D&D 5E What Arcane Traditions would you like to see

It would be a long while to work it out, but I would be able to balance things like that. If I think Fireball is plenty good, I can lock its current effect for only Evocation, and everyone else gets a weaker fireball, maybe with reduced radius. Or, if I don't care about balance, I can make fireball bigger for Evocation, something like double the radius and a bigger damage die.

Wizard would still be flexible, his niche, but you wouldn't be grabbing the same exact spell list no matter your wizard school.

I was thinking of something like a specialist casting spells from their specialty as though they were a level higher than they actually are, but that would have no effect in 5e. Maybe spells count as one (or two) levels higher for non-specialists? This would delay non-spec access to spells and prevent all but specialists from casting the most powerful spells in the school.
 

log in or register to remove this ad

- Sha'ir (ideally, both a Genie Pact Warlock, a Genie descended/touch Sorcerer AND a Wizard using a variant familiar to replace the Spellbook)

- Spellthief (we have a fighter Wizard, and a clericy Wizard; give us a roguelike Wizard!)

- Red Wizard

- War Wizard (different sort of combat focused mage...)

- Defiler (maybe Preserver too, dunno Dark Sun fans?)

Wizard is pretty full up, compared to other Classes...
 


I was thinking of something like a specialist casting spells from their specialty as though they were a level higher than they actually are, but that would have no effect in 5e. Maybe spells count as one (or two) levels higher for non-specialists? This would delay non-spec access to spells and prevent all but specialists from casting the most powerful spells in the school.

While reading through this thread that is similar to an idea I had.
Basically give all the specialists at 2nd level, that they can cast a spell of the specialist school at one level higher for free, recharges on a long rest. But the problem of course would be that not all spells have an option that allows them to cast at a higher level, and usually this usually only deals with adding extra damage.

I'm currently in the process of trying to lay out options to expand on what can happen when you cast a spell at a higher level. Examples include, further range, increased area of effect, additional targets, etc.
 


I think it is time to see a proper summoner class. It could be a fiend summoner, a monster summoner or a celestial allies summoner.
 



... or a celestial allies summoner.
So, like some sort of 'Angel Summoner,' then?

Maybe we could get a 'Bandit' Rogue sub-class to go with it, preferably mounted on some sort of muscle-powered tinker-gnome-made construct to increase his movement while still allowing spectacular acrobatics?


...nah, the latter would clearly be broken.
 

I'm not convinced an arcane tradition is the best avenue for inserting grafts in the game but I think it'd be swell to have an arcane tradition based on the 3.5 Fleshwarper PrC. It's probably too narrow of a focus to warrant its own arcane tradition. And although wizards are well suited as Fleshwarpers, a class-independent graft system may be more useful. But maybe there's something there.
 

Remove ads

Top