doctorbadwolf
Heretic of The Seventh Circle
I gave up on this a while ago, for my rogue/wizard, and he just has a sword that can cast Absorb Elements, Counterspell, and Dispel Magic.
However, I still have this idea that is just something I feel DnD and a lot of other games just don't have any way to model, that I would really love to be able to play.
Specifically, that is a character who can consume magic. Not a proper spellcaster, because there just aren't enough spells that do this sort of thing, but probably they'd have access to the spells listed above. Obviously they'd want to take Mage Slayer, but I'd want to see a subclass for this, not rely on a feat to do it.
I've had ideas for a Paladin Oath that simply gets the above spells, and a couple new XYZ Smite spells that focus on spell-eating, like the Spell-Bane Smite I proposed a while ago, and use in my games. Basically, you cast it, and if someone casts a spell within 15 feet of you during the spell's duration, you can move up to 15ft and attack them as a reaction, and they must pass a constitution save or waste the spell, and take 1d6 force damage.
Another spell I have kicking around to model this idea is an arcane feedback spell that attacks the magical bond between a caster and an effect that they have brought into the world that requires concentration. So, a conjured creature, a wall of fire, whatever. Maybe two spells, here.
One would simply be an advanced dispel magic that is specific to concentration spells with a source within 120ft of the spell effect, force a concentration check that is the higher of 10+spell level or your spell save DC, and deal decent damage if they fail, with half damage if they succeed. (thus forcing a second, less difficult, concentration save)
The other would be specific to spells that summon or create a creature or object with hit points. (can't recall if 5e has any spells that conjure an object that would have hit points, tbh) You deal damage to the target, and until the spell ends, any damage the target takes, half of that damage is sent back to the creature that summoned or created it, as you try to consume the magical power that bonds the two together.
However, I'd also be down to reimagine these as non-spell abilities, and make the subclass not technically ever use magic. Give them advantage on saves against magic at some point, the ability to create a sort of shield around themselves that absorbs some part of any magic that tries to touch them, etc. let them heal themselves with the consumed energy, maybe, but also gain half the benefit from external healing? Too fiddly?
However, I still have this idea that is just something I feel DnD and a lot of other games just don't have any way to model, that I would really love to be able to play.
Specifically, that is a character who can consume magic. Not a proper spellcaster, because there just aren't enough spells that do this sort of thing, but probably they'd have access to the spells listed above. Obviously they'd want to take Mage Slayer, but I'd want to see a subclass for this, not rely on a feat to do it.
I've had ideas for a Paladin Oath that simply gets the above spells, and a couple new XYZ Smite spells that focus on spell-eating, like the Spell-Bane Smite I proposed a while ago, and use in my games. Basically, you cast it, and if someone casts a spell within 15 feet of you during the spell's duration, you can move up to 15ft and attack them as a reaction, and they must pass a constitution save or waste the spell, and take 1d6 force damage.
Another spell I have kicking around to model this idea is an arcane feedback spell that attacks the magical bond between a caster and an effect that they have brought into the world that requires concentration. So, a conjured creature, a wall of fire, whatever. Maybe two spells, here.
One would simply be an advanced dispel magic that is specific to concentration spells with a source within 120ft of the spell effect, force a concentration check that is the higher of 10+spell level or your spell save DC, and deal decent damage if they fail, with half damage if they succeed. (thus forcing a second, less difficult, concentration save)
The other would be specific to spells that summon or create a creature or object with hit points. (can't recall if 5e has any spells that conjure an object that would have hit points, tbh) You deal damage to the target, and until the spell ends, any damage the target takes, half of that damage is sent back to the creature that summoned or created it, as you try to consume the magical power that bonds the two together.
However, I'd also be down to reimagine these as non-spell abilities, and make the subclass not technically ever use magic. Give them advantage on saves against magic at some point, the ability to create a sort of shield around themselves that absorbs some part of any magic that tries to touch them, etc. let them heal themselves with the consumed energy, maybe, but also gain half the benefit from external healing? Too fiddly?