D&D 5E Specialist Wizard subclass

Stormonu

NeoGrognard
Yeah, I know - A5E has beat me to the punch on this. However, if you had interest in slimming down the various Wizard School subclasses into one subclass, how would you attempt it?


This is what I was thinking...

Specialist

You are a specialist Wizard, who has been trained in a specific school of magic and it's complement. Although you can learn other spells they are not nearly as easy to learn or as powerful in your hands. Specialist Wizards tend to refer to themselves by their school names - for example, a specialist in Necromancy prefers to be referred to as a Necromancer. The base specialists (and their specialist school) are Abjurers (Abjuration), Conjurers (Conjuration), Diviners (Divination), Enchanters (Enchantment), Evokers (Evocation), Illusionists (Illusion), Necromancers (Necromancy) and Transmuters (Transmutation).

Spell specialization

At 3rd level, you gain expertise in Arcane Casting (specific School). This allows you to add +2 to your spell DCs and spell attack rolls when you cast spells that use your specialist School. You add the selected School and one additional spell's School to your base spell list. All other wizard spell schools you can only learn up to 4th level spells (capping out at 9th level, essentially).

Bonus Spells

Starting at 3rd level, you gain two bonus spells automatically from your specialty School to add to your spellbook. You do not need to spend the gold or time to add these spells to your spellbook.

Specialization Savant

Beginning when you select this school at 3rd level, the gold and time you must spend to copy a spell from your chosen School into your spellbook is halved.

Extra Spell Slot

Starting at 3rd level, you gain an extra 1st level spell slot. You can use this spell slot only to cast spells from your chosen specialty school.

As you go up in level, you gain extra slots as indicated on the table below. The bonus slots are not cumulative. You can only use this spell slot to cast spells from your chosen specialty school.

Wizard Level1st2nd3rd4th5th
3rd - 4th+1
5th - 6th+1+1
7th - 8th+1+1+1
9th-10th+1+1+1+1
11th++1+1+1+1+1

Metamagic​

Starting at 6th level, select one Metamagic from the Sorcerer list. You ignore the sorcery point cost and can apply the chosen metamagic to your specialist spells a number of times per long rest equal to your proficiency modifier. If a metamagic's ability is based on the number of sorcery points spent, treat it as if you had spend sorcery points equal to the level of the spell you cast.

At 12th level, choose a second Metamagic from the Sorcerer's list. You can only apply one metamagic to a spell that you cast per turn.

Spellcasting Mastery​

Beginning at 10th level, choose one of the following:

- Potent Spellcaster. You add your Intelligence modifier to damage with cantrips or leveled spells. If the spell targets multiple enemies, add your modifier once to each target.

- Spell Recovery. Once per long rest, after casting a leveled spell of your specialty, you can regain one of your spent extra spell slots of a level one or more lower than the level of the spell you just cast.

- Durable Summons. When you cast a spell that summons or conjures a single creature, it gets +30 temp hit points and uses your proficiency modifier for attacks, saves and skill checks.

Irresistible Spell

Starting at 14th level, when a target succeeds on a saving throw against your spell or you miss with a ranged spell attack you can use your bonus action to succeed instead. Once you use this ability, you cannot use it again until you take a long rest.

--- Note ---
I believe many of the current subclass abilities are simply slightly tweaked spells, and with the extra slots should either just point back to the original spell they were pulled from or turned into a spell of that school (I think Benign Transposition might be one of the latter). While this takes its out of being available only to that specialist, the school restrictions and fact that it can't be cast as a "bonus" spell by other specialists I feel makes up for that.

Thoughts? Ideas?
 

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CreamCloud0

One day, I hope to actually play DnD.
Personally i REALLY don’t like they get metamagic, wizard already overshadows sorcerer in a bunch of ways, they don’t need to be stealing their exclusive toys as well to rub salt in the wound, I’m aware metamagic wasn’t sorcerer exclusive in earlier editions but this is 5e now and its their thing now.
 

Stormonu

NeoGrognard
Evoker essentially got two metamagics as part of their subclass (sculpt spell, empowered spell) and I was riffing off of that (I think one other subclass also had a specific metamagic, but having difficulty remembering it - the Conjurer's durable summons seems like it would be a metamagic if the sorcerer got summoning spells).

Is there an alternative to metamagic you think would better fit? My main goal is to not have 8 or so subclasses where a single one will be distinctive enough to allow design space for alternate types of Wizard subclasses that are more than just school specialists (like Elementalists, Wu Jen, Anagakoks and other themes not based on the traditional school method).

Many of the other subclass effects were slightly tweaked existing spells, and I think the bonus slots covers that part well enough.
 

CreamCloud0

One day, I hope to actually play DnD.
Evoker essentially got two metamagics as part of their subclass (sculpt spell, empowered spell) and I was riffing off of that (I think one other subclass also had a specific metamagic, but having difficulty remembering it - the Conjurer's durable summons seems like it would be a metamagic if the sorcerer got summoning spells).

Is there an alternative to metamagic you think would better fit? My main goal is to not have 8 or so subclasses where a single one will be distinctive enough to allow design space for alternate types of Wizard subclasses that are more than just school specialists (like Elementalists, Wu Jen, Anagakoks and other themes not based on the traditional school method).

Many of the other subclass effects were slightly tweaked existing spells, and I think the bonus slots covers that part well enough.
i would riff off of bard's magical secrets instead (bard IMO is a much more identity-secure class with more of it's own tricks to fall back on that the wizard doesn't overshadow half as much), let them learn X number of spells of their specialised spell school from any class's spell list, this wizard is a specialist but they're not learning anything spellwise for their specialised school that a generalist wizard wouldn't also be able to cast.
 

steeldragons

Steeliest of the dragons
I understand the desire to have a singular subclass, but I really did like the addition of magical/supernatural specialty "powers"/tricks and/or spending of spell slots to do something "illusionisty" or "abjurish."

