Alternate Wizard Class v1.0
🕑 Added 2024-10-13 14:40:38 +0000 UTCHello everyone - today I’m excited to share my take on an Alternate Wizard class! Become the master of arcane spellcraft you were meant to be with this my first alternate take on a traditional full spell caster!
Like all my Alternate Classes, the Alt Wizard is my attempt to rebalance the Wizard class so its mechanics more closely match the fantasy of playing a master of magic, while introducing a few… limitations so the Wizard doesn’t outshine the rest of your party.
This is v1.0 so I’m very interested in any feedback you may have on the class!
~laserllama
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ALTERNATE WIZARD v1.0
Starting Proficiencies:
Restricted these a bit (but added calligrapher’s supplies and Nature). Your time is spent on learning the arcane secrets of the multiverse!
Arcanist:
New QoL feature for Wizards at 1st level. You’re the magic guy!
Mastered Schools:
The biggest and most far-reaching change that I made! This forces Wizards to specialize a bit, and restricts them slightly in which spells they can grab. As you gain additional Mastered Schools you can also choose to instead continue to specialize in one and add new spells to your Spellbook.
Interested in what people think of this mechanic! I think it’s a thematic way to limit the most powerful class in the game (just a little bit).
Copying Spells:
I’ve removed the gold cost! ~~gasp~~ No other class is forced to rely on gold like the Wizard is. Maybe this will prove to powerful, but I think its worth trying out to see how it goes. Maybe Wizards will actually make back-up Spellbooks now?
Spellcasting Restrictions:
If you saw my Alternate Sorcerer you probably saw this coming. All previous editions limited Wizards in this way, so this is just a (justified IMO) return to form. Future subclasses and Feats may provide a way around this!
Studious Recovery:
NEW feature that is no longer limited to once per long rest. Trying this out to see if it will encourage more short resting.
Arcane Tradition:
Moved back to 2nd level and went with a better naming scheme. Included the Abjurer, Conjurer, Evoker, and Transmuter this time around, along with two Patron-exclusive elemental Arcane Traditions: the Aeromancer and Geomancer!
Signature Spell:
The other huge change! Bigby and Ottiluke had to invent their new spells somehow - now you can join them! Help me look for broken combos here.
Arcane Mastery:
New capstone feature fitting for a Wizard.
Spell List:
A number of spells have had their Spell School adjusted (to more thematically appropriate ones IMO). Also evens out the schools to make choosing a Mastered School a more difficult choice (because all options are good).
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CHANGE LOG: PHB Wizard -> Alternate Wizard v1.0
Proficiencies // Weapons // Cut darts, slings, and light x-bows.
Proficiencies // Tools // Added Calligrapher’s Supplies.
Proficiencies // Skills // Added Nature.
Arcanist // NEW 1st level feature to make you feel like a smart magic man.
Spellcasting // new Mastered Schools mechanic as new backbone of the class.
Cantrips // One must be from a Mastered School.
Spellbook // 2/6 starting spells must be from a Mastered School.
Spellbook // Copying Spells // Removed the gold cost of copying spells (still must spend the time). Time to copy is halved for spells from Mastered Schools.
Learning Spells // 1/2 new level-up spells must be from a Mastered School.
Spellcasting Focus // You can use your Spellbook!
Spellcasting Restrictions // New feature to limit full spellcasters.
Arcane Recovery // CUT
Studious Recovery // New 2nd level feature to replace Arcane Recovery. One spell slot to recover, but you can use it during every short rest!
Arcane Tradition // Moved back to 3rd level. Tradition name scheme changed.
Cantrip Formulas (Optional) // CUT. Unnecessary.
Signature Spell // NEW at 7th level - Bigby had to create his spells somehow!
Archmage // Renamed (Spell Mastery). Spells must be from a Mastered School, but you no longer have to prepare them (they are always prepared).
Signature Spells // CUT.
Arcane Mastery // NEW 20th level capstone - access all your spells!
Spell List
Spell School Changes // a number of Wizard spells (too many to list) have had their spell school changed from the PHB. This was both to better reflect the effects of the spell thematically, but also to balance out the number of spells in each spell school.
Enchantment // Now includes spells that have to do with telepathy/mentalism. Moving objects with your mind, etc. is now an Enchantment spell effect.
CUT // (Cantrips) infestation, booming blade, green-flame blade, toll the dead, (1st) silvery barbs, (2nd) chromatic blade, (3rd) catnap, spirit shroud, flame arrows, (4th) black tentacles, (5th) steel wind strike, wall of light, (6th) irresistible dance, tenser’s transformation, (7th) dream of the blue veil.
Wish // No longer has a spell school!
Arcane Traditions
All // Naming scheme redone (no longer School of ______).
