Okay, I've seen this school talked about over and over on the forums in the previous edition...I have a player who wants to do something similar and we have a need to update it to be 1) less broken, 2) match the new edition schools better, and 3) feel distinct and interesting.
My goal based on what we discussed is to make a subclass for wizard that is focused on lore/skills (essentially expanding on the added "scholar" feature) and providing some unique features that make this wizard feel more like a spell researcher...someone who is studying esoterica to expand the boundaries of spell craft on a big picture level. We brought over the skill stuff and elemental admixture (with more limited energy types) from the old version, as they were on theme and felt fun. I paced the skill acquisition out over the levels so it would be less of a dip temptation (the old one was heavily front loaded) and to work with Scholar in the basic wizard. I obviously got rid of that craziness with switching Saving Throws around, which was super abusable. We added an extra spells feature a 3rd to match the other wizard subclasses, but allow some restricted pulling spells from other class lists to add even more versatility to the wizard...this is what I think would be the most potentially controversial change would be, but I don't think it's too crazy, especially given how toned down the other abilities are. The other abilities expand on this: more prepared spells per day for more versatility, ability to cast rituals faster in a pinch, and a capstone focused on dispelling which felt flavorful...though both level 10-14 are possibly a little weak. I figured I'd aim for underpowered to start to compensate for the cross-class spell acquisitions and ask for suggestions from there. One possible alternate capstone I considered was to allow the Loremaster to choose a LVL 6 ability from one of the school-subclasses to demonstrate their eventual focus on a distinct school of magic without inventing an ability that covered all of them from scratch.
Loremaster Wizard Subclass Features:
(LVL 3) Magical Esoterica. At 3rd level choose two spells, regardless of class spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one additional spell to your spellbook for free. The chosen spell must be of a level for which you have spell slots. These spells henceforth are treated as wizard spells when you cast them. These spells are only decipherable by you and cannot be copied by another wizard. You can make scrolls of these spells, but only you may cast them.
(LVL 3) Elemental Admixture. Your studies of the elemental planes have unlocked the ability to alter combat spells on the fly. When you cast a spell with a spell slot and the spell deals acid, cold, fire, or lightning damage, you can substitute that damage type with one other type from that list, altering the spell's formula as you cast it. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
(LVL 6) Superior Scholarship. Choose another skill from the Scholar class feature, you gain proficiency in that skill, or expertise if you are already proficient. Choose an additional skill at level 10 and 14. You also gain one additional language known at levels 6, 10, and 14. You may also take the Study action as a bonus action.
(LVL 10) Prodigious Memory. You have obtained a greater master of spell preparation, developing several shortcuts allowing you to keep more arcane formulae in your mind and perform quicker rituals. ◊ You have attained a greater mastery of spell preparation. You can prepare an additional number of spells per day equal to your proficiency bonus. ◊ When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
(LVL 14) Spellcrafting Savant. You've mastered the intricacies of weaving (and unweaving) magical spells, at 14th level you gain the following benefits: ◊ When you cast the spell dispel magic, you make the ability check with advantage. If you fail the ability check, the spell slot is not used. ◊ When another spellcaster attempts to dispel a spell you have cast, they make the ability check with disadvantage.
Magical Esoterica is a bit overpowered. You should tone down the number of extra spells. Maybe once every three levels or something. Elemental Admixture should be Int modifier uses. It makes a bit more sense.
Other than that, it looks pretty good.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Okay, I've seen this school talked about over and over on the forums in the previous edition...I have a player who wants to do something similar and we have a need to update it to be 1) less broken, 2) match the new edition schools better, and 3) feel distinct and interesting.
My goal based on what we discussed is to make a subclass for wizard that is focused on lore/skills (essentially expanding on the added "scholar" feature) and providing some unique features that make this wizard feel more like a spell researcher...someone who is studying esoterica to expand the boundaries of spell craft on a big picture level. We brought over the skill stuff and elemental admixture (with more limited energy types) from the old version, as they were on theme and felt fun. I paced the skill acquisition out over the levels so it would be less of a dip temptation (the old one was heavily front loaded) and to work with Scholar in the basic wizard. I obviously got rid of that craziness with switching Saving Throws around, which was super abusable. We added an extra spells feature a 3rd to match the other wizard subclasses, but allow some restricted pulling spells from other class lists to add even more versatility to the wizard...this is what I think would be the most potentially controversial change would be, but I don't think it's too crazy, especially given how toned down the other abilities are. The other abilities expand on this: more prepared spells per day for more versatility, ability to cast rituals faster in a pinch, and a capstone focused on dispelling which felt flavorful...though both level 10-14 are possibly a little weak. I figured I'd aim for underpowered to start to compensate for the cross-class spell acquisitions and ask for suggestions from there. One possible alternate capstone I considered was to allow the Loremaster to choose a LVL 6 ability from one of the school-subclasses to demonstrate their eventual focus on a distinct school of magic without inventing an ability that covered all of them from scratch.
Loremaster Wizard Subclass Features:
(LVL 3) Magical Esoterica. At 3rd level choose two spells, regardless of class spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one additional spell to your spellbook for free. The chosen spell must be of a level for which you have spell slots. These spells henceforth are treated as wizard spells when you cast them. These spells are only decipherable by you and cannot be copied by another wizard. You can make scrolls of these spells, but only you may cast them.
(LVL 3) Elemental Admixture. Your studies of the elemental planes have unlocked the ability to alter combat spells on the fly. When you cast a spell with a spell slot and the spell deals acid, cold, fire, or lightning damage, you can substitute that damage type with one other type from that list, altering the spell's formula as you cast it. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
(LVL 6) Superior Scholarship. Choose another skill from the Scholar class feature, you gain proficiency in that skill, or expertise if you are already proficient. Choose an additional skill at level 10 and 14. You also gain one additional language known at levels 6, 10, and 14. You may also take the Study action as a bonus action.
(LVL 10) Prodigious Memory. You have obtained a greater master of spell preparation, developing several shortcuts allowing you to keep more arcane formulae in your mind and perform quicker rituals.
◊ You have attained a greater mastery of spell preparation. You can prepare an additional number of spells per day equal to your proficiency bonus.
◊ When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
(LVL 14) Spellcrafting Savant. You've mastered the intricacies of weaving (and unweaving) magical spells, at 14th level you gain the following benefits:
◊ When you cast the spell dispel magic, you make the ability check with advantage. If you fail the ability check, the spell slot is not used.
◊ When another spellcaster attempts to dispel a spell you have cast, they make the ability check with disadvantage.
Magical Esoterica is a bit overpowered. You should tone down the number of extra spells. Maybe once every three levels or something. Elemental Admixture should be Int modifier uses. It makes a bit more sense.
Other than that, it looks pretty good.