I decided I wanted to return to one of my older homebrews and give it a much needed update. It is (currently) my most popular subclass homebrew, though that was probably due to more of it being overpowered (not sure what I was thinking at the time). What I have now in this version is much better than what I had previously and probably has a ways to go since this is a cantrip/magic item focused subclass. Well, I am curious what you guys think about what I have so far and the direction I'm taking the subclass. Hope you enjoy what you see and thanks for helping.
Wandslinger is a term that can be given to any individual who is able to cast even the easiest of spells. Although, someone who specializes in wandslinging, is a caster who has found it more beneficial to cast two smaller spells rather than one large spell. These kinds of wizards are easy to train at first but the most seasoned of wandslinger can always find a way to cast one more spell no matter what.
Cantrip Specialist
At 2nd level, as a Wandslinger you are specialized in the art of casting cantrips. You learn two cantrips from the wizard spell list. Cantrips gained through this feature don't count against your number of known cantrips.
Optional Rule: Your DM might allow you to learn additional cantrips, talk to them to discuss a method that best fits your group. The following is an example of one such method; You can learn an additional an cantrip by spending a number of gold pieces and nonconsecutive hours equal to 10 times the number of cantrips known. The gold and time increase represents the increasing difficultly in cost of materials and training requires to learn a new innate spell. A cantrips you learn don't count towards your number of cantrips known.
Wandslinger's Focus
Beginning at 2nd level, you gain proficiency in Woodcarver's tools. When you finish a short or long rest, you can use Woodcarver's tools to engrave special sigils into a rod, staff, or wand, turning it into a Wandslinger's Focus. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. While you have a Wandslinger's Focus you gain the following benefits;
You can use the Wandslinger's Focus as a spellcasting focus for your wizard spells.
You can add your Intelligence modifier to the damage you deal with any wizard cantrip.
You are also adept at crafting certain arcane spellcasting focuses, which are described in the Adventuring Gear section of the Player's Handbook. The gold and time you must spend to make rod, staff or wand is halved.
Focus Recovery
Starting at 6th level, overcoming the drawbacks on spellcasting focuses, you've learned to temporarily restore some of their power. Once per day when you finish a short or long rest, choose one arcane focus that has charges for the item to regain 1d4 charges. You must be in possession of the item for it to regain charges.
In addition, when you expend the last charge of a rod, staff, or wand and roll a 1 on the d20 roll that would cause the item to be destroyed or become a nonmagical item. The item instead becomes inert until the item regains charges.
Focus Infusion
At 10th level, you've expanded the capabilities of your Wandslinger's focus, allowing you to infuse some of your magic into the it. When you create a Wandslinger's Focus or at the end of a long rest, you can choose a 1st level spell from your spellbook to infuse into your Wandslinger's Focus. The Focus has a number of charges equal to your proficiency bonus. As an action to expend 1 or more of its charges to cast the chosen spell. You can increase the spell slot level by one for each additional charge you expend.
Fluid Spellcasting
When reaching 14th level, you learned how to cast spells in rapid succession. When you expend a spell slot to cast a spell of 1st level or higher, you can cast a cantrip with a casting time of 1 action as a bonus action.
This looks interesting, but I am not sure how it would play. A lot of it would depend on access to the appropriate magic items either through loot or crafting. The ability to get back charges on items that were designed to have limits may cause some issues. The Magic Missile wands would be able to be kept in stock and used a lot.
The only thing that would cause me to worry is the Fluid Spellcasting. That gives access to two magic castings each round and really every round with a spell caster. Over an extended combat or between long rests, that could be 16 spells cast with an extra cantrip. That could be an extra 16*(3d10+5)=344 damage on average during the day. That would be the equivalent of a Sorcerer spending 32 sorcery points to get the same effect.
To me that seems too powerful of a feature even though it is at 14th level. Learning extra cantrips allows for more opportunities to use this feature.
This looks interesting, but I am not sure how it would play. A lot of it would depend on access to the appropriate magic items either through loot or crafting. The ability to get back charges on items that were designed to have limits may cause some issues. The Magic Missile wands would be able to be kept in stock and used a lot.
Agreed, most of the power of this subclass, at least in this iteration, does rely on getting a wand with charges. Which is why I'm trying to think of a way to reintegrate the "create-a-wand" type feature that I had in the previous version. In hindsight, I still don't know how I feel about that feature because it does fit the flavor of the subclass but it can also just be viewed as a feature that allows the player to get free spells slots on their most spammed 1st level spell of their choice... *cough*Magic Missile or Shield*cough* ...without adding much else to the class.
