Looking for mechanics feedback on this Arcane Tradition. The concept was to take the operative magic version of werewolves from mythology and turn it into a wizard subclass, with the secondary goal of creating a wizard subclass that could operate as a limited tank.
Its an interesting concept that transforms the wizard into a druid basically, however it does not add anything that benefits the wizard subclass tradition in terms of magic rather it grants it the abilities of a shapeshifter really pinning it on turning this tradition into a druid of one animal shape and form. With minor benefits that affect close quarter combat and such. However it does have capabilities against spells that can change shape such as polymorph and it does put up an interesting wizard druid niche for those interested in melee wizards.
Immunis Lunares (Nice name): Purely flavor and a good counter to shape altering spells including the lycanthropic curses or diseases. Having an ability like this at 2nd level can stop a Pixie and a Night Hagpolymorph spell, which is a game changer if you are up against enemies that affect the shape of the person. Rating 10/10.
Wolfen Form: Basically the wildshape feature from the druid integrated to the wizard but only as one animal, Dire Wolf at 8th level is a considerable hit points bonus for the wizard turning it into a fast phased striker. However it inevitably forces the wizard to fight in melee combat in its wolf form which is something a wizard should not do but instead use as a means of escape. Also the wizard would have been fighting stronger monster by 8th level and then. The estimated time limit in which for how long this feature can last is not stated probably intended and regaining a use after short or long rest being able to be used twice. Meaning as a wolf at 2nd level the wizard can indefinitely traverse through the environment for days in this form. Rating 9/10
Lupine Sense: Proficiency in wisdom (perception} and advantage on (survival} in tracking prey, very wolf like flavoring but also does not grant much for a 6th level feature, nothing to big, but if you do use this in the wolf form you may be able to track targets and look around better as long as you have a high enough stats. But this make's sense since its a utility skill that is usually given during this level. Rating 7/10.
Regeneration: Self sustainment in combat or dire situations are low, its healing you should take it, overall this is an okay feature that may change the tide of the game if used at the right time or call. Big down side it uses your action and its only one hit dice it doesn't offer much specially since the wizards hit dice is only 1d8, but healing is healing, so you have to be careful and contemplate either for your survival or your damage as a spell caster. This may be also intended for use while in your wolfen form which fits well with its weakness of unable to heal when struck by a silver weapon. Finally there is a grammar error on the last sentence. Rating 5/10
Swift: Additional movement speed of 10 feet and can't be impeded by magical terrain that induce negative movement. Its not so impressive as a special ability that you get in the final stages of the subclass but movement for wizard can be a pivotal key in battle. Characters don't usually reach this level though and that's why its not so big and impressive because its movement and at the same time movement is what a wizard needs to get away from dangerous situations or move to a better positioning. Rating 5/10.
Overall this subclass needs to be fleshed out more, its pretty good . . . if your planning to melee with it, a bad idea in general as wizard unless you choose to optimize. I recommend to use this subclass as a support for mobility, quickly retreating towards the backlines and helping the party in stuff like tracking enemies. Overall Rating 7/10. Its definitely not a wizard but a wolfen wizard.
I really like the idea behind this sub-class, but the later features feel a bit weak.
What I'd probably do is bring Swift to 6th-level alongside Lupine Senses, so you've got the combined benefits in one feature which will make 6th level a bit more competitive (though the combat benefits are still relatively minor).
Regeneration is an interesting idea, but as an action I just don't see it being used much for only a d6+CON heal. I'd maybe make this a bonus action and clarify whether it can work in the wolf form (probably shouldn't)?
For 14th level you want something a bit more dramatic; my first thought was allowing werewolf (hybrid form) as a transformation, but with either a more limited duration, or costing both wildshape charges and only once per day?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
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Indeed I would adjust for regeneration to be a number of hit die equal to your constitution modifier healing + con mod so 2d6 +2 with a modifier of +2.
And the transformation at 14th level also should be werewolf.
