D&D 5E Lets Design: A Dimensionalist (Wizard Archetype)

Zardnaar

Legend
A few days ago I post a thread about wizard specialists from Spells and Magic. It seems my memory failed me and I got a couple of things mixed up. One of them was a dimensionialist and I thought that it was just another silly thing from 2E with a limited spell list and abilities.

Turns out I was wrong. A lot of the spells are in 5E already and its abilities could probably be mapped to a new archetype. How vital converting this specialist is IDK. It doesn't however get at will attack granting.

Anyway here is what got in 2E.
Extra specialist spell per level, typical specialist wizard, opposing schools Enchantment, Necromancy.

Both things are mostly obsolete in 5E, no ability shoul;d however be enchantment or necromancy related IMHO.
+1 on saves vs dimension magic,-1 vs opponents. Mostly obsolete in 5E some sort of save manipulation could be done perhaps.
Disappear ability at level 8 (basically rope trick), can take another with you level 11 and up to 5 level 14.

So not a alot and with power creep some of these can probably be gated to lower levels. Rope trick 1/long rest in efffect won't break the game.

Spell List (half price to scribe in 5E I suppose)

DetectPhase
Enlarge/reduce
Gaze reflection
Deep pockets
Displace Self
Blink
Dimension Door
Distance Distortion
Improved Blink
Leomund's Secret Chest
Dimensional Blade
Etheralness
Drawmijs Instant Summons
Duo Dimension
Mordenkainians Magnificent Mansion
Phase Door
Shadow Walk
Maze
Gate
Sphere of Ultimate Destruction
Timestop

Some spells can be converted I suppose, dimensional blade was fun back in the day.
 

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I'd say take the idea of the class and make some new abilities to complement the subclass. They are a master of dimensional magic which is essentially a subgroup of conjuration. Rather than getting abilities that improve summoning, have them gain abilities that improve teleporting or dimensional manipulation. I wouldn't worry about the old specialist bonuses/penalties since these aren't part of 5e.

Some things that might fit are:
1. Gaining the ability to misty step 1/short rest
2. Improved distance when teleporting.
3. An ever Improving demiplane that they can always access. Size might start as essentially a closet space and improve up to a moderately sized room. This could account for the ability to bring others.

Those are some ideas anyway. I'd also say that when the PCs want to get to another plane that the one they want to call on for help would be a dimensionalist.
 

Well, using the 5E Wizard subclass (Arcane Tradition) template:
  • 2nd level: Gold and time you must spend to copy a spell from your tradition into your spellbook is halved.
  • 2nd level: some form of rope trick
  • 6th level: some form of misty step/dimension door
  • 10th level: some form of wall of force/resilient sphere/globe of invulnerability
  • 14th level: some form of demiplane/magnificent mansion/improved rope trick

Of course, definitely not direct copies of these spells, but some sort of flavorful imitation. When I think of a "dimensionalist" I think if teleport, the planes, and force spells.
 

I’d take a look at how War Magic combines Abjuration and Evocation with battle-related special abilities and build a subclass roughly on that formula. Perhaps Conjuration and Transmution in this case with dimensional special abilities that serve to protect the wizard in planar or elemental conditions and allow them easier/quicker access to transitive planes even during combat (or when they need to fetch the potion they stashed in an astral cubby).
 

Since I kind of see this tradition as a focused conjuration tradition, poaching the benign transposition ability at 6th level I think would be fitting for it. Think of the rest as substitution levels, some focus on conjuring while others focus on teleportation and planar travel.
 

I'll try something, tell me if it works.
Design notes:
- Inspired by the mystic nomad and its disciplines
- Movement based wizard: High mobility is the basic version of dimensional travel
- Based of the War wizard: no school specialization but the features should favor some type of spells.

lvl 2: Arcane Nomad: As a bonus action you use arcane powers to warp the world around you, decreasing the distance between your steps. Until the end of your turn your speed is increased by 10 and you can stand up without using any movement if your speed is more than 0.

lvl2: Planar Adaptation: Your arcanes exploration requires that you travel to inhospitable lands. At the end of a long rest, choose 2 type of energy: you gain Resistance to those type until the your next long rest.

lvl6: Savant of Tresholds: As a Reaction when attacked you can swap place with a willing ally within 30'. The initial attack targets the ally instead. Use 1/ short rest. Recharge if you did not use any movement on a turn.

lvl10: Master of Dimensions: The movement of any teleport spell you cast is increased by 15'. Also if a spell would allow you to create an inter-dimensional space, you can double the size of the created space.

lvl14: Gated Spells: Once per short rest, as an action, you can transform a willing ally within 30' into a living gate for your spells. For 1 minute you can cast spells using the ally as the origin point of those spells. If the spell requires concentration, the wizard is the one maintaining it.
 

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