So you want to homebrew adding spells to a subclass that doesn't already have them? If you do that without taking away features, that's a strict increase in the character's power, which will likely unballance the party's power.
Something I'd been thinking of which maybe could be what you're looking for is the following homebrew:
When you reach a level that you would gain a subclass feature, you may instead choose the earliest level subclass feature of another subclass. You don't skip features, so if you go back to your first subclass for the following features, you won't get the last one, because you'll still have to take the one from the level you switched out. Your spellcasting progression would be based off of the level you gained it.
Ex: If you are an Assassin Rogue, you may choose to replace your L9 Assassin feature with the L3 Arcane Trickster feature. At L13, you can now take either the L9 Assassin or the L9 Arcane Trickster feature. Since you branched into Arcane Trickster at L9 instead of L3, your spellcasting progression would be calculated as if your L9 were your L3 Arcane Trickster Level (so you'd have (2) L1 spell slots at L9, and at L12 you'd have (4) L1 & (2) L2 slots, then if you want to progress any further with your spells and spell slots, you'd need to take the L9 Arcane Trickster at L13.
The option without homebrew is to get magic from race and/or feats. Depending on which option you go for the abilty score is is based on is either given or the player can choose (usually one for Cha, Wis or Int)
Thank you both for your quick replies I will think about these suggestions for some time they sound really good and maybe there will be another suggestion
If you are talking about a player character, there are also feats that give limited magic.
If you are talking about an NPC/monster/villain, you are free to give them whatever abilities you want. The DM is not limited by character options like subclasses or spell lists. If you want an enemy to have a spell that summons a huge flaming skull that blazes forward in a line 10 feet wide and 60 feet long, you can do that. If you want an assassin that can cast darkness, you can do that too. Just write it down somewhere.
I'm looking for help. Can someone give me his opinion to the question whether non-magical subclasses can play magic.
I was asked a short time ago if a villain with subclass Assassin magic can work and then how many which strength. I couldn't give him a precise answer.
Would you allow the characters who normally could not conjure half as many spells as the magic subclass would allow?
Please do not be mad if there is already a forum with this question I have not yet found one.
So you want to homebrew adding spells to a subclass that doesn't already have them? If you do that without taking away features, that's a strict increase in the character's power, which will likely unballance the party's power.
Something I'd been thinking of which maybe could be what you're looking for is the following homebrew:
When you reach a level that you would gain a subclass feature, you may instead choose the earliest level subclass feature of another subclass. You don't skip features, so if you go back to your first subclass for the following features, you won't get the last one, because you'll still have to take the one from the level you switched out. Your spellcasting progression would be based off of the level you gained it.
Ex: If you are an Assassin Rogue, you may choose to replace your L9 Assassin feature with the L3 Arcane Trickster feature. At L13, you can now take either the L9 Assassin or the L9 Arcane Trickster feature. Since you branched into Arcane Trickster at L9 instead of L3, your spellcasting progression would be calculated as if your L9 were your L3 Arcane Trickster Level (so you'd have (2) L1 spell slots at L9, and at L12 you'd have (4) L1 & (2) L2 slots, then if you want to progress any further with your spells and spell slots, you'd need to take the L9 Arcane Trickster at L13.
The option without homebrew is to get magic from race and/or feats.
Depending on which option you go for the abilty score is is based on is either given or the player can choose (usually one for Cha, Wis or Int)
Thank you both for your quick replies I will think about these suggestions for some time they sound really good and maybe there will be another suggestion
If you are talking about a player character, there are also feats that give limited magic.
If you are talking about an NPC/monster/villain, you are free to give them whatever abilities you want. The DM is not limited by character options like subclasses or spell lists. If you want an enemy to have a spell that summons a huge flaming skull that blazes forward in a line 10 feet wide and 60 feet long, you can do that. If you want an assassin that can cast darkness, you can do that too. Just write it down somewhere.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm