M_Natas
Hero
Ladies and Gentleman,
I present to you the Wizard 2.0!
He comes with three subclasses: The Specialist, the Generalist and the Bard (okay, the last one is an even bigger experiment, because I my mind, the Bard is an arcane magic user that is basically a wizard who went to Arts school ... if you don't like the bard as a Wizard Subclass, please ignore that and concentrate on the new Design Concept of Wizard Specialist and Generalist).
It comes with:
After long discussions about Fighters and Wizards, there were a lot of complaints about the design of the Wizard. That the subclasses were more or less meaningless (except for the Bladesinger), because the Wizard is his spell list, and no matter which subclass you choose, you can always choose the 10 best spells there are, because you can always access any spell from the wizard subclass.
It also makes a lot of the wizard school subclasses feel meaningless, like the Necromancer, because the Spell for him to get his Undead Minions is spell level 3, so he will never get it before character level 6.
It is also one of the biggest complaints against the Power-Creep of Wizards: That they have access to so many spells that they have a tool for every problem.
So, my Idea to fix that, was to implement a simple system, which would incorporate all School of Magic Wizard-Subclasses into one subclass:
Proficiency and Expertise for Schools of Magic.
First of all: I can make thematic spells that are stronger, but can only be used by a Wizard who has expertise in that school of magic. Like, yeah, I'm changing now the School of Magic-Subclass Ability basically into spells - but now that they are guarded behind expertise, that is actually fine. And it fits the theme of "The Wizard is his Spellbook" even stronger. Like, giving a spell "Create undead Minion" to every Wizard would be bad. It would be overpowerd. But only for Experts in Necromancy to have that is fine, because then they can't have access to the most powerful spells of other schools of magic, so it balances out. Suddenly the Schools of Magic have meaning and a Necromancer is distinct from a diviner and from an evoker!
With the Specialist Wizard Subclass, you gain Expertise in one School of Magic. That means you can learn the strongest spells from that school of Magic. Additionally, over all the levels, you will also gain proficiency in 3 schools of magic, getting access to a lot of spells up to level 5.
This is more on Theme of a Wizard who emulates a modern academic: Somebody who specialises in one Field.
The Specialist Wizard gains benefits for Spells of his own school. I also added on several Levels advanced and expert spells for each school, to give back some Subclass Abilities that were otherwise lost, to strengthen the theme of the subclass.
With the Generalist Wizard Subclass, overall the Levels, you gain proficiency in 7 of the 8 schools of Magic. So you have wide spell selection, but not access to the strongest spells of each class. So he is more flexible, and his subclass abilities improve his flexibility further.
With the Bard-Wizard Subclass, I wanted to see If I can make that subclass. I actually think it would be fine, if you were able to forget that the Bard-Class actually exist .
Now, the Spell list for all Schools of Magic are not totally balanced against each other yet, I just filled up the biggest holes, trying to balance the new spells against the existing ones - but especially at higher levels that is very hard.
P.S.: I already implemented directly into the class my Gradual Gritty Realism Rest System for recovering spellslots - that can be ignored, and you can just assume that he recovers all spell slots after a long rest.
So, I'm open to feedback and discussions, but I must warn you: If you think that the current Wizard shouldn't be changed, then this thread is probably not for you, but I'm open to any constructive criticism.
Find the PDF with all the Subclasses and Spells attached.
I present to you the Wizard 2.0!
He comes with three subclasses: The Specialist, the Generalist and the Bard (okay, the last one is an even bigger experiment, because I my mind, the Bard is an arcane magic user that is basically a wizard who went to Arts school ... if you don't like the bard as a Wizard Subclass, please ignore that and concentrate on the new Design Concept of Wizard Specialist and Generalist).
It comes with:
- 3 Subclasses (Specialist, Generalist and Bard)
- Proficiency and Expertise for Schools of Magic, walling of access to higher spells
- A Horde System (was needed for the Necromancer Summon)
- 11 new cantrips and 29 new Spells (to even out the imbalance in Spells in the Schools of Magic) – including never seen evolving spells that get new abilites at higher levels!
After long discussions about Fighters and Wizards, there were a lot of complaints about the design of the Wizard. That the subclasses were more or less meaningless (except for the Bladesinger), because the Wizard is his spell list, and no matter which subclass you choose, you can always choose the 10 best spells there are, because you can always access any spell from the wizard subclass.
It also makes a lot of the wizard school subclasses feel meaningless, like the Necromancer, because the Spell for him to get his Undead Minions is spell level 3, so he will never get it before character level 6.
It is also one of the biggest complaints against the Power-Creep of Wizards: That they have access to so many spells that they have a tool for every problem.
So, my Idea to fix that, was to implement a simple system, which would incorporate all School of Magic Wizard-Subclasses into one subclass:
Proficiency and Expertise for Schools of Magic.
- You have General Spells (some cantrips, most level 1 and 2 spells), that every Wizard can learn.
- You have advanced spells, that require proficiency in their school of magic to learn. A lot of Level 3 to 5 Spells.
- You have expert spells, that require expertise in their school of magic to learn. Most level 6 to Level 9 spells.
First of all: I can make thematic spells that are stronger, but can only be used by a Wizard who has expertise in that school of magic. Like, yeah, I'm changing now the School of Magic-Subclass Ability basically into spells - but now that they are guarded behind expertise, that is actually fine. And it fits the theme of "The Wizard is his Spellbook" even stronger. Like, giving a spell "Create undead Minion" to every Wizard would be bad. It would be overpowerd. But only for Experts in Necromancy to have that is fine, because then they can't have access to the most powerful spells of other schools of magic, so it balances out. Suddenly the Schools of Magic have meaning and a Necromancer is distinct from a diviner and from an evoker!
With the Specialist Wizard Subclass, you gain Expertise in one School of Magic. That means you can learn the strongest spells from that school of Magic. Additionally, over all the levels, you will also gain proficiency in 3 schools of magic, getting access to a lot of spells up to level 5.
This is more on Theme of a Wizard who emulates a modern academic: Somebody who specialises in one Field.
The Specialist Wizard gains benefits for Spells of his own school. I also added on several Levels advanced and expert spells for each school, to give back some Subclass Abilities that were otherwise lost, to strengthen the theme of the subclass.
With the Generalist Wizard Subclass, overall the Levels, you gain proficiency in 7 of the 8 schools of Magic. So you have wide spell selection, but not access to the strongest spells of each class. So he is more flexible, and his subclass abilities improve his flexibility further.
With the Bard-Wizard Subclass, I wanted to see If I can make that subclass. I actually think it would be fine, if you were able to forget that the Bard-Class actually exist .
Now, the Spell list for all Schools of Magic are not totally balanced against each other yet, I just filled up the biggest holes, trying to balance the new spells against the existing ones - but especially at higher levels that is very hard.
P.S.: I already implemented directly into the class my Gradual Gritty Realism Rest System for recovering spellslots - that can be ignored, and you can just assume that he recovers all spell slots after a long rest.
So, I'm open to feedback and discussions, but I must warn you: If you think that the current Wizard shouldn't be changed, then this thread is probably not for you, but I'm open to any constructive criticism.
Find the PDF with all the Subclasses and Spells attached.