School of Knowledge is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.
Arcane Understanding
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. You gain expertise in Arcana and 1 other skill of your choice, from the Wizard's skill list.
Arcane Composition
Also at the 2nd level, as your studies of the arcane and the nature of magic increase, your ability to learn new spells grows beyond that of other wizards. You gain 2 additional wizard cantrips. Also, each time you gain a wizard level, you can add three wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.
Scholastic Focus
At the 6th level, your study of the arcane has become so ingrained in you that you ability to regain arcane energy become more effortless. By spending 1 minute focusing, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
You can’t use this feature again until you finish a long rest.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
You can’t use this feature again until you finish a long rest.
A free feat at 2nd level, plus a 50% increase in utility at each level. (Choose one or the other, I'd edge towards additional learned spell each level)
An additional use of Arcane Recovery without the short rest. (This would be ok if it added another short rest requirement, barely)
A Bonus Action Sorcerer dip with the full utility of a Wizard. (At least put the spell level 1/2 of Wizard level caveat on it with 6th level cap)
A mini-Wish at 14th level. (This would need a rework completely. It is OP as OP can be.) Literally no reason to take any other Wizard sub-class.
I thought about giving 1 additional cantrip instead of 2 with the second level feature. How do you think that would hold up?
It not giving a second arcane recovery, just allowing arcane recovery to be done with 1 minute of concentrating instead of a short rest.
as for the level 10, thematically it’s a great, do you think it would be more balanced if i made it per long rest instead of short?
the 14th level ability isn’t nearly as good as a wish. It’s spells only and you have to fulfill all the regular requirements of spell. Again though, I want balance so if that’s the consensus I’ll version 1.2 it with maybe limiting it to spells of the 6th level or lower?
Others may have different feedback for you, however here's my take on V 1.2
Level 2
A free spell known each level may be a bit much. Other schools in wizardry don't get anything near that value long term (half-price spells from one school) as far as copying spells go. It'd be a resource tracking thing, but you could maybe say that each time they level they gain the ability to copy one-spell at half cost and this doesn't need to be "spent" at the time of levelling. They basically build a pool of discounted wizard spells from any school of magic and can use those up however they want as they progress.
If you wanted to lean into casting non-wizard spells then you could say that they learn a cantrip or two at 2nd level which can be from any class. That opens up flexibility in what they want to take similar to how Magical Secrets works.
Level 6
You have a typo in scholastic focus ('preform' Arcane Recovery rather than 'perform') but otherwise it looks ok now as it uses Arcane Recovery.
Level 10
I'm not sure if this should maybe be an action instead. Bonus Action may be a little too flexible on the fly.
Alternatively, potentially allow them to swap a number of prepared spells once on a short rest, ability recharging on long rest. You could base that on Int modifier or provide a set number they can do.
Level 14
Definitely better than before, but I'm still not sure it'll balance with other subclasses. You could maybe do a magical secrets-like feature and choose some higher levelled spells instead they can learn/know which count as wizard spells, but then that's potentially just stepping on toes too much.
I’ve been trying to not lean into spells from other schools. It works great for other classes because the spell lists are small but wizards have access to so many spells already it felt a bit too much to go that route. I do get what you’re saying about getting the extra spell per level. What about changing it to getting an additional free spell when you get access to a new spell level, so basically every other level? Or, and this one may be a stretch, making scribing and learning all wizard spells half price? I’ll fix the level 6 typo when I do the next revision. As for the level 10, I think you’re right, making it an action is a fair trade off. I’ll change that too.
At even levels in the class is probably the better balance as far as extra spells at levels goes. Keeps it relevant until 20 (new spell level taps out at 17), kicks in immediately, and is still handy to pick up some more high level options.
Scribing is an awkward one. All spells half price could be a bit much as that’s just better than the other schools which get it. Potentially pick a school to get those half-price?
At even levels seems kinda awkward, what about the original idea of an extra spell every level but the spells must be a level lower than the highest casting level and not higher than 6th level spells?
I like the idea. I would have done it differently I suppose.
I guess for a Level 2 ability for a Wizard, expertise in Arcana might be fine, though I guess having Expertise in two Wizard specific skills ain't too bad. Not a place of contention, as far as I am concerned.
Arcane Composition I might change to
"Every time you gain a Level in this Class you may add a new Spell to your Spell book in addition to the two Spells you can add with every level up. The additional Spell you can add must be of a Level equal half your Wizard Level rounded down or lower."
I feel that way there is more control over the Spells the character adds as it changes the psychological evaluation of a player when he has to choose a new Spell. That way the additional Spell can never be higher than Level 5, which is a common cap for many abilities in DnD. So essentially a bit more streamlined.
Scholastic Focus seems really cool actually. I like abilities that give Shortcuts, the problem however is that it kind of reminds me of the Level 20 ability for the Warlock. The Idea behind the Wizard is that you don't overdo it with casting Spells and make every Spell count. That way the Knowledge Tradition gains a "Get out of Jail for free" card, which offsets the high risk high reward factor the Wizard currently displays.
