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*Dungeons & Dragons
Specialist Wizard subclass
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<blockquote data-quote="Stormonu" data-source="post: 9409664" data-attributes="member: 52734"><p>Yeah, I know - A5E has beat me to the punch on this. However, if you had interest in slimming down the various Wizard School subclasses into one subclass, how would you attempt it?</p><p></p><p></p><p>This is what I was thinking...</p><p>[spoiler]</p><h2><strong><em><span style="color: rgb(184, 49, 47)"><span style="font-size: 26px">Specialist</span></span></em></strong></h2><p>You are a specialist Wizard, who has been trained in a specific school of magic and it's complement. Although you can learn other spells they are not nearly as easy to learn or as powerful in your hands. Specialist Wizards tend to refer to themselves by their school names - for example, a specialist in Necromancy prefers to be referred to as a Necromancer. The base specialists (and their specialist school) are Abjurers (Abjuration), Conjurers (Conjuration), Diviners (Divination), Enchanters (Enchantment), Evokers (Evocation), Illusionists (Illusion), Necromancers (Necromancy) and Transmuters (Transmutation).</p><p></p><h3><strong>Spell specialization</strong></h3><p>At 3rd level, you gain expertise in Arcane Casting (specific School). This allows you to add +2 to your spell DCs and spell attack rolls when you cast spells that use your specialist School. You add the selected School and one additional spell's School to your base spell list. All other wizard spell schools you can only learn up to 4th level spells (capping out at 9th level, essentially).</p><p></p><h3><strong>Bonus Spells</strong></h3><p>Starting at 3rd level, you gain two bonus spells automatically from your specialty School to add to your spellbook. You do not need to spend the gold or time to add these spells to your spellbook.</p><p></p><h3><strong>Specialization Savant</strong></h3><p>Beginning when you select this school at 3rd level, the gold and time you must spend to copy a spell from your chosen School into your spellbook is halved.</p><p></p><h3><strong>Extra Spell Slot</strong></h3><p>Starting at 3rd level, you gain an extra 1st level spell slot. You can use this spell slot only to cast spells from your chosen specialty school. </p><p></p><p>As you go up in level, you gain extra slots as indicated on the table below. The bonus slots are not cumulative. You can only use this spell slot to cast spells from your chosen specialty school.</p><p></p><table style='width: 100%'><tr><th>Wizard Level</th><th>1st</th><th>2nd</th><th>3rd</th><th>4th</th><th>5th</th></tr><tr><td>3rd - 4th</td><td>+1</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>5th - 6th</td><td>+1</td><td>+1</td><td>—</td><td>—</td><td>—</td></tr><tr><td>7th - 8th</td><td>+1</td><td>+1</td><td>+1</td><td>—</td><td>—</td></tr><tr><td>9th-10th</td><td>+1</td><td>+1</td><td>+1</td><td>+1</td><td>—</td></tr><tr><td>11th+</td><td>+1</td><td>+1</td><td>+1</td><td>+1</td><td>+1</td></tr></table><p></p><h3>Metamagic</h3><p>Starting at 6th level, select one Metamagic from the Sorcerer list. You ignore the sorcery point cost and can apply the chosen metamagic to your specialist spells a number of times per long rest equal to your proficiency modifier. If a metamagic's ability is based on the number of sorcery points spent, treat it as if you had spend sorcery points equal to the level of the spell you cast.</p><p></p><p>At 12th level, choose a second Metamagic from the Sorcerer's list. You can only apply one metamagic to a spell that you cast per turn.</p><p></p><h3>Spellcasting Mastery</h3><p>Beginning at 10th level, choose one of the following:</p><p></p><p>- <strong>Potent Spellcaster.</strong> You add your Intelligence modifier to damage with cantrips or leveled spells. If the spell targets multiple enemies, add your modifier once to each target.</p><p></p><p>- <strong>Spell Recovery.</strong> Once per long rest, after casting a leveled spell of your specialty, you can regain one of your spent extra spell slots of a level one or more lower than the level of the spell you just cast.</p><p></p><p>- <strong>Durable Summons.</strong> When you cast a spell that summons or conjures a single creature, it gets +30 temp hit points and uses your proficiency modifier for attacks, saves and skill checks.</p><p></p><h3><strong>Irresistible Spell</strong></h3><p>Starting at 14th level, when a target succeeds on a saving throw against your spell or you miss with a ranged spell attack you can use your bonus action to succeed instead. Once you use this ability, you cannot use it again until you take a long rest.</p><p></p><p>--- Note ---</p><p>I believe many of the current subclass abilities are simply slightly tweaked spells, and with the extra slots should either just point back to the original spell they were pulled from or turned into a spell of that school (I think <em>Benign Transposition</em> might be one of the latter). While this takes its out of being available only to that specialist, the school restrictions and fact that it can't be cast as a "bonus" spell by other specialists I feel makes up for that.