As suggested by Agilemind on the FIFY Wotc: A Series thread, I am taking a look at revising the War Magic wizard, which I think has alot of cool ideas that can be kind of convoluted or underwhelming in practice. Let me know what you think
War Magic
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”
Arcane Deflection (FIFY)
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw against a damaging effect, you can use your reaction to reduce the damage you take by 1d10 + your Intelligence modifier + your Wizard level. This reduction is applied before the effects of any damage resistances, immunities, or vulnerabilities.
If you reduce the damage to 0, any excess magical energy coalesces into a missile which you can direct at a creature you can see within 60 feet. The target takes force damage equal to the amount remaining after reducing the damage.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses after completing a long rest.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Tactical Wit
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Power Siphon (FIFY)
Starting at 6th level, you can steal arcane power from magical effects you dispel. You add the Counterspell and Dispel Magic spells to your spellbook, if they are not there already. After you successfully end a spell effect with either of these spells, choose one of the following effects:
Within the next minute, when you cast a spell of 1st level or higher, you can choose for it to be cast one level higher than the spell slot expended; however, the spell cannot be cast at a level higher than that which you can learn spells for.
You regain one expended use of your Arcane Deflection feature
Additionally, if you succeed on an ability check made to end a spell effect of a level higher than that which you cast either of these spells, your magical energy is restored by the surplus arcane power. You regain one expended spell slot whose level is no greater than the difference in level between the two effects. For example, if you cast Dispel Magic using a 3rd level spell slot and successfully end a 5th level spell effect, you could regain an expended spell slot of either 1st or 2nd level.
Besieging Magic (FIFY, New Feature)
Beginning at 10th level, your evocation magic carriers the power to fell defenses. Any spell you cast from the Evocation school of magic that targets creatures can also target nonmagical objects and structures. The damage dealt by your Evocation spells ignore an object's damage threshold, if it has one.
Additionally, any time you target a creature of the construct type with a spell you cast from the Evocation school of magic, your spell deals double its damage to that creature.
Durable Magic (FIFY)
Also at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you gain a bonus to your AC and saving throws equal to half the level of spell slot expended to cast the spell (rounded up down ).
Reliable Deflection (FIFY)
At 14th level, your ability to deflect harmful effects is enhanced and works in tandem with your other defensive spellcasting. Whenever you successfully reduce the damage you take to 0 using your Arcane Deflection feature, you can target up to three creatures you can see within 60 feet, with each taking force damage equal to the amount remaining after reducing the damage.
Additionally, when you use your reaction to cast a spell of 1st level or higher in response to being hit by an attack, failing a saving throw, or being targeted by a damaging effect, if you would still take damage after casting that spell you can use your Arcane Deflection feature as part of the same reaction.
Design Notes
Arcane Deflection. Always having a "free" reaction to add a bonus to your AC or saving throws is really nice early on, but quickly feels lackluster as you start to acquire more spell slots and have access to spells like Shield or Absorb Elements which could arguably be a better use of your reaction. In this way, I tried to set Arcane Deflection apart from other effects which would simply give a bonus to your AC or saving throw as well as play into the abjuration/evocation flavor by giving them a light version of the original Deflecting Shroud ability.
I took some inspiration from the monk's deflect missile, allowing the wizard to reduce damage and potentially channel the excess energy towards their foes if they reduce it to 0. Other reaction effects will sometimes be a better choice, but I think the early potential to turn your defense into an offense makes it feel like a more unique and competitive option.
Power Siphon. While Power Surge isnt necessarily confusing, it does feel a bit convoluted and like its introducing an extra resource for the player to keep track of. It also strikes me as odd that the ability is extra powerful when used with Dispel Magic or Counterspell, but you still have to go out of your way to learn and prepare those spells. I know wizards get a ton of spells, but it still feels cheap for the feature to tax on your spells learned. In my redesign, the wizard gets to learn both of these spells for free and successfully using them further empowers any spells you cast, rather than just giving an extra bit of force damage to a single target. I also thought that since both spells give the optional ability check against higher level features, that it would be fun to have some award if the wizard succeeds in ending more powerful spells.
Durable Magic. Rather than being a flat +2, I feel that the concentration of arcane power to protect the wizard should scale with the level of the magical effect, so I changed it to be half the level of spell slot expended (i.e. a bonus that can range from +1 to +4 depending on what spell you choose to cast).
Reliable Deflection. Added the ability for the damage from Arcane Deflection to target up to three creatures, which keeps it similar to the effect of the original Deflecting Shroud feature. Furthermore, added the option to use Arcane Deflection on top of other reaction spells so you no longer have to choose between casting Shield or using Arcane Deflection, you can do both!
I like the concept of Power Siphon, it just feels a little clunky (but less clunky than the original), I feel like the second paragraph in unnecessary? Just the first ability seems plenty potent enough since you also get 2 great spells for free.
I like Durable Magic a lot.
I feel like Arcane Deflection is still a bad feature because of : "When you use this feature, you can’t cast spells other than cantrips until the end of your next turn." This is fine for low levels, it's a great feature for a level 1-5 campaign. But especially since the level 14 feature builds on this, it needs to remain good even a higher levels and it just doesn't because of this limitation... No body should give up the ability to cast a 5th level spell on their next turn to get a reduction in damage from 1 attack. If you are ever in a situation where this trade makes sense you're in big trouble.
I feel like Arcane Deflection is still a bad feature because of : "When you use this feature, you can’t cast spells other than cantrips until the end of your next turn." This is fine for low levels, it's a great feature for a level 1-5 campaign. But especially since the level 14 feature builds on this, it needs to remain good even a higher levels and it just doesn't because of this limitation... No body should give up the ability to cast a 5th level spell on their next turn to get a reduction in damage from 1 attack. If you are ever in a situation where this trade makes sense you're in big trouble.
I am inclined to agree, but I also feel that a free damage reduction reaction with no other drawbacks could be too powerful for a 2nd level feature. By its design, it is very close to the Monk's Deflect Missile feature, but that one comes with the restriction that it only applies to ranged weapon attacks. Similarly, a rogue's Uncanny Dodge reaction halves damage you take, but is limited to attacks. This ability, however, works on nearly any damaging effect which makes it more widely applicable than the other two. Not to mention, it comes with a chance of dealing damage.
For that reason it needs some sort of limitation. If we remove the language on restricting the spell cast on the following turn, then the only limit on using Arcane Deflection is that it is competing with Shield or Absorb Elements (although I also remove that element at 14th level).