If subclass can deliver "bonus spells" dependent on domain or terrain or patron. why can't a single specialist subclass have a level that doles out (at least one!) a school dependent supernatural ability, beyond bonus/extra spells or half cost? I would even simply it down to, like, 4 or 5 options... assigned by speciality. I, personally, would group your options for "Abjurers/Diviners; Illusionists/Enchanters; Conjurers/Necromancers; Evokers/Transmuters." So, you don't need to do 8 different abilities...but certainly could (just pulling out what you feel is the most iconic "feature" of the existing 5e specialist subclasses).

Not just a metamagic...but similar to separate ability - for wizards only - I don't know, call them Studied Specialty or Arcanum Acumen or whatever. If not just pulling from existing features...something like....
Abjurers/Diviners get Armor Another: any speciality school spell with a range of self can be cast upon another target within 60' (or however far seems appropriate)."
or Evokers/Transmuters: Dual Dweomer: any speciality school spell you cast with an attack roll or targeting a single target can now be cast against/effect two targets.

Make 'em once per short rest or whatever you think is appropriate. But something that this particular (or subset of) specialist casters can do that other wizards of other specialities can't.

Also, imho, I would tweak to stipulate in your 10th level Spell Recovery that the recovered slot must be used for another speciality school spell.
 

Stormonu

NeoGrognard
On the Spell Recovery - the "Extra Slots" (which is what you recover) can only be used for specialty spells, so what you do recover (by casting a specialty spell) already does restrict it that you're only getting a slot that can be used for specialty spells (unless I mussed up my wording somehow).

One thing I had been considering is having some Wizard spells that are only available to specialists, or have a tag in them (like the "At Higher Levels", but be something like "Specialist") that gives these wizards a bit of extra oomph. Nothing too wild, but just like the Sorcerer is locked out of some Wizard spells, non-specialist Wizards might be locked out of spells that they don't have the proper insight to access. (This would move some of the subclass to the actual spell section).

The big thing is to keep the subclass as a page or less, and not bog it down in that arena with "if you're a ___, get this" or I might as well go back to separate subclasses again.

As an aside, I've been reworking the classes for my personal game so that Wizards only get two, maybe three schools of spells total. There is no such thing as a generalist. The one I'm putting here is a lot broader.
 

steeldragons

Steeliest of the dragons
On the Spell Recovery - the "Extra Slots" (which is what you recover) can only be used for specialty spells, so what you do recover (by casting a specialty spell) already does restrict it that you're only getting a slot that can be used for specialty spells (unless I mussed up my wording somehow).

Ah. Ok. That was probably me not being clear. Maybe it bares repeating/noting in the feature?
One thing I had been considering is having some Wizard spells that are only available to specialists, or have a tag in them (like the "At Higher Levels", but be something like "Specialist") that gives these wizards a bit of extra oomph. Nothing too wild, but just like the Sorcerer is locked out of some Wizard spells, non-specialist Wizards might be locked out of spells that they don't have the proper insight to access. (This would move some of the subclass to the actual spell section).

I've done a bit of that with my homebrew specialists. I do have - and want- a generalist/everything "mage/wizard." And, obviously, even with their own spell lists, the specialists and generalists share certain things. Specialists get certain things from the general "Arcane Magic" list that are either in their school, something "adjacent" or "crossover" (like how 1 and 2e used to category a spell as both "illusion/conjuration" or "evocation/adjuration" and so on; OR things that are "general/universal/super useful" magics, e.g. Every wizard, specialist or not, will be able to "Detect Magic" or "Dispel" of some sort.

Par example, Illusionists and "full" Mages would all be able to cast a Simple Illusion or Mirror Image, turn Invisible or detect same. But if you're not an illusionist, you're not getting Phantasmal Killer or Hallucinatory Terrain or Seeming. Any mage will be able to do 1st through 3rd level conjurations....but if you're not a conjurer or abjurer, you're not getting, say, Black Tentacles or Dismissal, and such like.

As a fuzzy/inexact "line," I tend to break at 3rd level spells. 4th level spells or higher of a particular school belonging to specialists only. General mages would get certain (big thematic) things, like Conjure Elemental or Teleport...but Conjurers and Transmuters (respectively) still have more and other 5th level conjurations and transmutations that a generalist just won't be able to "get/master."

The big thing is to keep the subclass as a page or less, and not bog it down in that arena with "if you're a ___, get this" or I might as well go back to separate subclasses again.

As an aside, I've been reworking the classes for my personal game so that Wizards only get two, maybe three schools of spells total. There is no such thing as a generalist. The one I'm putting here is a lot broader.
Heard. Gotcha.
 

CreamCloud0

One day, I hope to actually play DnD.
If you’re concerned about the wizard getting access to mid-level spells of their non specialised school what’s your opinion on putting all their access progression to non specialised spell schools to that of a half-caster? So at say, 13th level when they’re getting 7th level spells of their specialty for all their other spell schools they’re just getting access to 4th level spells.
 

Stormonu

NeoGrognard
If you’re concerned about the wizard getting access to mid-level spells of their non specialised school what’s your opinion on putting all their access progression to non specialised spell schools to that of a half-caster? So at say, 13th level when they’re getting 7th level spells of their specialty for all their other spell schools they’re just getting access to 4th level spells.
Hmm, that's a good thought.
 

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