What I would do - albeit a very niche ability then, but there are already a handful of niche abilities based on rules that rarely see the daylight - is either change the cost for creating Spell Scrolls by an amount that I would have to think about, or something entirely different.
"The Wizards focus on study is incomparable. His research led to a unique discovery which allows him to draw upon the weave to increase his mental capacity. Whenever the Wizard has to make an ability check he may sacrifice a Spell Slot. If he does so, he can increase the Bonus to the roll to an amount equal to the Level of the Spell Slot times 2. The maximum Level of the Spell Slot the Wizard can sacrifice in this manner equals 5. He can use this ability an amount of times per Long Rest equal to his Intelligence Modifier."
I think there might also need to be a limit on what kind of ability checks he can use this on. Maybe it is strictly limited to Intelligence checks, or it is limited to mental checks in general, meaning Charisma, Wisdom and Intelligence or something along those lines. At the end of the day, he has to sacrifice a Spell Slot for this boost in capability, so there's that.
Prodigious Memory seems nice, though I would offer something different and more easy to remember, although I do not know if dndbeyond allows someone to do this. I might have to check myself. But what if this ability could allow the Wizard to memorize 2 additional Spells with a Level equal or lower to his Proficiency modifier? His memory is vast. So this way you still keep risk/reward in tact and give him the ability to memorize emergency-spells, in case the day goes in a different direction.
For the last feature I do not know what to do. Seems interesting I guess, but I don't know how wide ranging the effect is. There was a Bard Spell I once created because I liked healing word so much. Maybe he gains the ability to once per Short Rest cast a Bonus Action Spell as a Reaction instead. I'm a little lost as what kind of capstone ability this tradition should receive.
EDIT: Maybe in this scenario you could give him the level 6 ability if your version.
Master of Study:
At the 14th level, your study of the arcane has become so ingrained in you that your ability to regain arcane energy becomes effortless. Instead of a short rest, you may spend 1 minute focusing to perform Arcane Recovery.
Overall I really like the idea and might add it with the changes I made, so there is that. Always been a fan of purely intelligence skill based characters. This one dives deep into that.
School of Knowledge is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
Known as savants, followers of this tradition are a bookish lot who see beauty and mystery in the application of magic. The results of a spell are less interesting to them than the process that creates it. Some savants take a haughty attitude toward those who follow a tradition focused on a single school of magic, seeing them as provincial and lacking the sophistication needed to master true magic. Other savants are generous teachers, countering ignorance and deception with deep knowledge and good humor.
Arcane Understanding
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. You gain expertise in Arcana and 1 other skill of your choice, from the Wizard's skill list.
Arcane Composition
Also at the 2nd level, as your studies of the arcane and the nature of magic increase, your ability to learn new spells grows beyond that of other wizards. You gain 2 additional wizard cantrips. Also, each time you gain a wizard level, you can add three wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table.
Scholastic Focus
At the 6th level, your study of the arcane has become so ingrained in you that you ability to regain arcane energy become more effortless. By spending 1 minute focusing, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
You can’t use this feature again until you finish a long rest.
Prodigious Memory
At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.
Master of Magic
At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
You can’t use this feature again until you finish a long rest.
https://www.dndbeyond.com/subclasses/362374-school-of-knowledge
You realize you are giving out:
A free feat at 2nd level, plus a 50% increase in utility at each level. (Choose one or the other, I'd edge towards additional learned spell each level)
An additional use of Arcane Recovery without the short rest. (This would be ok if it added another short rest requirement, barely)
A Bonus Action Sorcerer dip with the full utility of a Wizard. (At least put the spell level 1/2 of Wizard level caveat on it with 6th level cap)
A mini-Wish at 14th level. (This would need a rework completely. It is OP as OP can be.) Literally no reason to take any other Wizard sub-class.
I thought about giving 1 additional cantrip instead of 2 with the second level feature. How do you think that would hold up?
It not giving a second arcane recovery, just allowing arcane recovery to be done with 1 minute of concentrating instead of a short rest.
as for the level 10, thematically it’s a great, do you think it would be more balanced if i made it per long rest instead of short?
the 14th level ability isn’t nearly as good as a wish. It’s spells only and you have to fulfill all the regular requirements of spell. Again though, I want balance so if that’s the consensus I’ll version 1.2 it with maybe limiting it to spells of the 6th level or lower?
https://www.dndbeyond.com/subclasses/380537-school-of-knowledge
version 1.1
How balanced does it seem now? Would you let someone play it in your campaign? Would you want to play it? why or why not?
Others may have different feedback for you, however here's my take on V 1.2
Level 2
A free spell known each level may be a bit much. Other schools in wizardry don't get anything near that value long term (half-price spells from one school) as far as copying spells go. It'd be a resource tracking thing, but you could maybe say that each time they level they gain the ability to copy one-spell at half cost and this doesn't need to be "spent" at the time of levelling. They basically build a pool of discounted wizard spells from any school of magic and can use those up however they want as they progress.
If you wanted to lean into casting non-wizard spells then you could say that they learn a cantrip or two at 2nd level which can be from any class. That opens up flexibility in what they want to take similar to how Magical Secrets works.
