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What are possible subclasses?
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<blockquote data-quote="Lokiare" data-source="post: 6263677" data-attributes="member: 83996"><p>I could see at least 2 sub-classes for the Wizard that would make different play styles viable in 5E:</p><p></p><p>The Traditionalist</p><p>Must match each prepared spell to a spell slot, can prepare the same spell over and over in different slots. Cantrips must be prepared in a similar way with them able to memorize a number of cantrips equal to their level + their Intelligence modifier. They gain an additional slot per spell level. They give up flexibility in order to gain more casting times of daily spells.</p><p></p><p>The Aedu</p><p></p><p>The Aedu pronounced "eye dew" are a sect of magicians that have extensively studied the ability to recapture spent energy before it dissipates. To this end certain spells can be repeated after a 2 minute 'recharge' where they reabsorb the energy from a spent spell. Each time they level up they gain one spell. They prepare spells as normal, but can only prepare 1 spell per spell level. They start with 2 cantrips that they can cast and recover every 6 seconds, one 1st level spell they can recover with a 2 minute recharge, and one 1st level spell they cannot recover. At early levels they seem extra powerful, but this soon dwindles as they are less versatile and more restricted than other Wizards. They can choose from the following spells at each level:</p><p></p><p>1st (starting)</p><p>Rechargeable Spells (pick one): They can pick any 1st level spell that does not require concentration and does not have a duration other than instantaneous.</p><p>Non-Rechargeable Spells (pick one): They can pick any 1st level spell.</p><p>2nd (utility)</p><p>Either choose a rechargeable spell or a non-rechargeable spell (using the level 1 information) from this list: Alarm, Comprehend Languages, Detect Magic, Disguise Self, Feather Fall, Find Familiar, Grease, Gust of Wind, Identify, Long Strider</p><p>3rd (rechargeable)</p><p>Choose a rechargeable spell of 2nd level or lower.</p><p>5th (non-Rechargeable)</p><p>Choose a non-rechargeable spell of 3rd level or lower.</p><p>6th (utility)</p><p>Choose either one of the spells from the 2nd level utility list above or Arcane Lock, Gentle Repose, Knock, Rope Trick, Spider Climb</p><p>7th (rechargeable)</p><p>Choose a level 4th or lower rechargeable spell</p><p>9th (non-rechargeable)</p><p>Choose a level 5th or lower non-rechargeable spell</p><p>10th (utility)</p><p>Choose a utility spell from the 2nd or 6th level or Contact Other Plane, Pass Wall, Scrying, Seeming, Teleportation Circle, True Seeing, Wall of Stone</p><p>11th (bonus feat, rechargeable)</p><p>Choose a bonus feat from the following list: Arcane Archer, Arcane Initiate, Lore Master, Magic Adept, Improved Magic Adept, Superior Magic Adept. You must meet all prerequisites for the feat you choose. Also gain a 6th level or lower rechargeable spell.</p><p>12th (utility)</p><p>Choose a utility spell from the 2nd, 6th, or 10th level utility spell lists above or Arcane Gate, Greater Dispel Magic, Move Earth.</p><p>13th (rechargeable)</p><p>Replace a rechargeable, non-utility spell you know for one of 7th level or lower.</p><p>15th (non-rechargeable)</p><p>Replace a non-rechargeable non-utility spell you know for one of 8th level or lower.</p><p>16th (utility)</p><p>Choose a utility spell from the 2nd, 6th, 10th, or 12th level utility list or Etherealness, Plane Shift, Teleport, Clone.</p><p>17th (rechargeable)</p><p>Replace a rechargeable spell for another rechargeable spell of 9th level or lower.</p><p>19th (non-rechargeable)</p><p>Replace a non-rechargeable non-utility spell for another non-rechargeable spell of 9th level or lower.</p><p>20th (non-rechargeable)</p><p>Choose a non-rechargeable non-utility spell of 9th level or lower.</p><p></p><p>Due to the way these Wizards recycle the spells energies, they lose arcane recovery and they cannot apply their Proficiency bonus to rechargeable spells. Which makes it easier for targets to resist their spells.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6263677, member: 83996"] I could see at least 2 sub-classes for the Wizard that would make different play styles viable in 5E: The Traditionalist Must match each prepared spell to a spell slot, can prepare the same spell over and over in different slots. Cantrips must be prepared in a similar way with them able to memorize a number of cantrips equal to their level + their Intelligence modifier. They gain an additional slot per spell level. They give up flexibility in order to gain more casting times of daily spells. The Aedu The Aedu pronounced "eye dew" are a sect of magicians that have extensively studied the ability to recapture spent energy before it dissipates. To this end certain spells can be repeated after a 2 minute 'recharge' where they reabsorb the energy from a spent spell. Each time they level up they gain one spell. They prepare spells as normal, but can only prepare 1 spell per spell level. They start with 2 cantrips that they can cast and recover every 6 seconds, one 1st level spell they can recover with a 2 minute recharge, and one 1st level spell they cannot recover. At early levels they seem extra powerful, but this soon dwindles as they are less versatile and more restricted than other Wizards. They can choose from the following spells at each level: 1st (starting) Rechargeable Spells (pick one): They can pick any 1st level spell that does not require concentration and does not have a duration other than instantaneous. Non-Rechargeable Spells (pick one): They can pick any 1st level spell. 2nd (utility) Either choose a rechargeable spell or a non-rechargeable spell (using the level 1 information) from this list: Alarm, Comprehend Languages, Detect Magic, Disguise Self, Feather Fall, Find Familiar, Grease, Gust of Wind, Identify, Long Strider 3rd (rechargeable) Choose a rechargeable spell of 2nd level or lower. 5th (non-Rechargeable) Choose a non-rechargeable spell of 3rd level or lower. 6th (utility) Choose either one of the spells from the 2nd level utility list above or Arcane Lock, Gentle Repose, Knock, Rope Trick, Spider Climb 7th (rechargeable) Choose a level 4th or lower rechargeable spell 9th (non-rechargeable) Choose a level 5th or lower non-rechargeable spell 10th (utility) Choose a utility spell from the 2nd or 6th level or Contact Other Plane, Pass Wall, Scrying, Seeming, Teleportation Circle, True Seeing, Wall of Stone 11th (bonus feat, rechargeable) Choose a bonus feat from the following list: Arcane Archer, Arcane Initiate, Lore Master, Magic Adept, Improved Magic Adept, Superior Magic Adept. You must meet all prerequisites for the feat you choose. Also gain a 6th level or lower rechargeable spell. 12th (utility) Choose a utility spell from the 2nd, 6th, or 10th level utility spell lists above or Arcane Gate, Greater Dispel Magic, Move Earth. 13th (rechargeable) Replace a rechargeable, non-utility spell you know for one of 7th level or lower. 15th (non-rechargeable) Replace a non-rechargeable non-utility spell you know for one of 8th level or lower. 16th (utility) Choose a utility spell from the 2nd, 6th, 10th, or 12th level utility list or Etherealness, Plane Shift, Teleport, Clone. 17th (rechargeable) Replace a rechargeable spell for another rechargeable spell of 9th level or lower. 19th (non-rechargeable) Replace a non-rechargeable non-utility spell for another non-rechargeable spell of 9th level or lower. 20th (non-rechargeable) Choose a non-rechargeable non-utility spell of 9th level or lower. Due to the way these Wizards recycle the spells energies, they lose arcane recovery and they cannot apply their Proficiency bonus to rechargeable spells. Which makes it easier for targets to resist their spells. [/QUOTE]
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