Savant features CUT and replaced with “Scholar of ______” features.
Abjurer (School of Abjuration)
Arcane Ward // You can’t refill it with Ritual spells (must expend a spell slot).
Empowered Abjuration // Renamed (Improved Abjuration). You automatically add Counterspell and Dispel Magic to your Spellbook, and add your proficiency bonus to ability checks with those spells. Your Arcane Ward also gains resistance to non-magical damage.
Master of Abjuration // Renamed (Spell Resistance).
Conjurer (School of Conjuration)
Minor Conjuration // Reworked to actually be useful and scale with spell slots.
Self Transposition // Renamed (Benign Transportation). Reworked around the Misty Step spell (and you learn Misty Step for free).
Empowered Conjuration // Renamed (Durable Summons). Moved the temp hit point buff down to this level. Now scales with your Wizard level.
Master of Conjuration // Renamed (Durable Summons). Moved to 14th level.
Evoker (School of Evocation)
Potent Cantrip // Moved down to 3rd level. New effect for Attack Roll and Saving Throw Evocation cantrips.
Sculpt Spells // Moved back to 6th level. You don’t need to see the targets!
Empowered Evocation // Potent Cantrip effects apply to all spells.
Master of Evocation // Renamed (Overchannel). Cleaned up the wording.
Transmuter (School of Transmutation)
Equivalent Exchange // Renamed (Minor Alchemy) and reworked to be useful.
Transmuter’s Stone // CUT
Transmute Self // NEW 6th level feature.
Empowered Transmutation // Renamed (Shapechanger). Cleaned up language.
Master of Transmutation // NEW capstone feature - Philosopher’s Stone!
Comments
PotatoGolem
That's totally fair on both counts- one of the great things with your classes is the iterative evolution, so better to start with a bunch of new ideas and trim/modify than play it too safe. I'd maybe move it to 3rd/4th level and have it not be able to recover your highest spell level, so it's not on the same power level as the sorcerer using SR to get back their highest level spell. Excited to see how the class grows, and I would 100% use this over regular wizard at my table even in 1.0 form. Also, I love the Arcanist feature. Wizards being worse at Arcana than Rogues or Bards when their understanding of the arcane is the entire source of their power is a huge bugaboo of mine in 5e, even if it doesn't come up that often or make a big (or any) difference in most games.
laserllama
Components would also allow you to remove Verbal and/or Somatic Components, giving you a permanent version of Subtle Spell Metamagic. Removing the Material Component is probably the least useful option IMO.
laserllama
Studious Recovery is one spell slot, so it's not as flexible as the Sorcerer's equivalent feature, but I understand where you're coming from. It's v1.0 and I wanted to test some different stuff out.
laserllama
I'd rule that it's wasted - you've gotta choose which effect you want when you spend the spell slot.
Harcin
If someone passes the save against Self Transposition, is the misty step wasted or do you still get to choose somewhere else to go? It feels like it should be wasted, and most DMs would treat it that way, but it doesn't explicitly say.
SleepyBeast
From the first glance I had, the Components option of Signature Spell seems very underpowered (or I don't understand something..). A spellcasting focus or a component pouch already provide all components you could ever need (if they are not consumed or have a cost, in which case they can't be affected by Signature Spell). And even if you find yourself in a situation where you lost all of your equipment, it doesn't help as you would still need at least one component. And also, the price for it is so high, 1 lvl for removing a single non consumed, non costly component which again, focuses and pouches provide at essentially no cost is huge (again if I don't miss there on something). And if we take for comparison other possible modifications; Shape can slightly increase the area of a sphere shaped spell by transforming it into a cubic one at no cost and Damage can reduce by an enormous amount the number of creatures resisting the damage dealt by a spell (for example a fireball dealing acid damage could deal big damage in more situations) and it is again at no cost. So I don't really understand why on one hand there is an option that does very little for 1 or more levels of the spell, and there are some options that are making the spell a little bit better or much more reliable at no cost. I understand that there is no really any competition (although, a spell level is a spell level) as the number of modifications is unlimited, but this gap in the power of options is at least weird...
PotatoGolem
First off, this is (as always) a really cool revision that captures the flavor of a wizard really well. The mastered schools mechanic really makes them feel like an actual academic with a field of study. The one big miss for me is studious recovery. It's a huge buff to a class that really didn't need a buff. It also makes your alt sorcerer (one of my favorites!) feel less special with your new sorcerous recovery, because the wizard gets more or less the same ability. Given that the sorcerer has way fewer spell slots/points to balance that and that (unlike the wizard) they can only cast level 6+ spells once per day, Studious Recovery sadly feels like it makes wizards just better than sorcerers again.