Perhaps we could remove the spellcasting limitation but replace it with something else. Maybe limit the number of uses to Int / LR or 1 / SR or something. Or perhaps we could explore other spellcasting limitations that arent quite as restrictive. Maybe something like "After you use this feature, until the end of your next turn you can cast no more than one spell on the following turn" (removing the ability to BA spell + cantrip). Or, since the subclass is flavored as a wizard who draws and melds Evocation and Abjuration magic, we could make it something like "After you use this feature, you cannot use it again until you cast an Evocation spell of 1st level or higher" flavoring it as you need to draw on your Evocation magic to "recharge" the abjuring magic of your ability.
What do you think?
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Something like "Int times / LR or expend a spell slot of 1st level or higher to use it again"? sort of like some of the post-Tasha ranger features.
I kept it simple and didnt use the bit about using a spell slot, as I dont want this to be another resource that draws on spell slots.
I also added a 2nd benefit option to Power Siphon to allow you to recover a use of your Arcane Deflection rather than upcasting your next spell. This allows for potentially more uses of your Arcane Deflection ability throughout the day after 6th level and gives the wizard the option of choosing either an offensive or defensive benefit from siphoning power.
Edit. Also, since it is now a limited use ability I increased the die from a d6 to a d10.
Overall, I like the changes you made and I think they allow for a more cohesive Wizard playstyle, though there are two things I would suggest.
1. I think that Durable Magic should be rounded up instead of down. The way you have it right now, using a spell slot that is 5th level or lower gives the same bonus or less than the original feature, and since wizards only get one slot for levels 6-9. This feature will perform worse than the original most of the time. I think that rounding up would fix this issue and be more balanced.
2. These features, while good, are almost entirely focused on abjuration. I think that there needs to be some kind of additional feat based off the Evocation Wizard at level 10 to consistently enhance the damage dealing.
Overall, I like the changes you made and I think they allow for a more cohesive Wizard playstyle, though there are two things I would suggest.
1. I think that Durable Magic should be rounded up instead of down. The way you have it right now, using a spell slot that is 5th level or lower gives the same bonus or less than the original feature, and since wizards only get one slot for levels 6-9. This feature will perform worse than the original most of the time. I think that rounding up would fix this issue and be more balanced.
Thats a very good point. I will make that change
2. These features, while good, are almost entirely focused on abjuration. I think that there needs to be some kind of additional feat based off the Evocation Wizard at level 10 to consistently enhance the damage dealing.
Most of the "evocation" focus for it, in my design as well as the original to some extent, is based on drawing energy from the abjuration to transform into more power. Your Arcane Deflection can potentially turn excess reduction into a quasi-magic missile and the Power Siphon gives free upcasting of spells after using abjuring magic.
That being said, I could see adding another feature to make it feel more evocative, but it likely wont be too powerful. I will toy around with a few ideas, let me know if you have any suggestions.
Edit. Here is one idea, that is a little wacky but very "on theme" for a wizard dedicated to war. What about something like "Besieging Magic" that allows all of your evocation spells to target nonmagical objects and structures in addition to creatures. IIRC a large number of Evocation spells explicitly target creatures and only a handful either target objects as well or have some secondary effect to damage them.
It wouldnt be a huge power boost, but could allow for some interesting shenanigans. It would make it feel like your wizard could topple towers with Fireball or fell walls with Lightning Bolt. That being said, it may raise some odd questions like "is a wall capable of making a Dexterity saving throw?"
A simpler idea might be to just say that any Evocation spell targeting an object, structure, or a creature of the Construct type deals double damage. Youd still be restricted in the first two cases to spells that can already target structures, but get a nice bonus to damage against Constructs.
Overall, I like the changes you made and I think they allow for a more cohesive Wizard playstyle, though there are two things I would suggest.
1. I think that Durable Magic should be rounded up instead of down. The way you have it right now, using a spell slot that is 5th level or lower gives the same bonus or less than the original feature, and since wizards only get one slot for levels 6-9. This feature will perform worse than the original most of the time. I think that rounding up would fix this issue and be more balanced.
Thats a very good point. I will make that change
2. These features, while good, are almost entirely focused on abjuration. I think that there needs to be some kind of additional feat based off the Evocation Wizard at level 10 to consistently enhance the damage dealing.
Most of the "evocation" focus for it, in my design as well as the original to some extent, is based on drawing energy from the abjuration to transform into more power. Your Arcane Deflection can potentially turn excess reduction into a quasi-magic missile and the Power Siphon gives free upcasting of spells after using abjuring magic.
That being said, I could see adding another feature to make it feel more evocative, but it likely wont be too powerful. I will toy around with a few ideas, let me know if you have any suggestions.
Edit. Here is one idea, that is a little wacky but very "on theme" for a wizard dedicated to war. What about something like "Besieging Magic" that allows all of your evocation spells to target nonmagical objects and structures in addition to creatures. IIRC a large number of Evocation spells explicitly target creatures and only a handful either target objects as well or have some secondary effect to damage them.
It wouldnt be a huge power boost, but could allow for some interesting shenanigans. It would make it feel like your wizard could topple towers with Fireball or fell walls with Lightning Bolt. That being said, it may raise some odd questions like "is a wall capable of making a Dexterity saving throw?"
A simpler idea might be to just say that any Evocation spell targeting an object, structure, or a creature of the Construct type deals double damage. Youd still be restricted in the first two cases to spells that can already target structures, but get a nice bonus to damage against Constructs.
I think that both of these together would work very well and add the cool thematic element of these wizards being living arcane catapults and ballistae. "My army doesn't use siege machines. We have Wizards."
I added an ability based on these effects. I toned it down a little to where instead of dealing double damage to objects and structures your spells can instead bypass any Damage Thresholds that may be present. I kept the double damage against constructs.
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As another note, I think that while we work to revise this subclass one important question should be kept in mind: Does this subclass feel distinctly different from the School of Abjuration (or at least as an alternative with unique features)?
For the current version of the revised subclass, both it and the Abjuration wizard have damage reducing features and features that build upon Counterspell/Dispel Magic in some way, so there is overlap. Is it at point that it is redundant to have two subclasses, or do the War Magic features feel like they offer some unique benefit/playstyle if chosen over those of Abjuration?
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This Arcane Deflection is significantly worse than the base Arcane Deflection. +4 bonus to any saving throw is very very versatile and it remained good up until higher levels. Damaging effects is not really most of what you're worried about, you want protection against debilitating effects that don't always damage you directly. The War Wizard doesn't need a buff
This Arcane Deflection is significantly worse than the base Arcane Deflection. +4 bonus to any saving throw is very very versatile and it remained good up until higher levels. Damaging effects is not really most of what you're worried about, you want protection against debilitating effects that don't always damage you directly. The War Wizard doesn't need a buff
Have you every seen it played as more than a 2 level dip? I certainly haven't and I've seen dozens of wizard characters played.
