I made a wizard subclass designed for the world of Ravnica. I'm looking for comments, critique, etc... Please tell me whether you think its balanced or not? If not, please give suggestions on what could be changed to improve it.
League Guildmage
Guildmages of the Izzet League are highly versatile mages, weilding some magic from each of the major areas of res-earch in the League, including electromantics, pyrotechnics, spacial manipulation, and, of course, disastrous malfunctions. Izzet guildmages are trained to improvise, being ready to rethink on the go. In combat, a League guildmage is an unpredictable storm of wild magig, duplicating their spells and setting off random outbursts of mana.
Restriction: Izzet Engineer Background
To become a guildmage of the Izzet, one must be a proven member of the Guild. Therefore, this subclass is only available to those who have the Izzet Engineer background.
Laboratory Savant
When you choose this tradition at 2nd level, the time and gold required to copy a spell from the Izzet spell list into your spellbook is halved.
Inventive Casting
Also at 2nd level, your spells have a unique, random twist. Whenever you cast a spell from the Izzet spell list of 1st level or higher, you may spend an additional spell slot of any level. If you do so, choose an applicable Metamagic option from the sorcerer class and apply it to the spell, the level of the extra slot being the number of sorcery points spent on the metamagic option.
Jump-Start
When you reach 6th level, you are able to siphon one last spell from the mana surrounding you. When you begin your turn with no spell slots remaining, you may use your reaction to immediately cast a spell of 5th level or lower without expending a spell slot. The spell's casting time must be 1 action or bonus action, but it becomes 1 reaction when you cast it in this way.
When you cast a spell in this way, you must make an Intelligence saving throw with a DC of 10 + the spell's level. On a failed save, you take 1d10 force damage per level of the spell, or half as much on a successful save.
Improvised Casting
At 10th level, you can create improvised spell slots. You may cast a spell of 5th level or lower by expending a number of spell slots with a combined level equal to the spell's level.
When you cast a spell in this way, you must make a saving throw with a DC of 10 + the spell's level. On a failed save, all spells you cast within the next hour will be accompanied by a roll on the Wild Magic Table in the sorcerer class.
League Adept
At 14th level, you are able to recharge your magical energy almost instantly. You may use your Arcane Recovery feature as an action rather than when you finish a short rest.
When you do so, roll on the Wild Magic table in the sorcerer class three times and have each result take effect.
Please note that this subclass makes references to the Guildmaster's Guide to Ravnica and the sorcerer class in the Player's Handbook.
Just a couple of random thoughts. This sounds like kind of a half-sorcerer. Like you could almost run the class as a sorcerer with access to a subset of wizard spells and slightly more spells known. That's maybe beside the point though - it works fine as a wizard, just steals a bit of the sorcerer's thunder.
Jump-Start is ok, sort of like a fighter's action surge, although wizards already get arcane recovery that other casters don't. I like making it have a drawback with the INT saving throw, but I think it should just cost an action rather than a reaction.
At 10th level for Improvised casting, my thought is why not just let this class use the spell point variant in the back of the DMG?
That circles me back around, though. The trick is getting it to work here on DDB, and for that purpose, sure, let it be a Wizard subclass. If I was homebrewing this to use on paper, though, I'd consider this a Sorcerer class using the spell points variant, but swapped to INT for spellcasting ability and with Wizard skills and saving throws. Then the sorcerous origin can boost the numbers of spells known per level and grant access to an additional set of spells pulled from the wizard list. At higher levels I'd grant access to arcane recovery, your jump-start ability, and your league adept feature.
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Hello everyone,
I made a wizard subclass designed for the world of Ravnica. I'm looking for comments, critique, etc... Please tell me whether you think its balanced or not? If not, please give suggestions on what could be changed to improve it.
Please note that this subclass makes references to the Guildmaster's Guide to Ravnica and the sorcerer class in the Player's Handbook.
Just a couple of random thoughts. This sounds like kind of a half-sorcerer. Like you could almost run the class as a sorcerer with access to a subset of wizard spells and slightly more spells known. That's maybe beside the point though - it works fine as a wizard, just steals a bit of the sorcerer's thunder.
Jump-Start is ok, sort of like a fighter's action surge, although wizards already get arcane recovery that other casters don't. I like making it have a drawback with the INT saving throw, but I think it should just cost an action rather than a reaction.
At 10th level for Improvised casting, my thought is why not just let this class use the spell point variant in the back of the DMG?
That circles me back around, though. The trick is getting it to work here on DDB, and for that purpose, sure, let it be a Wizard subclass. If I was homebrewing this to use on paper, though, I'd consider this a Sorcerer class using the spell points variant, but swapped to INT for spellcasting ability and with Wizard skills and saving throws. Then the sorcerous origin can boost the numbers of spells known per level and grant access to an additional set of spells pulled from the wizard list. At higher levels I'd grant access to arcane recovery, your jump-start ability, and your league adept feature.