One of my players really wanted to play a Wizard that wields a large maul. I said, "sure". So I came up with this arcane tradition for him to play. So far, it's been working out really well.
Warchanting acknowledges that while magic is a great tool, sometimes combat is best handled up close and personal. Forgoing many of the traditional studies of other Wizards, the Warchanter spends many hours training in the art of combat as well.
This life is not for the faint of heart though. Many Warchanters are sent to the front lines of battle, or are the instruments for tough diplomacy missions that have high probabilities of devolving into combat.
Warchanting Initiate
Beginning when you select this tradition at 2nd level, you gain proficiency with light armor and any single melee weapon of your choice.
You also gain proficiency in either the Athletics, Acrobatics, or Diplomacy skill, if you don't already have it.
Warchant
Starting at 2nd level, you can invoke a secret magical incantation called the Warchant. It graces you with supernatural combat abilities and focus.
You can use a bonus action to start the Warchant, which lasts for 1 minute. It ends early if you are incapacitated or your concentration is broken. You can also end your Warchant on your turn as a bonus action.
Once you have used your Warchant the number of times shown for Warchanter Wizard level in the Warchant table, you must finish a long rest before you can perform the incantation again.
While your Warchant is active, you gain the following benefits:
You gain a bonus to your attack strikes equal to your Intelligence modifier (minimum of +1).
You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
You gain advantage to any Constitution saving throw you make to maintain your concentration on a spell.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
At level 20, you have become infused with your Warchant ability such that it is always active so long as you are conscious.
Improved Chanter's Armor
Starting at 6th level, you gain the medium armor proficiency.
War Strike
Starting at 6th level, while performing your Warchant, your weapon becomes infused with arcane magic. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack roll to deal an extra 1d8 damage of the same type dealt by the weapon to the target.
When you reach 14th level, the extra damage increases to 2d8.
Greater Chanter's Armor
Starting at 10th level, you gain the heavy armor proficiency.
Chant of Victory
Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Warchant is active.
So this is just an arcane tradition for wizards, not a whole class right?
If so I think it is pretty nice, but is lacking a little bit in the integration between the melee and spell casting aspects of it and could use some more crossover. Obviously not every single part of it should be combined I just feel like this could be a way for a character to be like "Oh hey. I can do anything and this requires much less skill to play than a normal wizard. YAY!" Beyond that imminent lack of cohesion I think it is a really balanced archtype.
If this was of course supposed to be a class as a whole, then it is a GREAT start, but severely lacking.
Rollback Post to RevisionRollBack
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
It's a Wizard tradition, like . I'm not sure what more cross-over you're really looking for.
It provides:
Proficiency in a melee weapon
Ability to wear armor and cast spells
Increased AC, to hit, and ability to cast spells even when wielding weapons while "warchanting"
Increased single target damage through levels
Adding any type of multi-target combat to the melee advantages makes it overpowered. Why play a fighter when you could have most of the fighter's abilities and still have full spell access?
These are all great things and it's a good start, but this only focuses on the combat aspect of the game. You should think about adding or changing things to give some semblance in either the exploration or role-playing aspect, preferably both. Maybe just add a ribbon, I think he needs something besides combat bonuses. But it's a great looking start!
EDIT: I would say to remove the heavy armor bonus, as warchanting is already giving a bonus to AC. And if the player really wanted heavy armor, they could try for the feat. If it were me, I'd replace the 10th level feature with something exploration or role-playing related.
These are all great things and it's a good start, but this only focuses on the combat aspect of the game. You should think about adding or changing things to give some semblance in either the exploration or role-playing aspect, preferably both. Maybe just add a ribbon, I think he needs something besides combat bonuses. But it's a great looking start!
EDIT: I would say to remove the heavy armor bonus, as warchanting is already giving a bonus to AC. And if the player really wanted heavy armor, they could try for the feat. If it were me, I'd replace the 10th level feature with something exploration or role-playing related.
I would replace the heavy armor bonus with something along the lines of diplomacy because of the background you gave us on these people.
