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Specialist Wizard subclass
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<blockquote data-quote="steeldragons" data-source="post: 9410731" data-attributes="member: 92511"><p>I understand the desire to have a singular subclass, but I really did like the addition of magical/supernatural specialty "powers"/tricks and/or spending of spell slots to do something "illusionisty" or "abjurish."</p><p></p><p>If subclass can deliver "bonus spells" dependent on domain or terrain or patron. why can't a single specialist subclass have a level that doles out (at least one!) a school dependent supernatural ability, beyond bonus/extra spells or half cost? I would even simply it down to, like, 4 or 5 options... assigned by speciality. I, personally, would group your options for "Abjurers/Diviners; Illusionists/Enchanters; Conjurers/Necromancers; Evokers/Transmuters." So, you don't need to do 8 different abilities...but certainly could (just pulling out what you feel is the most iconic "feature" of the existing 5e specialist subclasses).</p><p></p><p>Not just a metamagic...but similar to separate ability - for wizards only - I don't know, call them Studied Specialty or Arcanum Acumen or whatever. If not just pulling from existing features...something like....</p><p>Abjurers/Diviners get <em>Armor Another:</em> any speciality school spell with a range of <em>self </em>can be cast upon another target within 60' (or however far seems appropriate)." </p><p>or Evokers/Transmuters:<em> Dual Dweomer</em>: any speciality school spell you cast with an attack roll or targeting a single target can now be cast against/effect two targets.</p><p></p><p>Make 'em once per short rest or whatever you think is appropriate. But something that this particular (or subset of) specialist casters can do that other wizards of other specialities can't.</p><p></p><p>Also, imho, I would tweak to stipulate in your 10th level Spell Recovery that the recovered slot must be used for another speciality school spell.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 9410731, member: 92511"] I understand the desire to have a singular subclass, but I really did like the addition of magical/supernatural specialty "powers"/tricks and/or spending of spell slots to do something "illusionisty" or "abjurish." If subclass can deliver "bonus spells" dependent on domain or terrain or patron. why can't a single specialist subclass have a level that doles out (at least one!) a school dependent supernatural ability, beyond bonus/extra spells or half cost? I would even simply it down to, like, 4 or 5 options... assigned by speciality. I, personally, would group your options for "Abjurers/Diviners; Illusionists/Enchanters; Conjurers/Necromancers; Evokers/Transmuters." So, you don't need to do 8 different abilities...but certainly could (just pulling out what you feel is the most iconic "feature" of the existing 5e specialist subclasses). Not just a metamagic...but similar to separate ability - for wizards only - I don't know, call them Studied Specialty or Arcanum Acumen or whatever. If not just pulling from existing features...something like.... Abjurers/Diviners get [I]Armor Another:[/I] any speciality school spell with a range of [I]self [/I]can be cast upon another target within 60' (or however far seems appropriate)." or Evokers/Transmuters:[I] Dual Dweomer[/I]: any speciality school spell you cast with an attack roll or targeting a single target can now be cast against/effect two targets. Make 'em once per short rest or whatever you think is appropriate. But something that this particular (or subset of) specialist casters can do that other wizards of other specialities can't. Also, imho, I would tweak to stipulate in your 10th level Spell Recovery that the recovered slot must be used for another speciality school spell. [/QUOTE]
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