Hey everyone! I had an inspired thought and had to throw together a wizard subclass which was one I hadn't done yet. This is a very rough draft and will take a couple passes over it, but if anyone wishes to give some feedback it is appreciated as always!
Arcane Tradition - Spellweaver
With arcane magic of many different schools available, some wizards find it hard to choose to focus solely on one style. Instead they focus on the effects of magic, and how it can be used more efficiently in all available schools. These spellweavers as they call themselves, are able to harness the remnants of the spells they cast to improve upon the next, and the next, until they have exhausted the full capabilities of their magic.
Arcane Conservation
At 2nd level, you are able to conserve a bit of the magical energy expended from a spell. After casting a spell of 1st level or higher, you gain a number of arcane points equal to the spell’s level. You can have a maximum number of force points equal to your wizard level. You lose all unspent arcane points at the end of a long rest.
Arcane Weaves
Starting at 2nd level when you choose this arcane tradition, you have learned how to use the arcane remnants of a spell for further use with arcane weaves. Once on a turn, you may spend arcane points to use a arcane weave, which can enhance the use of other spells, or provide some other benefit. You know the following arcane weaves.
Forceful
As a spellweaver, spells with raw magical force are the easiest for you to manipulate to become more powerful. As a bonus action, you may spend 1 or more arcane points to have the next spell you cast that deals bludgeoning, force, or thunder damage deal an additional force damage for each arcane point spent.
This die increases to at 5th level, at 11th level, and at 17th level.
I have alternate text for this feature, as I can imagine it getting to be too much with adding damage die. Not sure which I like better, or by removing the ability to add multiple dice with more arcane points. Can also change to only 1 arcane point for the added die.
Forceful
As a spellweaver, spells with raw magical force are the easiest for you to manipulate to become more powerful. As a bonus action, you may spend 1 or more arcane points to have the next spell you cast that deals bludgeoning, force, or thunder damage deal an additional 1 force damage for each arcane point spent to each target hit by the spell
Protective
The remnants of your spells swirl around you in a defensive pattern. When you are subjected to a spell that requires a saving throw, you can use your reaction to spend 1 or more arcane points to add a bonus to the save for each point spent. You can wait until after you roll the before deciding to use this arcane weave, but you must decide before the DM says whether the roll succeeds or fails.
You gain additional arcane weaves at 6th, 10th, and 14th levels.
Additional Arcane Weave
At 6th level, you learn the Focused arcane weave.
Focused
You are able to enhance your ability to concentrate on spells. As part of the casting time to cast a spell that requires concentration, you may spend 1 or more arcane points to gain a bonus to all concentration checks to maintain concentration for that spell equal to the number of arcane points spent.
Additional Arcane Weaves
At 10th level, you learn the Overwhelming arcane weave.
Overwhelming
You have learned to overwhelm others with your spells. As a reaction to a creature making a saving throw, you may spend 1 or more arcane points to reduce that creature’s saving throw equal to the points spent.
Additional Arcane Weaves
At 14th level, you learn the Manipulate arcane weaves.
Manipulate
You have mastered manipulating the remnants of your conserved arcane energy. When casting a spell of 1st level or higher, you spend arcane points equal to the spell level to change a feature of that spell. The following options are available when using this arcane weave.
If the spell deals damage, you may change the damage type to force damage.
If the spell has a duration of 1 minute or less and requires concentration, you treat the spell as if it did not require concentration.
If the spell applies a condition, you can change it to a different condition on the same tier as listed in the chart below.
Tier
Condition
Condition
Mental
Charmed
Frightened
Body
Poisoned
Exhaustion (Up to level 1)
Incapacitation
Paralyzed
Unconscious
Senses
Deafened
Blinded
Physical
Stunned
Restrained
Manipulate is one I had some mixed feeling about, because it touches on some features of the Loremaster UA tradition they had over a year ago which was ill-received due to its big power spikes with manipulating spells. Open to ideas if this seems too much.
Hey everyone! I had an inspired thought and had to throw together a wizard subclass which was one I hadn't done yet. This is a very rough draft and will take a couple passes over it, but if anyone wishes to give some feedback it is appreciated as always!
Arcane Tradition - Spellweaver
With arcane magic of many different schools available, some wizards find it hard to choose to focus solely on one style. Instead they focus on the effects of magic, and how it can be used more efficiently in all available schools. These spellweavers as they call themselves, are able to harness the remnants of the spells they cast to improve upon the next, and the next, until they have exhausted the full capabilities of their magic.
Arcane Conservation
At 2nd level, you are able to conserve a bit of the magical energy expended from a spell. After casting a spell of 1st level or higher, you gain a number of arcane points equal to the spell’s level. You can have a maximum number of force points equal to your wizard level. You lose all unspent arcane points at the end of a long rest.
Arcane Weaves
Starting at 2nd level when you choose this arcane tradition, you have learned how to use the arcane remnants of a spell for further use with arcane weaves. Once on a turn, you may spend arcane points to use a arcane weave, which can enhance the use of other spells, or provide some other benefit. You know the following arcane weaves.
Forceful
As a spellweaver, spells with raw magical force are the easiest for you to manipulate to become more powerful. As a bonus action, you may spend 1 or more arcane points to have the next spell you cast that deals bludgeoning, force, or thunder damage deal an additional force damage for each arcane point spent.
This die increases to at 5th level, at 11th level, and at 17th level.
Protective
The remnants of your spells swirl around you in a defensive pattern. When you are subjected to a spell that requires a saving throw, you can use your reaction to spend 1 or more arcane points to add a bonus to the save for each point spent. You can wait until after you roll the before deciding to use this arcane weave, but you must decide before the DM says whether the roll succeeds or fails.
You gain additional arcane weaves at 6th, 10th, and 14th levels.
Additional Arcane Weave
At 6th level, you learn the Focused arcane weave.
Focused
You are able to enhance your ability to concentrate on spells. As part of the casting time to cast a spell that requires concentration, you may spend 1 or more arcane points to gain a bonus to all concentration checks to maintain concentration for that spell equal to the number of arcane points spent.
Additional Arcane Weaves
At 10th level, you learn the Overwhelming arcane weave.
Overwhelming
You have learned to overwhelm others with your spells. As a reaction to a creature making a saving throw, you may spend 1 or more arcane points to reduce that creature’s saving throw equal to the points spent.
Additional Arcane Weaves
At 14th level, you learn the Manipulate arcane weaves.
Manipulate
You have mastered manipulating the remnants of your conserved arcane energy. When casting a spell of 1st level or higher, you spend arcane points equal to the spell level to change a feature of that spell. The following options are available when using this arcane weave.
Tier
Condition
Condition
Mental
Charmed
Frightened
Body
Poisoned
Exhaustion (Up to level 1)
Incapacitation
Paralyzed
Unconscious
Senses
Deafened
Blinded
Physical
Stunned
Restrained
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.