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D&D (2024) what should the wizard's subclasses be?


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Scribe

Legend
Scribe - "All the spells!"
War Caster - "All the explosions!"
Bladesinger - "Not all Elves!"
Elementalist - "Forces of Nature!"

Oh, and take away cantrips, and make them have to find/discover spells, and you cannot just use slots all random like.

There ya go, Wizards brought back down to earth.
 

DND_Reborn

The High Aldwin
None. Remove subclasses entirely. They do nothing but decrease player imagination and add power/features. (There is some merit in an archetype design to help players define a direction for their PC, if they really need one.)

Wizards, more so than probably than any other class, can define itself by their spell selection, focusing on utility, combat, summoning, or whatever--including a "general" practitioner.

Now, if you want subclasses:
  • Combat - focuses on combat spells, dealing massive damage or protecting others
  • Lore - desires to uncover secrets and gain knowledge
  • Specialist - studies one aspect (school?) of magic to the determent of others
  • Summoner - uses conjured creatures in whatever role (servants, combatants, etc.)
  • Utility - emphasis on making adventuring (general life) easier

I would stay away from "themes" (e.g. necromancer, firemage, etc.) and allow those to develop by spell choice and role-play. A "Necromancer" could be accomplished either via Combat, Lore, Summoner easily.
 

EzekielRaiden

Follower of the Way
I have seen people complain about the concepts of the wizard's subclasses, what should the basic ideas be instead as I myself can't think of any?
Personally, I think "Specialist Wizard" should be one subclass. Not eight. The initial features would be common to nearly all Wizards anyway, so you'd just need to specify the individual features for each school.

Then, from there, you'd add thematic subclass options instead. Bladesinger is decent. Some kind of rune-master would be cool. Summoner is always a good one in my book (though I prefer the Charisma flavor thereof; it makes more sense to me that you need to either persuade or intimidate beings into working for you.) The Order of Scribes is a good close-to-generalist option. Something to do with mathematics and astronomy would be nice. Wu Jen, or some other "elemental focus"/feng shui practitioner, would be a solid thematic fit.

"Specialist Wizard," by these lights, would be the "ultra classic but not very flavorful" option, parallel to Life Cleric, Champion Fighter, or Thief Rogue.
 

Scribe

Legend
None. Remove subclasses entirely. They do nothing but decrease player imagination and add power/features. (There is some merit in an archetype design to help players define a direction for their PC, if they really need one.)

Wizards, more so than probably than any other class, can define itself by their spell selection, focusing on utility, combat, summoning, or whatever--including a "general" practitioner.

Now, if you want subclasses:
  • Combat - focuses on combat spells, dealing massive damage or protecting others
  • Lore - desires to uncover secrets and gain knowledge
  • Specialist - studies one aspect (school?) of magic to the determent of others
  • Summoner - uses conjured creatures in whatever role (servants, combatants, etc.)
  • Utility - emphasis on making adventuring (general life) easier

I would stay away from "themes" (e.g. necromancer, firemage, etc.) and allow those to develop by spell choice and role-play. A "Necromancer" could be accomplished either via Combat, Lore, Summoner easily.

high quality GIF
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Beguiler: illusion and enchantment
Warmage: armored anti-magic, single target damage or terrain DOT
Elementalist: Elemental boom boom spells
Scholar: ritualist ++, skills, all them spells
Conjurer: summon and planar mobility/protection
 


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