Damaging effects is not really most of what you're worried about, you want protection against debilitating effects that don't always damage you directly.
This is a valid point though. As thorough as your reasoning is, at the end of the day I'd rather play the original. I've actually never seen it dipped, but I see why someone might do that. I'm not convinced it's broken to do that though, and if it is I'd rather put limitations on MC than fix every subclass that makes a good dip.
Damaging effects is not really most of what you're worried about, you want protection against debilitating effects that don't always damage you directly.
This is a valid point though. As thorough as your reasoning is, at the end of the day I'd rather play the original. I've actually never seen it dipped, but I see why someone might do that. I'm not convinced it's broken to do that though, and if it is I'd rather put limitations on MC than fix every subclass that makes a good dip.
I once played a "Professor Hulk" type character who was a barbarian/wizard multiclass. I chose War Magic wizard since I knew I could use Arcane Deflection while raging. That being said, throughout the playthrough of that character, the +2 to AC hardly ever prevented an attack from hitting and I honestly cant remember if the +4 to a saving throw ever came up.
I agree that +4 to a saving throw is a great bonus, but does not feel like enough to carry a full 2nd level feature. The +2 to AC against a single attack on the other hand isnt very good when your wizard has access to Shield (even if it costs a spell slot). I also agree with Agilemind that having to give up casting leveled spells as a result of using the base feature feels bad. I could see reimagining the Arcane Deflection feature focused around boosting your saving throws, since there arent many other spells that can do that as a reaction, but I would need to rework alot of the other kit around it.
That being said, I disagree with Eshan's assessment that my current version is significantly worse by any means. It provides a useful tool for reducing damage while also allowing you to potentially damage enemies. Any chance to remove an enemy from the battlefield is going to be better than another use of your reaction. The only loss is it isnt useful against non-damaging effects, but no single ability can do it all. I also feel that the flavor of reducing the damage with abjuration and then channeling the extra magic into a evocation attack as part of one reaction plays into the theme being put forward by the War Magic wizard's description.
As an example, a Goblin has 7 hit points and can hit you with its Scimitar for anywhere from 3-8 damage. At level 2, assuming you have a 16 Int, you could reduce this damage by anywhere from 6-15 points. That means not only are you likely to fully negate the damage of the hit, you could even have enough extra to kill the goblin as part of the same reaction!
Granted, this wont always be the best choice. At higher levels, especially with creatures with multiattack, spells like Shield will be the way to go; however, thats the reason I added the buff at level 14 that you can use your Arcane Deflection feature as part of any of those other spells as well. You can then use it in tandem with other effects to strongly minimize any damage you might take. As another example, at level 14, assuming still a 16 Int, if you are hit by a dragon's breath weapon you could cast Absorb Elements and as part of the same reaction reduce the damage by anywhere from 18-27 points (before applying the resistance from AE).
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This Arcane Deflection is significantly worse than the base Arcane Deflection. +4 bonus to any saving throw is very very versatile and it remained good up until higher levels. Damaging effects is not really most of what you're worried about, you want protection against debilitating effects that don't always damage you directly. The War Wizard doesn't need a buff
Have you every seen it played as more than a 2 level dip? I certainly haven't and I've seen dozens of wizard characters played.
The subclass is definitely slept on by "Fireball OP" type folks, but at any optimizer's table I've been on it's well recognized as being second only to Chronurgy in power level among the Wizard subclasses, or possibly third depending on how you read some of the Conjurer's abilities. It's certainly a good dip, but it's also just a good Wizard.
I agree that +4 to a saving throw is a great bonus, but does not feel like enough to carry a full 2nd level feature. The +2 to AC against a single attack on the other hand isnt very good when your wizard has access to Shield (even if it costs a spell slot). I also agree with Agilemind that having to give up casting leveled spells as a result of using the base feature feels bad. I could see reimagining the Arcane Deflection feature focused around boosting your saving throws, since there arent many other spells that can do that as a reaction, but I would need to rework alot of the other kit around it.
That being said, I disagree with Eshan's assessment that my current version is significantly worse by any means. It provides a useful tool for reducing damage while also allowing you to potentially damage enemies. Any chance to remove an enemy from the battlefield is going to be better than another use of your reaction. The only loss is it isnt useful against non-damaging effects, but no single ability can do it all. I also feel that the flavor of reducing the damage with abjuration and then channeling the extra magic into a evocation attack as part of one reaction plays into the theme being put forward by the War Magic wizard's description.
Being unable to cast levelled spells is not nearly as big of a restriction as folks make it seem even if it "feels bad", it's only really a problem in low-encounter days where you want to really spam. Most of the time, a tactical Wizard will be focused on maintaining concentration on a powerful spell, and the War Wizard is tailor made for that playstyle. I think it's really flavorful to sacrifice offense for defense. It doesn't need to be in a simplistic, direct connection "damage the enemies by defending" way for it to be good. The limited number of uses per day makes it seem like yet another resource to track instead of an inherent ability the character has mastered, which makes it just seem way more lame to me - read the flavor text of Arcane Deflection: "You have learned to weave your magic to fortify yourself against harm".
The War Wizard is a simple numbers game. The good features, at 2nd level and 10th level, provide substantial numerical bonuses to a tactical, battlefield control style Wizard. That's enough. Some players find that boring - I don't share that opinion, but whatever. I even think it fits well in many cases: A tactician is concerned with doing the job and doing it well, not by being flashy: the flavor text even explicitly contrasts the discipline of a warmage vs the explosiveness of an Evoker in "Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense.". It doesn't need to do more than numbers, especially given that it's attached to one of the most powerful classes in the game. There's no reason to "buff" it and especially not by actually nerfing one of its core features.
I agree that +4 to a saving throw is a great bonus, but does not feel like enough to carry a full 2nd level feature. The +2 to AC against a single attack on the other hand isnt very good when your wizard has access to Shield (even if it costs a spell slot). I also agree with Agilemind that having to give up casting leveled spells as a result of using the base feature feels bad. I could see reimagining the Arcane Deflection feature focused around boosting your saving throws, since there arent many other spells that can do that as a reaction, but I would need to rework alot of the other kit around it.
