Alternate Wizard Class - BETA
Added 2024-09-01 01:32:55 +0000 UTCHey all!
I think it's about time for another Alternate Wizard update - this time it includes all 20 levels of the class! Not a ton of major changes this time around as most of my focus was building out levels 11 through 20 in a consistent way, and making some updates to 6th-level+ spells.
As always (especially with this play test class) your feedback is encouraged! Let me know what you think in the comments here, or stop by the Alternate Wizard Channel on Discord.
I think this is very close to a final, public release - what do you think?
~laserllama
Mastered Schools:
I like this (along with Signature Spell) being the Wizard's "signature" mechanic. Though, I've down played the emphasis on it a bit. At 1st level, 1/3 Cantrips and 2/6 Spells (in your Spellbook) must be from your Mastered School. You'll end up with 5 or 6 (out of 8) Schools Mastered by 20th level. I've also went through the entire Wizard spell list and reassigned many a spell's School.
Gold no longer Required:
The Wizard is the only class in the Player's Handbook that needed gold to interact with their class abilities. I've removed the gold cost from adding spells to your Spellbook (and from crafting Spell Scrolls). Ultimately, the DM is still in charge of how many Scrolls/Spellbooks you find - why does there need to be a gold cost along with the time it takes?
Spellcasting Restrictions:
These are here to stay - as an important and historical check to the power of Wizards. I do plan to look into certain subclasses and Feats possibly allowing exceptions to this rule - we'll see!
Signature Spell(s):
No changes, but you do gain a total of Three Signature Spells as you advance in your Wizardly studies. You can even continue to modify a previous Signature Spell. See if you can break this feature and report back! I want it to be fun (and strong) but not gamebreaking or overpowered.
Archmage:
Your 18th level feature that allows you to cast certain 1st or 2nd-level spells at-will. Though, now they must be from one of your Mastered Schools (of which you'll have 5 or 6 to pick from now).
Arcane Mastery:
You now have access to every single spell in your Spellbook at all times. IMO a few extra 3rd-level spell slots never felt like a great Wizard capstone to me, and this seems more appropriate.
Tradition Capstone Features:
Nothing too crazy here, just some QoL improvements to the official versions. The Transmuter's capstone was replaced with the Philosopher's Stone - interested to see what you all think of it!
Wizard Spell List:
Many spells have had their spell school modified to even out the Spell Schools when selecting your Mastered Schools. I also dropped a few spells that encroached on Martial territory (sorry).
Comments
Question; Wouldn't it make more sense for the names of the 18th and 20th lvl features to be swapped, i.e. Arcane Mastery at 18th and Archmage at 20th? Just feels like it'd fit better, especially since Druid already has Archdruid as its 20th lvl feature.
Andrew Downs
2024-09-03 12:47:56 +0000 UTCCan I just say I really like that when gaining a skill with a class/subclass if you’re already proficient you can expertise. So many times it feels great to pick a background that thematically fits but then you reconsider because your background skills are gonna be gained at 3rd level anyway.
Kelly Mitchell
2024-09-01 14:15:22 +0000 UTCGood catch!
laserllama
2024-09-01 12:47:34 +0000 UTCSome of your spells are repeated and not in the correct spell Lv, ex. The Investure spells, Eyebite, and Create Undead.
Andrew Downs
2024-09-01 09:45:34 +0000 UTCI've been feeling for a while like having such a long spell list made wizards too much more important than other classes -- there are just so many tricks that *only* a wizard can do. (I've considered whether the game would be better with a few different, more specialized mage classes instead of a generalist Wizard, like 3e's Warmage or Beguiler.) So in a twisted sort of way, it's nice to see the spellcasting restrictions back from the old days. (It also makes me feel better about playing an Alt-Sorcerer, although mine doesn't actually wear armor.) I've also thought it would have been nice if 5e wizards had a slightly more generic combat-oriented subclass, since the Bladesinger is kind of a specific elven culture thing that doesn't fit all characters. I don't know how much armor they'd get access to if the baseline Wizard can't normally wear armor at all, though; light armor *sounds* appropriate, but I can't imagine any player who wants to play a gish wizard actually trading Mage Armor for studded leather. The Philosopher's Stone is badass, not gonna lie.
Jeff Potato
2024-09-01 03:21:05 +0000 UTCLooking good! Only feedback I have is on Signature spell, and here's what I feel - The options don't actually give the sense of making something new, only mechanically better. The options are all fine balance-wise, except for the Ritual option as free nondetection on every party member every morning feels like an easy way to cut off one of the DM's capabilities to challenge the players, and a ritual summon creature spell is..well. congratulations you gain an entire subclass's shtick ( a constant companion). What would be really cool is some extra development here to identify mechanical *additions* that remain balanced. Like adding a condition or something. A fireball that knocks you prone for example. I'd also like to be able to *extend* the range of an aoe, not just change it. Let me expand shatter to a 20-foot radius and make it a bonus action. Its now a 4th level spell, but I can cast it and a catrip the same turn, which isn't bad. I know it'd be way more work but right now it's less 'signature spell' and more 'Enhanced Spell'
23BLUENINJA
2024-09-01 01:57:26 +0000 UTC