but only rituals. The normal spells gained through level up must be those that can be cast as a ritual.
Arcane Recovery no longer gives back spell slot. Instead, it gives the ability to restore half your spell dice as an action, but you must take a short or long rest to use the ability again.
Spell mastery and signature spells can remain, but can be any spell on the wizard spell list of the appropriate level, and not one you have in your spell book. Since these aren’t cantrips, you can’t spend spell dice on them.
Instead of arcane tradition, gain the following abilities:
Starting at 2nd level, you can spend a spell die to cast Mage Armor on yourself as a 1st level spell.
Starting at 6th level, you can spend a spell die to cast Shield as a 1st level spell.
Starting at 10th level, you can spend two spell dice to cast a cantrip as a bonus action
Starting at 14th level, you can spend five spell dice to maximize the damage of a cantrip being cast.
I know it doesn't compare to a real wizard, but is it a good start? I think the first few levels are OK, but perhaps I need to boost the higher levels? What say you?