That being said, I disagree with Eshan's assessment that my current version is significantly worse by any means. It provides a useful tool for reducing damage while also allowing you to potentially damage enemies. Any chance to remove an enemy from the battlefield is going to be better than another use of your reaction. The only loss is it isnt useful against non-damaging effects, but no single ability can do it all. I also feel that the flavor of reducing the damage with abjuration and then channeling the extra magic into a evocation attack as part of one reaction plays into the theme being put forward by the War Magic wizard's description.
Being unable to cast levelled spells is not nearly as big of a restriction as folks make it seem even if it "feels bad", it's only really a problem in low-encounter days where you want to really spam. Most of the time, a tactical Wizard will be focused on maintaining concentration on a powerful spell, and the War Wizard is tailor made for that playstyle. I think it's really flavorful to sacrifice offense for defense. It doesn't need to be in a simplistic, direct connection "damage the enemies by defending" way for it to be good.
How is my version more simplistic than "you can get a +2 to AC or +4 to saves"?
The limited number of uses per day makes it seem like yet another resource to track instead of an inherent ability the character has mastered, which makes it just seem way more lame to me - read the flavor text of Arcane Deflection: "You have learned to weave your magic to fortify yourself against harm".
If we are talking about the abilities description, then the bonus to any and all saves makes less sense. "You have learned to weave your magic to fortify yourself against harm". It doesnt sound to me like this ability should protect you from being charmed or other effects that dont directly cause you harm, but the flat +4 bonus to AC does just that.
Also, as far as having another resource to track is concerned, do you not also hold this issue with how the Power Surge feature works for the original version? Always having to keep track of surges you have built up and lost and built up again?
The War Wizard is a simple numbers game. The good features, at 2nd level and 10th level, provide substantial numerical bonuses to a tactical, battlefield control style Wizard. That's enough. Some players find that boring - I don't share that opinion, but whatever. I even think it fits well in many cases: A tactician is concerned with doing the job and doing it well, not by being flashy: the flavor text even explicitly contrasts the discipline of a warmage vs the explosiveness of an Evoker in "Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense.". It doesn't need to do more than numbers, especially given that it's attached to one of the most powerful classes in the game. There's no reason to "buff" it and especially not by actually nerfing one of its core features.
I think you are overestimating the tactical benefit of sacrificing the ability to cast a leveled spell for +2 AC. That would be like a Fighter giving up their ability to use Extra Attack if they are holding shield, but even in that case at least the shield helps against every attack, not just one. The +4 to saves is nice, but would prefer if it somehow scaled rather than staying flat the whole time. Even then, its power really falls behind at mid-high tiers when you consider that a Paladin gets +Cha to all their saves all the time, Fighters get multiple uses of Indomitable, and Monks get Diamond Soul, all of which are better than giving up a key part of your class mechanics for a flat +4.
I appreciate your feedback, but your points thus far really havent convinced me that I have nerfed Arcane Deflection with my changes, just that you are a fan of the original and dont want to see that change. I think at this point we will just have to agree to disagree on Arcane Deflection
What are your thoughts on the changes to Durable Magic? I think having the bonus scale with the spell slot you expend is more interesting, allows for a higher possible bonus, and evokes the flavor of the wizard channeling some of their magic defensively where more potent magic produces a stronger defense.
What are your thoughts on Power Siphon? Since you did not seem to be a fan of this subclass tracking more resources, I think youll find the simplified bonus to spellcasting or recharge to be less to keep track of.
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How is my version more simplistic than "you can get a +2 to AC or +4 to saves"?
It's just a "damage go down + damage people"-inator. It's less interesting to me, damage just tends to be less interesting to me in general, but I agree that that is subjective.
If we are talking about the abilities description, then the bonus to any and all saves makes less sense. "You have learned to weave your magic to fortify yourself against harm". It doesnt sound to me like this ability should protect you from being charmed or other effects that dont directly cause you harm, but the flat +4 bonus to AC does just that.
I'll be honest, that doesn't really make any sense. I'm not sure if there's a valid argument that being charmed or frightened to act against your own interests, or paralyzed or stunned or worse, isn't harm. Harm isn't just direct harm.
Also, as far as having another resource to track is concerned, do you not also hold this issue with how the Power Surge feature works for the original version? Always having to keep track of surges you have built up and lost and built up again?
I do have that problem, but it doesn't really matter because the ability is so bad. But I don't really care that it's bad since my 2nd level abilities are so good.
I think you are overestimating the tactical benefit of sacrificing the ability to cast a leveled spell for +2 AC. That would be like a Fighter giving up their ability to use Extra Attack if they are holding shield, but even in that case at least the shield helps against every attack, not just one.
Yes, the +2 AC against a single attack isn't amazing, I'll concede that point. It can be decent at the very low levels when your resources are limited, but after that Shield is just a lot better. However, I think the general analogy you're making here is incorrect. A Fighter needs to be attacking as often as possible to be effective in 90% of cases. However, the same is not true for spells. A spellcaster does not need to, and usually should not, cast levelled spells every turn or even on the majority of turns. Maintaining concentration on a good spell is a very good contribution to a combat encounter, and Arcane Deflection doesn't interrupt your concentration and even helps protect it.
The +4 to saves is nice, but would prefer if it somehow scaled rather than staying flat the whole time. Even then, its power really falls behind at mid-high tiers when you consider that a Paladin gets +Cha to all their saves all the time, Fighters get multiple uses of Indomitable, and Monks get Diamond Soul, all of which are better than giving up a key part of your class mechanics for a flat +4.
+4 is a good bonus. Bounded accuracy means that it remains a good to decent bonus throughout your career in most encounters, and Durable Magic's +2 bonus to all saves makes your overall save defenses very good as well.
The Paladin feature is definitely better. But that's the standout feature of the Paladin, while this is literally half of our second level features. And the max Cha bonus is +5, so +4 is only 1 behind that anyway. Yes, it's only to one save: it can't be better than Aura of Protection. But the comparison is not as bad as you make it seem.
Indomitable is a worse feature. It's limited use and is a reroll. +4 is a good boost, unlimited uses, and it gives you certainty (or near-certainty, if the DM doesn't tell you the DC) on whether you'll make the save when you use it. Never mind that it's a 9th level feature to get it once per long rest, and this is a 2nd level feature.
Monk's Diamond Soul is better, but again that's a super duper late standout feature on a martial class. You're a high level Wizard, you're already getting tricks up the wazoo. And again, Durable Magic makes your consistent save defense still pretty good compared to these classes.
You will deny this, but it seems like from how you're talking you'd prefer it to start at +2 and scale to +6 even if it's worse that way, because then it at least feels like it's scaling. The feeling of scaling doesn't make a feature good by itself.