Level 6
You have a typo in scholastic focus ('preform' Arcane Recovery rather than 'perform') but otherwise it looks ok now as it uses Arcane Recovery.
Level 10
I'm not sure if this should maybe be an action instead. Bonus Action may be a little too flexible on the fly.
Alternatively, potentially allow them to swap a number of prepared spells once on a short rest, ability recharging on long rest. You could base that on Int modifier or provide a set number they can do.
Level 14
Definitely better than before, but I'm still not sure it'll balance with other subclasses. You could maybe do a magical secrets-like feature and choose some higher levelled spells instead they can learn/know which count as wizard spells, but then that's potentially just stepping on toes too much.
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
I’ve been trying to not lean into spells from other schools. It works great for other classes because the spell lists are small but wizards have access to so many spells already it felt a bit too much to go that route. I do get what you’re saying about getting the extra spell per level. What about changing it to getting an additional free spell when you get access to a new spell level, so basically every other level? Or, and this one may be a stretch, making scribing and learning all wizard spells half price? I’ll fix the level 6 typo when I do the next revision. As for the level 10, I think you’re right, making it an action is a fair trade off. I’ll change that too.
At even levels in the class is probably the better balance as far as extra spells at levels goes. Keeps it relevant until 20 (new spell level taps out at 17), kicks in immediately, and is still handy to pick up some more high level options.
Scribing is an awkward one. All spells half price could be a bit much as that’s just better than the other schools which get it. Potentially pick a school to get those half-price?
Please take a look at my homebrewed Spells, Magic Items, and Subclasses. Any feedback appreciated.
At even levels seems kinda awkward, what about the original idea of an extra spell every level but the spells must be a level lower than the highest casting level and not higher than 6th level spells?
School of Knowledge v1.2
Whats everyone think? good changes? balanced? still too OP? Too Watered-down?
No more input?
I like the idea. I would have done it differently I suppose.
I guess for a Level 2 ability for a Wizard, expertise in Arcana might be fine, though I guess having Expertise in two Wizard specific skills ain't too bad. Not a place of contention, as far as I am concerned.
Arcane Composition I might change to
"Every time you gain a Level in this Class you may add a new Spell to your Spell book in addition to the two Spells you can add with every level up. The additional Spell you can add must be of a Level equal half your Wizard Level rounded down or lower."
I feel that way there is more control over the Spells the character adds as it changes the psychological evaluation of a player when he has to choose a new Spell. That way the additional Spell can never be higher than Level 5, which is a common cap for many abilities in DnD. So essentially a bit more streamlined.
Scholastic Focus seems really cool actually. I like abilities that give Shortcuts, the problem however is that it kind of reminds me of the Level 20 ability for the Warlock. The Idea behind the Wizard is that you don't overdo it with casting Spells and make every Spell count. That way the Knowledge Tradition gains a "Get out of Jail for free" card, which offsets the high risk high reward factor the Wizard currently displays.
What I would do - albeit a very niche ability then, but there are already a handful of niche abilities based on rules that rarely see the daylight - is either change the cost for creating Spell Scrolls by an amount that I would have to think about, or something entirely different.
"The Wizards focus on study is incomparable. His research led to a unique discovery which allows him to draw upon the weave to increase his mental capacity. Whenever the Wizard has to make an ability check he may sacrifice a Spell Slot. If he does so, he can increase the Bonus to the roll to an amount equal to the Level of the Spell Slot times 2. The maximum Level of the Spell Slot the Wizard can sacrifice in this manner equals 5. He can use this ability an amount of times per Long Rest equal to his Intelligence Modifier."
I think there might also need to be a limit on what kind of ability checks he can use this on. Maybe it is strictly limited to Intelligence checks, or it is limited to mental checks in general, meaning Charisma, Wisdom and Intelligence or something along those lines. At the end of the day, he has to sacrifice a Spell Slot for this boost in capability, so there's that.
Prodigious Memory seems nice, though I would offer something different and more easy to remember, although I do not know if dndbeyond allows someone to do this. I might have to check myself. But what if this ability could allow the Wizard to memorize 2 additional Spells with a Level equal or lower to his Proficiency modifier? His memory is vast. So this way you still keep risk/reward in tact and give him the ability to memorize emergency-spells, in case the day goes in a different direction.
For the last feature I do not know what to do. Seems interesting I guess, but I don't know how wide ranging the effect is. There was a Bard Spell I once created because I liked healing word so much. Maybe he gains the ability to once per Short Rest cast a Bonus Action Spell as a Reaction instead. I'm a little lost as what kind of capstone ability this tradition should receive.
EDIT: Maybe in this scenario you could give him the level 6 ability if your version.
Master of Study:
At the 14th level, your study of the arcane has become so ingrained in you that your ability to regain arcane energy becomes effortless. Instead of a short rest, you may spend 1 minute focusing to perform Arcane Recovery.
Overall I really like the idea and might add it with the changes I made, so there is that. Always been a fan of purely intelligence skill based characters. This one dives deep into that.