Wizard Subclass - Tumblr Posts
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Brewfest Week 3: Strange Magic Strange magic indeed! The Wizard School of Hedge Magic gives the already broad spell list of wizards even more coverage- and a few unique ways of using existing spells. If you fancy yourself the hermit spellcaster or the local healer/diviner/apothecary, but you still want the flavor of a wizard, this is subclass for you. A lot of this classes features are fairly experimental- latching onto specific spells and enhancing them. Hopefully, I didn’t go too far. I aimed for various pop culture depictions of witchcraft in this one, and there’s more spooky brews like it to come next week, but for now we’ll cycle back to another player advice article: The Arcane Sapper conversion kit.
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October Brew Fest: Week 3
This is the final post for week 3, and though it’s smaller than I hoped it’d be, I think it’s solid. It’s been a hectic week at work and I bit off a bit more than I could chew with the blog- you may have noticed that I didn’t follow my schedule at all this week.
But enough of that, and onto the new brew!
The School of the Arc- a new Arcane Tradition
The School of the Arc is the wizard’s answer to the fighter’s Arcane Archer.
I’ve always been disappointed by the Arcane Archer’s implementation in 5e. I personally thought even the Eldritch Knight did the concept better- but I’ve come to realize the Arcane Archer wasn’t ever for people like me. It was for those who wanted the flavor without fiddling with casting mechanics.
So here’s the subclass for people who want to fiddle with the spellcasting mechanics.
If you want the PDF, or tumblr wrecks the document, click through here.
I want to note an interesting and somewhat accidental side effect of the design here:
This Archetype has a built in combat loop.
Since you can cast True Strike as a bonus action, and you really don’t want to miss with an Infused arrow (which takes a bonus action to create) you’re encouraged to alternate casting True Strike on one turn and landing an Infused Arrow on the next. You also really want to avoid taking a hit, since True Strike still requires your concentration. You’ll surely break that loop fairly often, I think it’s interesting that it’s there at all.
(I say somewhat accidental because I really only wanted to make true strike a viable option. Once I realized that it affected your attacks next round and not immediately did I realize what would happen once I made Imbued Ammunition use a bonus action- and I leaned into it!)
I might come back to this one later to ensure that the wording is clear, or even just to change the name. School of the Arc is somewhat evocative, but I’m not sure I like it. On that note, I’m open to suggestions!
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Week 2: The Veil Festival Day 2: School of the Veil
While the groundskeepers prepare the festival grounds, the Scholars of the Veil arrive to study the strange magical phenomena that can only be observed this time of year.
The wizard School of the Veil was on the schedule last year, and never quite made it- hopefully you can see why. This was a challenge, on par with the well-loved Chronomancer in some respects, since it relies on certain fictional ‘physics’ that can be hard to pin down.
Regardless, most of us have thought about playing a ghost at some point, and while this takes a while to get there, it can fulfill certain parts of that fantasy!
If you’d like to download the PDF, or just get a better view, the homebrewery link is here! Edit: As it turns out, @stonefallwaits caught me slippnig back into old 3.5 habits- will saves don’t exist in DnD 5e! I’ve updated this brew to reflect that- Forced Crossing is now resisted with a Charisma save.