I appreciate your feedback, but your points thus far really havent convinced me that I have nerfed Arcane Deflection with my changes, just that you are a fan of the original and dont want to see that change. I think at this point we will just have to agree to disagree on Arcane Deflection
I don't think it can really be questioned that making a feature less versatile, usable much less often, and less interesting makes the feature worse. But it's fine, we can put it aside.
What are your thoughts on the changes to Durable Magic? I think having the bonus scale with the spell slot you expend is more interesting, allows for a higher possible bonus, and evokes the flavor of the wizard channeling some of their magic defensively where more potent magic produces a stronger defense.
I mean, it's fine. At least this one is a strict buff, but I'm not sure this was needed since Durable Magic was already really good. Making changes for the sake of it doesn't really make sense to me.
What are your thoughts on Power Siphon? Since you did not seem to be a fan of this subclass tracking more resources, I think youll find the simplified bonus to spellcasting or recharge to be less to keep track of.
Power Siphon is fine. Thoroughly mediocre feature. Like yes it's definitely better than Power Surge, because Power Surge is an awful feature, but it's not really more interesting. Hooray, I get to upcast some spells for free. Most spells don't upcast that well anyway. I will appreciate getting to double Tasha's Mind Whip more often, but that's about it. Again our core disagreement comes from the fact that I don't think War Wizard needs a fix because it's a good subclass.
How is my version more simplistic than "you can get a +2 to AC or +4 to saves"?
It's just a "damage go down + damage people"-inator. It's less interesting to me, damage just tends to be less interesting to me in general, but I agree that that is subjective.
There is one other ability in the game I can think of that is a "damage go down + damage people" and thats the Monks deflect missile feature which is far less versatile than this in its application. On the other hand, abilities and items that give bonuses to AC or saving throws are a dime a dozen.
If we are talking about the abilities description, then the bonus to any and all saves makes less sense. "You have learned to weave your magic to fortify yourself against harm". It doesnt sound to me like this ability should protect you from being charmed or other effects that dont directly cause you harm, but the flat +4 bonus to AC does just that.
I'll be honest, that doesn't really make any sense. I'm not sure if there's a valid argument that being charmed or frightened to act against your own interests, or paralyzed or stunned or worse, isn't harm. Harm isn't just direct harm.
There are plenty of effects that are bad for you, yes, but the word harm for me evokes something actively causing you pain or distress. Charmed conditions can really go one way or another. No one wants to be paralyzed against their will, but if a wizard paralyzes you and then uses the opportunity to run away I would hardly say your character was "harmed"
I think you are overestimating the tactical benefit of sacrificing the ability to cast a leveled spell for +2 AC. That would be like a Fighter giving up their ability to use Extra Attack if they are holding shield, but even in that case at least the shield helps against every attack, not just one.
Yes, the +2 AC against a single attack isn't amazing, I'll concede that point. It can be decent at the very low levels when your resources are limited, but after that Shield is just a lot better. However, I think the general analogy you're making here is incorrect. A Fighter needs to be attacking as often as possible to be effective in 90% of cases. However, the same is not true for spells. A spellcaster does not need to, and usually should not, cast levelled spells every turn or even on the majority of turns. Maintaining concentration on a good spell is a very good contribution to a combat encounter, and Arcane Deflection doesn't interrupt your concentration and even helps protect it.
Hard disagree. If you are a higher level spellcaster and you are only using cantrips for a large portion of the battle because of your reliance on Arcane Deflection, then that battle is going to take a lot longer than it reasonably should, and at the expense of the rest of your party's wellbeing. Giving up the ability to cast a leveled spell means giving up the ability to clear out a minion hoard with Fireball, it means giving up the possibility of shutting down a powerful monster with Hold Monster, it means giving up the ability to Misty Step away from danger so you arent getting attacked in the first place. A wizard is defined by their wide and versatile spell list. Giving all that up for turn so you can get a small bonus to your AC or saving throw isnt worth it.
The +4 to saves is nice, but would prefer if it somehow scaled rather than staying flat the whole time. Even then, its power really falls behind at mid-high tiers when you consider that a Paladin gets +Cha to all their saves all the time, Fighters get multiple uses of Indomitable, and Monks get Diamond Soul, all of which are better than giving up a key part of your class mechanics for a flat +4.
+4 is a good bonus. Bounded accuracy means that it remains a good to decent bonus throughout your career in most encounters, and Durable Magic's +2 bonus to all saves makes your overall save defenses very good as well.
The Paladin feature is definitely better. But that's the standout feature of the Paladin, while this is literally half of our second level features.
The second level feature is significantly worse than the Paladin aura, since its only once per turn at most, so its hardly worth calling half the ability its equivalent.
I appreciate your feedback, but your points thus far really havent convinced me that I have nerfed Arcane Deflection with my changes, just that you are a fan of the original and dont want to see that change. I think at this point we will just have to agree to disagree on Arcane Deflection
I don't think it can really be questioned that making a feature less versatile, usable much less often, and less interesting makes the feature worse. But it's fine, we can put it aside.
I think that being able to use it without giving up spellcasting and later being able to use it on top of other reaction spells makes it better. Also, Id say its a more interesting feature since it allows the player to roll and potentially getting a rewarding secondary effect. This is a game about rolling dice. There could be arguments that the +4 to a save would be better statistically, but it is not nearly as engaging for the player. Everyone likes a +2 sword or a +1 shield, but the most interesting features are the ones where you get to roll dice or have some myriad of choices available.
What are your thoughts on the changes to Durable Magic? I think having the bonus scale with the spell slot you expend is more interesting, allows for a higher possible bonus, and evokes the flavor of the wizard channeling some of their magic defensively where more potent magic produces a stronger defense.
I mean, it's fine. At least this one is a strict buff, but I'm not sure this was needed since Durable Magic was already really good. Making changes for the sake of it doesn't really make sense to me.
I already outlined why I felt it was worth changing. It was not just "for the sake of it"
What are your thoughts on Power Siphon? Since you did not seem to be a fan of this subclass tracking more resources, I think youll find the simplified bonus to spellcasting or recharge to be less to keep track of.
Power Siphon is fine. Thoroughly mediocre feature. Like yes it's definitely better than Power Surge, because Power Surge is an awful feature, but it's not really more interesting. Hooray, I get to upcast some spells for free. Most spells don't upcast that well anyway.
Most spells dont upcast that well? Thats another Hard Disagree, especially considering that the Warlock Pact Magic system is practically centered around picking spells which upcast well (and theres a fair amount of overlap between the spell lists). Even if the spell you upcast has a less than impress effect, its still a free biproduct in the case. Its a 100% free power up that costs you nothing by using Counterspell and Dispel Magic exactly the way they were already intended.