Looking for mechanics feedback on this Arcane Tradition. The concept was to take the operative magic version of werewolves from mythology and turn it into a wizard subclass, with the secondary goal of creating a wizard subclass that could operate as a limited tank.
Its an interesting concept that transforms the wizard into a druid basically, however it does not add anything that benefits the wizard subclass tradition in terms of magic rather it grants it the abilities of a shapeshifter really pinning it on turning this tradition into a druid of one animal shape and form. With minor benefits that affect close quarter combat and such. However it does have capabilities against spells that can change shape such as polymorph and it does put up an interesting wizard druid niche for those interested in melee wizards.
Immunis Lunares (Nice name): Purely flavor and a good counter to shape altering spells including the lycanthropic curses or diseases. Having an ability like this at 2nd level can stop a Pixie and a Night Hag polymorph spell, which is a game changer if you are up against enemies that affect the shape of the person. Rating 10/10.
Wolfen Form: Basically the wildshape feature from the druid integrated to the wizard but only as one animal, Dire Wolf at 8th level is a considerable hit points bonus for the wizard turning it into a fast phased striker. However it inevitably forces the wizard to fight in melee combat in its wolf form which is something a wizard should not do but instead use as a means of escape. Also the wizard would have been fighting stronger monster by 8th level and then. The estimated time limit in which for how long this feature can last is not stated probably intended and regaining a use after short or long rest being able to be used twice. Meaning as a wolf at 2nd level the wizard can indefinitely traverse through the environment for days in this form. Rating 9/10
Lupine Sense: Proficiency in wisdom (perception} and advantage on (survival} in tracking prey, very wolf like flavoring but also does not grant much for a 6th level feature, nothing to big, but if you do use this in the wolf form you may be able to track targets and look around better as long as you have a high enough stats. But this make's sense since its a utility skill that is usually given during this level. Rating 7/10.
Regeneration: Self sustainment in combat or dire situations are low, its healing you should take it, overall this is an okay feature that may change the tide of the game if used at the right time or call. Big down side it uses your action and its only one hit dice it doesn't offer much specially since the wizards hit dice is only 1d8, but healing is healing, so you have to be careful and contemplate either for your survival or your damage as a spell caster. This may be also intended for use while in your wolfen form which fits well with its weakness of unable to heal when struck by a silver weapon. Finally there is a grammar error on the last sentence. Rating 5/10
Swift: Additional movement speed of 10 feet and can't be impeded by magical terrain that induce negative movement. Its not so impressive as a special ability that you get in the final stages of the subclass but movement for wizard can be a pivotal key in battle. Characters don't usually reach this level though and that's why its not so big and impressive because its movement and at the same time movement is what a wizard needs to get away from dangerous situations or move to a better positioning. Rating 5/10.
Overall this subclass needs to be fleshed out more, its pretty good . . . if your planning to melee with it, a bad idea in general as wizard unless you choose to optimize. I recommend to use this subclass as a support for mobility, quickly retreating towards the backlines and helping the party in stuff like tracking enemies. Overall Rating 7/10. Its definitely not a wizard but a wolfen wizard.
I really like the idea behind this sub-class, but the later features feel a bit weak.
What I'd probably do is bring Swift to 6th-level alongside Lupine Senses, so you've got the combined benefits in one feature which will make 6th level a bit more competitive (though the combat benefits are still relatively minor).
Regeneration is an interesting idea, but as an action I just don't see it being used much for only a d6+CON heal. I'd maybe make this a bonus action and clarify whether it can work in the wolf form (probably shouldn't)?
For 14th level you want something a bit more dramatic; my first thought was allowing werewolf (hybrid form) as a transformation, but with either a more limited duration, or costing both wildshape charges and only once per day?
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Indeed I would adjust for regeneration to be a number of hit die equal to your constitution modifier healing + con mod so 2d6 +2 with a modifier of +2.
And the transformation at 14th level also should be werewolf.
Ok, to address what's been mentioned, I'm thinking -