Rollback Post to RevisionRollBack
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
I would try to think about something that isn't just a flat numbers bonus or granting advantage. Give this arcane tradition a unique bonus, something that sets it flavorfully in the right space. Having to do with diplomacy is a good start, but maybe think about what it is they bring to the diplomatic table, so to speak. A unique ability will always be more fun to play out than a simple spell or number buff, I think
Rollback Post to RevisionRollBack
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Starting at 10th level, you gain advantage to all Deception, Intimidation, and Persuasion skill checks. In addition, you gain advantage against all attempts of Deception, Intimidation, Persuasion, and any saving throw versus magical compulsion made against you.
I think a better way to implement this is make it a magic supplement to the Barbarian class
EDIT: This is a great idea btw. You could take the "Rage" from a Barbarian and make it more magical as the Warchant. Then implement some limited spell slots using a different spellcasting modifier but from the wizard spell book, make the spells WIS based or something.
Another idea is to take the Chanter class from Pillars of Eternity and base a whole homebrew class off that.
The 2nd level Warchanting ability seems very similar to the bladesinger - is this where the inspiration came from? I would say to change the number of times you can use it to match the same way the Bladesinger works - 2 times and regains usages on short and long rest. Having an additional column added to the standard progression table may have people thinking it is a separate class. Also the always active at level 20 may be slightly OP.
Having multiple abilities at level 6 and 10 - whilst it's only gaining armor proficiency plus the other ability, this may be a little bit too much.
One of my players really wanted to play a Wizard that wields a large maul. I said, "sure". So I came up with this arcane tradition for him to play. So far, it's been working out really well.
Pretty version here: http://homebrewery.naturalcrit.com/share/HyZ0WDyb3e
So this is just an arcane tradition for wizards, not a whole class right?
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
It's a Wizard tradition, like . I'm not sure what more cross-over you're really looking for.
It provides:
Adding any type of multi-target combat to the melee advantages makes it overpowered. Why play a fighter when you could have most of the fighter's abilities and still have full spell access?
These are all great things and it's a good start, but this only focuses on the combat aspect of the game. You should think about adding or changing things to give some semblance in either the exploration or role-playing aspect, preferably both. Maybe just add a ribbon, I think he needs something besides combat bonuses. But it's a great looking start!
EDIT: I would say to remove the heavy armor bonus, as warchanting is already giving a bonus to AC. And if the player really wanted heavy armor, they could try for the feat. If it were me, I'd replace the 10th level feature with something exploration or role-playing related.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
The diplomacy check is a good idea. I flushed out the background more after rolling the mechanics.
I would try to think about something that isn't just a flat numbers bonus or granting advantage. Give this arcane tradition a unique bonus, something that sets it flavorfully in the right space. Having to do with diplomacy is a good start, but maybe think about what it is they bring to the diplomatic table, so to speak. A unique ability will always be more fun to play out than a simple spell or number buff, I think
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Swapped out the 10th level ability for this:
I think a better way to implement this is make it a magic supplement to the Barbarian class
EDIT: This is a great idea btw. You could take the "Rage" from a Barbarian and make it more magical as the Warchant. Then implement some limited spell slots using a different spellcasting modifier but from the wizard spell book, make the spells WIS based or something.
Another idea is to take the Chanter class from Pillars of Eternity and base a whole homebrew class off that.
― Steven Erikson, Memories of Ice
The 2nd level Warchanting ability seems very similar to the bladesinger - is this where the inspiration came from? I would say to change the number of times you can use it to match the same way the Bladesinger works - 2 times and regains usages on short and long rest. Having an additional column added to the standard progression table may have people thinking it is a separate class. Also the always active at level 20 may be slightly OP.
Having multiple abilities at level 6 and 10 - whilst it's only gaining armor proficiency plus the other ability, this may be a little bit too much.
Site Rules & Guidelines || How to Tooltip || Contact Support || Changelog || Pricing FAQ || Homebrew FAQ
If you have questions/concerns, please Private Message me or another moderator.
Wary the wizard who focuses on homebrew, for he can create nightmares that you wouldn't even dream of