Whats more, is the ability actually gives you those spells learned for free (in a similar way that transmutation wizards get polymorph learned for free). In the original version, you had an ability that relied heavily on Counterspell and Dispel Magic while basically taxing your known spells by making it a requirement to learn them to get the most use out of a subclass feature.
Again our core disagreement comes from the fact that I don't think War Wizard needs a fix because it's a good subclass.
If your core disagreement here is that War Wizard doesnt need a fix at all, then to be honest you are in the wrong thread. If you already like the War Wizard as it stands, then there is nothing for you to gain by participating in a thread about homebrewing a new version of it.
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As suggested by Agilemind on the FIFY Wotc: A Series thread, I am taking a look at revising the War Magic wizard, which I think has alot of cool ideas that can be kind of convoluted or underwhelming in practice. Let me know what you think
Design Notes
Arcane Deflection. Always having a "free" reaction to add a bonus to your AC or saving throws is really nice early on, but quickly feels lackluster as you start to acquire more spell slots and have access to spells like Shield or Absorb Elements which could arguably be a better use of your reaction. In this way, I tried to set Arcane Deflection apart from other effects which would simply give a bonus to your AC or saving throw as well as play into the abjuration/evocation flavor by giving them a light version of the original Deflecting Shroud ability.
I took some inspiration from the monk's deflect missile, allowing the wizard to reduce damage and potentially channel the excess energy towards their foes if they reduce it to 0. Other reaction effects will sometimes be a better choice, but I think the early potential to turn your defense into an offense makes it feel like a more unique and competitive option.
Power Siphon. While Power Surge isnt necessarily confusing, it does feel a bit convoluted and like its introducing an extra resource for the player to keep track of. It also strikes me as odd that the ability is extra powerful when used with Dispel Magic or Counterspell, but you still have to go out of your way to learn and prepare those spells. I know wizards get a ton of spells, but it still feels cheap for the feature to tax on your spells learned. In my redesign, the wizard gets to learn both of these spells for free and successfully using them further empowers any spells you cast, rather than just giving an extra bit of force damage to a single target. I also thought that since both spells give the optional ability check against higher level features, that it would be fun to have some award if the wizard succeeds in ending more powerful spells.
Durable Magic. Rather than being a flat +2, I feel that the concentration of arcane power to protect the wizard should scale with the level of the magical effect, so I changed it to be half the level of spell slot expended (i.e. a bonus that can range from +1 to +4 depending on what spell you choose to cast).
Reliable Deflection. Added the ability for the damage from Arcane Deflection to target up to three creatures, which keeps it similar to the effect of the original Deflecting Shroud feature. Furthermore, added the option to use Arcane Deflection on top of other reaction spells so you no longer have to choose between casting Shield or using Arcane Deflection, you can do both!
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I like the concept of Power Siphon, it just feels a little clunky (but less clunky than the original), I feel like the second paragraph in unnecessary? Just the first ability seems plenty potent enough since you also get 2 great spells for free.
I like Durable Magic a lot.
I feel like Arcane Deflection is still a bad feature because of : "When you use this feature, you can’t cast spells other than cantrips until the end of your next turn." This is fine for low levels, it's a great feature for a level 1-5 campaign. But especially since the level 14 feature builds on this, it needs to remain good even a higher levels and it just doesn't because of this limitation... No body should give up the ability to cast a 5th level spell on their next turn to get a reduction in damage from 1 attack. If you are ever in a situation where this trade makes sense you're in big trouble.
I am inclined to agree, but I also feel that a free damage reduction reaction with no other drawbacks could be too powerful for a 2nd level feature. By its design, it is very close to the Monk's Deflect Missile feature, but that one comes with the restriction that it only applies to ranged weapon attacks. Similarly, a rogue's Uncanny Dodge reaction halves damage you take, but is limited to attacks. This ability, however, works on nearly any damaging effect which makes it more widely applicable than the other two. Not to mention, it comes with a chance of dealing damage.
For that reason it needs some sort of limitation. If we remove the language on restricting the spell cast on the following turn, then the only limit on using Arcane Deflection is that it is competing with Shield or Absorb Elements (although I also remove that element at 14th level).
Perhaps we could remove the spellcasting limitation but replace it with something else. Maybe limit the number of uses to Int / LR or 1 / SR or something. Or perhaps we could explore other spellcasting limitations that arent quite as restrictive. Maybe something like "After you use this feature, until the end of your next turn you can cast no more than one spell on the following turn" (removing the ability to BA spell + cantrip). Or, since the subclass is flavored as a wizard who draws and melds Evocation and Abjuration magic, we could make it something like "After you use this feature, you cannot use it again until you cast an Evocation spell of 1st level or higher" flavoring it as you need to draw on your Evocation magic to "recharge" the abjuring magic of your ability.
What do you think?
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Something like "Int times / LR or expend a spell slot of 1st level or higher to use it again"? sort of like some of the post-Tasha ranger features.
I kept it simple and didnt use the bit about using a spell slot, as I dont want this to be another resource that draws on spell slots.
I also added a 2nd benefit option to Power Siphon to allow you to recover a use of your Arcane Deflection rather than upcasting your next spell. This allows for potentially more uses of your Arcane Deflection ability throughout the day after 6th level and gives the wizard the option of choosing either an offensive or defensive benefit from siphoning power.
Edit. Also, since it is now a limited use ability I increased the die from a d6 to a d10.
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Ooh, I like that!
Overall, I like the changes you made and I think they allow for a more cohesive Wizard playstyle, though there are two things I would suggest.
1. I think that Durable Magic should be rounded up instead of down. The way you have it right now, using a spell slot that is 5th level or lower gives the same bonus or less than the original feature, and since wizards only get one slot for levels 6-9. This feature will perform worse than the original most of the time. I think that rounding up would fix this issue and be more balanced.
2. These features, while good, are almost entirely focused on abjuration. I think that there needs to be some kind of additional feat based off the Evocation Wizard at level 10 to consistently enhance the damage dealing.
Thats a very good point. I will make that change
Most of the "evocation" focus for it, in my design as well as the original to some extent, is based on drawing energy from the abjuration to transform into more power. Your Arcane Deflection can potentially turn excess reduction into a quasi-magic missile and the Power Siphon gives free upcasting of spells after using abjuring magic.
That being said, I could see adding another feature to make it feel more evocative, but it likely wont be too powerful. I will toy around with a few ideas, let me know if you have any suggestions.