</p><p>[/spoiler]</p><p></p><p>Thoughts? Ideas?</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9409664, member: 52734"] Yeah, I know - A5E has beat me to the punch on this. However, if you had interest in slimming down the various Wizard School subclasses into one subclass, how would you attempt it? This is what I was thinking... [spoiler] [HEADING=1][B][I][COLOR=rgb(184, 49, 47)][SIZE=7]Specialist[/SIZE][/COLOR][/I][/B][/HEADING] You are a specialist Wizard, who has been trained in a specific school of magic and it's complement. Although you can learn other spells they are not nearly as easy to learn or as powerful in your hands. Specialist Wizards tend to refer to themselves by their school names - for example, a specialist in Necromancy prefers to be referred to as a Necromancer. The base specialists (and their specialist school) are Abjurers (Abjuration), Conjurers (Conjuration), Diviners (Divination), Enchanters (Enchantment), Evokers (Evocation), Illusionists (Illusion), Necromancers (Necromancy) and Transmuters (Transmutation). [HEADING=2][B]Spell specialization[/B][/HEADING] At 3rd level, you gain expertise in Arcane Casting (specific School). This allows you to add +2 to your spell DCs and spell attack rolls when you cast spells that use your specialist School. You add the selected School and one additional spell's School to your base spell list. All other wizard spell schools you can only learn up to 4th level spells (capping out at 9th level, essentially). [HEADING=2][B]Bonus Spells[/B][/HEADING] Starting at 3rd level, you gain two bonus spells automatically from your specialty School to add to your spellbook. You do not need to spend the gold or time to add these spells to your spellbook. [HEADING=2][B]Specialization Savant[/B][/HEADING] Beginning when you select this school at 3rd level, the gold and time you must spend to copy a spell from your chosen School into your spellbook is halved. [HEADING=2][B]Extra Spell Slot[/B][/HEADING] Starting at 3rd level, you gain an extra 1st level spell slot. You can use this spell slot only to cast spells from your chosen specialty school. As you go up in level, you gain extra slots as indicated on the table below. The bonus slots are not cumulative. You can only use this spell slot to cast spells from your chosen specialty school. [TABLE] [TR] [TH]Wizard Level[/TH] [TH]1st[/TH] [TH]2nd[/TH] [TH]3rd[/TH] [TH]4th[/TH] [TH]5th[/TH] [/TR] [TR] [TD]3rd - 4th[/TD] [TD]+1[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]5th - 6th[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]—[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]7th - 8th[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]—[/TD] [TD]—[/TD] [/TR] [TR] [TD]9th-10th[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]—[/TD] [/TR] [TR] [TD]11th+[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]+1[/TD] [TD]+1[/TD] [/TR] [/TABLE] [HEADING=2]Metamagic[/HEADING] Starting at 6th level, select one Metamagic from the Sorcerer list. You ignore the sorcery point cost and can apply the chosen metamagic to your specialist spells a number of times per long rest equal to your proficiency modifier. If a metamagic's ability is based on the number of sorcery points spent, treat it as if you had spend sorcery points equal to the level of the spell you cast. At 12th level, choose a second Metamagic from the Sorcerer's list. You can only apply one metamagic to a spell that you cast per turn. [HEADING=2]Spellcasting Mastery[/HEADING] Beginning at 10th level, choose one of the following: - [B]Potent Spellcaster.[/B] You add your Intelligence modifier to damage with cantrips or leveled spells. If the spell targets multiple enemies, add your modifier once to each target. - [B]Spell Recovery.[/B] Once per long rest, after casting a leveled spell of your specialty, you can regain one of your spent extra spell slots of a level one or more lower than the level of the spell you just cast. - [B]Durable Summons.[/B] When you cast a spell that summons or conjures a single creature, it gets +30 temp hit points and uses your proficiency modifier for attacks, saves and skill checks. [HEADING=2][B]Irresistible Spell[/B][/HEADING] Starting at 14th level, when a target succeeds on a saving throw against your spell or you miss with a ranged spell attack you can use your bonus action to succeed instead. Once you use this ability, you cannot use it again until you take a long rest. --- Note --- I believe many of the current subclass abilities are simply slightly tweaked spells, and with the extra slots should either just point back to the original spell they were pulled from or turned into a spell of that school (I think [I]Benign Transposition[/I] might be one of the latter). While this takes its out of being available only to that specialist, the school restrictions and fact that it can't be cast as a "bonus" spell by other specialists I feel makes up for that. [/spoiler] Thoughts? Ideas? [/QUOTE]
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