Edit. Here is one idea, that is a little wacky but very "on theme" for a wizard dedicated to war. What about something like "Besieging Magic" that allows all of your evocation spells to target nonmagical objects and structures in addition to creatures. IIRC a large number of Evocation spells explicitly target creatures and only a handful either target objects as well or have some secondary effect to damage them.
It wouldnt be a huge power boost, but could allow for some interesting shenanigans. It would make it feel like your wizard could topple towers with Fireball or fell walls with Lightning Bolt. That being said, it may raise some odd questions like "is a wall capable of making a Dexterity saving throw?"
A simpler idea might be to just say that any Evocation spell targeting an object, structure, or a creature of the Construct type deals double damage. Youd still be restricted in the first two cases to spells that can already target structures, but get a nice bonus to damage against Constructs.
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I think that both of these together would work very well and add the cool thematic element of these wizards being living arcane catapults and ballistae. "My army doesn't use siege machines. We have Wizards."
I added an ability based on these effects. I toned it down a little to where instead of dealing double damage to objects and structures your spells can instead bypass any Damage Thresholds that may be present. I kept the double damage against constructs.
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As another note, I think that while we work to revise this subclass one important question should be kept in mind: Does this subclass feel distinctly different from the School of Abjuration (or at least as an alternative with unique features)?
For the current version of the revised subclass, both it and the Abjuration wizard have damage reducing features and features that build upon Counterspell/Dispel Magic in some way, so there is overlap. Is it at point that it is redundant to have two subclasses, or do the War Magic features feel like they offer some unique benefit/playstyle if chosen over those of Abjuration?
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Are there any other thoughts or suggestions for this subclass, or is it safe to consider it "fixed'?
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This Arcane Deflection is significantly worse than the base Arcane Deflection. +4 bonus to any saving throw is very very versatile and it remained good up until higher levels. Damaging effects is not really most of what you're worried about, you want protection against debilitating effects that don't always damage you directly. The War Wizard doesn't need a buff
Have you every seen it played as more than a 2 level dip? I certainly haven't and I've seen dozens of wizard characters played.
This is a valid point though. As thorough as your reasoning is, at the end of the day I'd rather play the original. I've actually never seen it dipped, but I see why someone might do that. I'm not convinced it's broken to do that though, and if it is I'd rather put limitations on MC than fix every subclass that makes a good dip.
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
I once played a "Professor Hulk" type character who was a barbarian/wizard multiclass. I chose War Magic wizard since I knew I could use Arcane Deflection while raging. That being said, throughout the playthrough of that character, the +2 to AC hardly ever prevented an attack from hitting and I honestly cant remember if the +4 to a saving throw ever came up.
I agree that +4 to a saving throw is a great bonus, but does not feel like enough to carry a full 2nd level feature. The +2 to AC against a single attack on the other hand isnt very good when your wizard has access to Shield (even if it costs a spell slot). I also agree with Agilemind that having to give up casting leveled spells as a result of using the base feature feels bad. I could see reimagining the Arcane Deflection feature focused around boosting your saving throws, since there arent many other spells that can do that as a reaction, but I would need to rework alot of the other kit around it.
That being said, I disagree with Eshan's assessment that my current version is significantly worse by any means. It provides a useful tool for reducing damage while also allowing you to potentially damage enemies. Any chance to remove an enemy from the battlefield is going to be better than another use of your reaction. The only loss is it isnt useful against non-damaging effects, but no single ability can do it all. I also feel that the flavor of reducing the damage with abjuration and then channeling the extra magic into a evocation attack as part of one reaction plays into the theme being put forward by the War Magic wizard's description.
As an example, a Goblin has 7 hit points and can hit you with its Scimitar for anywhere from 3-8 damage. At level 2, assuming you have a 16 Int, you could reduce this damage by anywhere from 6-15 points. That means not only are you likely to fully negate the damage of the hit, you could even have enough extra to kill the goblin as part of the same reaction!
Granted, this wont always be the best choice. At higher levels, especially with creatures with multiattack, spells like Shield will be the way to go; however, thats the reason I added the buff at level 14 that you can use your Arcane Deflection feature as part of any of those other spells as well. You can then use it in tandem with other effects to strongly minimize any damage you might take. As another example, at level 14, assuming still a 16 Int, if you are hit by a dragon's breath weapon you could cast Absorb Elements and as part of the same reaction reduce the damage by anywhere from 18-27 points (before applying the resistance from AE).
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The subclass is definitely slept on by "Fireball OP" type folks, but at any optimizer's table I've been on it's well recognized as being second only to Chronurgy in power level among the Wizard subclasses, or possibly third depending on how you read some of the Conjurer's abilities. It's certainly a good dip, but it's also just a good Wizard.
Being unable to cast levelled spells is not nearly as big of a restriction as folks make it seem even if it "feels bad", it's only really a problem in low-encounter days where you want to really spam. Most of the time, a tactical Wizard will be focused on maintaining concentration on a powerful spell, and the War Wizard is tailor made for that playstyle. I think it's really flavorful to sacrifice offense for defense. It doesn't need to be in a simplistic, direct connection "damage the enemies by defending" way for it to be good. The limited number of uses per day makes it seem like yet another resource to track instead of an inherent ability the character has mastered, which makes it just seem way more lame to me - read the flavor text of Arcane Deflection: "You have learned to weave your magic to fortify yourself against harm".
The War Wizard is a simple numbers game. The good features, at 2nd level and 10th level, provide substantial numerical bonuses to a tactical, battlefield control style Wizard. That's enough. Some players find that boring - I don't share that opinion, but whatever. I even think it fits well in many cases: A tactician is concerned with doing the job and doing it well, not by being flashy: the flavor text even explicitly contrasts the discipline of a warmage vs the explosiveness of an Evoker in "Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense.". It doesn't need to do more than numbers, especially given that it's attached to one of the most powerful classes in the game. There's no reason to "buff" it and especially not by actually nerfing one of its core features.
How is my version more simplistic than "you can get a +2 to AC or +4 to saves"?
If we are talking about the abilities description, then the bonus to any and all saves makes less sense. "You have learned to weave your magic to fortify yourself against harm". It doesnt sound to me like this ability should protect you from being charmed or other effects that dont directly cause you harm, but the flat +4 bonus to AC does just that.
Also, as far as having another resource to track is concerned, do you not also hold this issue with how the Power Surge feature works for the original version? Always having to keep track of surges you have built up and lost and built up again?
I think you are overestimating the tactical benefit of sacrificing the ability to cast a leveled spell for +2 AC. That would be like a Fighter giving up their ability to use Extra Attack if they are holding shield, but even in that case at least the shield helps against every attack, not just one. The +4 to saves is nice, but would prefer if it somehow scaled rather than staying flat the whole time. Even then, its power really falls behind at mid-high tiers when you consider that a Paladin gets +Cha to all their saves all the time, Fighters get multiple uses of Indomitable, and Monks get Diamond Soul, all of which are better than giving up a key part of your class mechanics for a flat +4.
I appreciate your feedback, but your points thus far really havent convinced me that I have nerfed Arcane Deflection with my changes, just that you are a fan of the original and dont want to see that change. I think at this point we will just have to agree to disagree on Arcane Deflection
What are your thoughts on the changes to Durable Magic? I think having the bonus scale with the spell slot you expend is more interesting, allows for a higher possible bonus, and evokes the flavor of the wizard channeling some of their magic defensively where more potent magic produces a stronger defense.
What are your thoughts on Power Siphon? Since you did not seem to be a fan of this subclass tracking more resources, I think youll find the simplified bonus to spellcasting or recharge to be less to keep track of.
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It's just a "damage go down + damage people"-inator. It's less interesting to me, damage just tends to be less interesting to me in general, but I agree that that is subjective.
I'll be honest, that doesn't really make any sense. I'm not sure if there's a valid argument that being charmed or frightened to act against your own interests, or paralyzed or stunned or worse, isn't harm. Harm isn't just direct harm.
I do have that problem, but it doesn't really matter because the ability is so bad. But I don't really care that it's bad since my 2nd level abilities are so good.
Yes, the +2 AC against a single attack isn't amazing, I'll concede that point. It can be decent at the very low levels when your resources are limited, but after that Shield is just a lot better. However, I think the general analogy you're making here is incorrect. A Fighter needs to be attacking as often as possible to be effective in 90% of cases. However, the same is not true for spells. A spellcaster does not need to, and usually should not, cast levelled spells every turn or even on the majority of turns. Maintaining concentration on a good spell is a very good contribution to a combat encounter, and Arcane Deflection doesn't interrupt your concentration and even helps protect it.
+4 is a good bonus. Bounded accuracy means that it remains a good to decent bonus throughout your career in most encounters, and Durable Magic's +2 bonus to all saves makes your overall save defenses very good as well.
The Paladin feature is definitely better. But that's the standout feature of the Paladin, while this is literally half of our second level features. And the max Cha bonus is +5, so +4 is only 1 behind that anyway. Yes, it's only to one save: it can't be better than Aura of Protection. But the comparison is not as bad as you make it seem.
Indomitable is a worse feature. It's limited use and is a reroll. +4 is a good boost, unlimited uses, and it gives you certainty (or near-certainty, if the DM doesn't tell you the DC) on whether you'll make the save when you use it. Never mind that it's a 9th level feature to get it once per long rest, and this is a 2nd level feature.
Monk's Diamond Soul is better, but again that's a super duper late standout feature on a martial class. You're a high level Wizard, you're already getting tricks up the wazoo. And again, Durable Magic makes your consistent save defense still pretty good compared to these classes.
You will deny this, but it seems like from how you're talking you'd prefer it to start at +2 and scale to +6 even if it's worse that way, because then it at least feels like it's scaling. The feeling of scaling doesn't make a feature good by itself.
I don't think it can really be questioned that making a feature less versatile, usable much less often, and less interesting makes the feature worse. But it's fine, we can put it aside.
I mean, it's fine. At least this one is a strict buff, but I'm not sure this was needed since Durable Magic was already really good. Making changes for the sake of it doesn't really make sense to me.
Power Siphon is fine. Thoroughly mediocre feature. Like yes it's definitely better than Power Surge, because Power Surge is an awful feature, but it's not really more interesting. Hooray, I get to upcast some spells for free. Most spells don't upcast that well anyway. I will appreciate getting to double Tasha's Mind Whip more often, but that's about it. Again our core disagreement comes from the fact that I don't think War Wizard needs a fix because it's a good subclass.
There is one other ability in the game I can think of that is a "damage go down + damage people" and thats the Monks deflect missile feature which is far less versatile than this in its application. On the other hand, abilities and items that give bonuses to AC or saving throws are a dime a dozen.
There are plenty of effects that are bad for you, yes, but the word harm for me evokes something actively causing you pain or distress. Charmed conditions can really go one way or another. No one wants to be paralyzed against their will, but if a wizard paralyzes you and then uses the opportunity to run away I would hardly say your character was "harmed"
Hard disagree. If you are a higher level spellcaster and you are only using cantrips for a large portion of the battle because of your reliance on Arcane Deflection, then that battle is going to take a lot longer than it reasonably should, and at the expense of the rest of your party's wellbeing. Giving up the ability to cast a leveled spell means giving up the ability to clear out a minion hoard with Fireball, it means giving up the possibility of shutting down a powerful monster with Hold Monster, it means giving up the ability to Misty Step away from danger so you arent getting attacked in the first place. A wizard is defined by their wide and versatile spell list. Giving all that up for turn so you can get a small bonus to your AC or saving throw isnt worth it.
The second level feature is significantly worse than the Paladin aura, since its only once per turn at most, so its hardly worth calling half the ability its equivalent.
I think that being able to use it without giving up spellcasting and later being able to use it on top of other reaction spells makes it better. Also, Id say its a more interesting feature since it allows the player to roll and potentially getting a rewarding secondary effect. This is a game about rolling dice. There could be arguments that the +4 to a save would be better statistically, but it is not nearly as engaging for the player. Everyone likes a +2 sword or a +1 shield, but the most interesting features are the ones where you get to roll dice or have some myriad of choices available.
I already outlined why I felt it was worth changing. It was not just "for the sake of it"
Most spells dont upcast that well? Thats another Hard Disagree, especially considering that the Warlock Pact Magic system is practically centered around picking spells which upcast well (and theres a fair amount of overlap between the spell lists). Even if the spell you upcast has a less than impress effect, its still a free biproduct in the case. Its a 100% free power up that costs you nothing by using Counterspell and Dispel Magic exactly the way they were already intended.
Whats more, is the ability actually gives you those spells learned for free (in a similar way that transmutation wizards get polymorph learned for free). In the original version, you had an ability that relied heavily on Counterspell and Dispel Magic while basically taxing your known spells by making it a requirement to learn them to get the most use out of a subclass feature.
If your core disagreement here is that War Wizard doesnt need a fix at all, then to be honest you are in the wrong thread. If you already like the War Wizard as it stands, then there is nothing for you to gain by participating in a thread about homebrewing a new version of it.
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