The only thing that would cause me to worry is the Fluid Spellcasting. That gives access to two magic castings each round and really every round with a spell caster. Over an extended combat or between long rests, that could be 16 spells cast with an extra cantrip. That could be an extra 16*(3d10+5)=344 damage on average during the day. That would be the equivalent of a Sorcerer spending 32 sorcery points to get the same effect.
To me that seems too powerful of a feature even though it is at 14th level. Learning extra cantrips allows for more opportunities to use this feature.
Also I definitely agree that fluid casting is too powerful as I currently have it (I tend to balance by starting strong then toning a feature done). Currently I'm trying to find a way to tone that feature back without using charges. A couple ways that I've thought was to change the first part to either "When you cast a cantrip as an action, ..." or "When you cast a spell of 1st level or higher, ..." which currently I prefer the latter.
You might want to add in a bonus proficiency for Woodcarver's Tools, just to show that they are specifically trained to make wands and staffs. I've had DMs that required tool proficiencies like that before you could make magic items, which this class definitely wants to do.
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
You might want to add in a bonus proficiency for Woodcarver's Tools, just to show that they are specifically trained to make wands and staffs. I've had DMs that required tool proficiencies like that before you could make magic items, which this class definitely wants to do.
Fair enough, I did plan on adding something like that.
After refining what I've been aiming for and based on feedback given, I've made several updates to this subclass.
Here are some other possible updates I'm thinking about;
Reducing the 6th level feature to just the "regain X charges" feature then adding the "on you use the last charge" to only apply to the item that was turned into the Wandslinger's focus (or the other way around)
Making the level 14 feature require to expend a use from the level 10 feature. (would like to refrain from using charges on that feature, but if it is needed then I will).
Replacing the 10th level feature for a improved critical (crit on 19-20) for spells cast with your wandslinger's focus.
Swapping the level 6 and level 10 features then remove the 2nd level spells option on Wandslinger's Infusion
I decided I wanted to return to one of my older homebrews and give it a much needed update. It is (currently) my most popular subclass homebrew, though that was probably due to more of it being overpowered (not sure what I was thinking at the time). What I have now in this version is much better than what I had previously and probably has a ways to go since this is a cantrip/magic item focused subclass. Well, I am curious what you guys think about what I have so far and the direction I'm taking the subclass. Hope you enjoy what you see and thanks for helping.
(Incase you want to see the previous version)
Wandslinger is a term that can be given to any individual who is able to cast even the easiest of spells. Although, someone who specializes in wandslinging, is a caster who has found it more beneficial to cast two smaller spells rather than one large spell. These kinds of wizards are easy to train at first but the most seasoned of wandslinger can always find a way to cast one more spell no matter what.
Cantrip Specialist
At 2nd level, as a Wandslinger you are specialized in the art of casting cantrips. You learn two cantrips from the wizard spell list. Cantrips gained through this feature don't count against your number of known cantrips.
Optional Rule: Your DM might allow you to learn additional cantrips, talk to them to discuss a method that best fits your group. The following is an example of one such method; You can learn an additional an cantrip by spending a number of gold pieces and nonconsecutive hours equal to 10 times the number of cantrips known. The gold and time increase represents the increasing difficultly in cost of materials and training requires to learn a new innate spell. A cantrips you learn don't count towards your number of cantrips known.
Wandslinger's Focus
Beginning at 2nd level, you gain proficiency in Woodcarver's tools. When you finish a short or long rest, you can use Woodcarver's tools to engrave special sigils into a rod, staff, or wand, turning it into a Wandslinger's Focus. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. While you have a Wandslinger's Focus you gain the following benefits;
You are also adept at crafting certain arcane spellcasting focuses, which are described in the Adventuring Gear section of the Player's Handbook. The gold and time you must spend to make rod, staff or wand is halved.
Focus Recovery
Starting at 6th level, overcoming the drawbacks on spellcasting focuses, you've learned to temporarily restore some of their power. Once per day when you finish a short or long rest, choose one arcane focus that has charges for the item to regain 1d4 charges. You must be in possession of the item for it to regain charges.
In addition, when you expend the last charge of a rod, staff, or wand and roll a 1 on the d20 roll that would cause the item to be destroyed or become a nonmagical item. The item instead becomes inert until the item regains charges.
Focus Infusion
At 10th level, you've expanded the capabilities of your Wandslinger's focus, allowing you to infuse some of your magic into the it. When you create a Wandslinger's Focus or at the end of a long rest, you can choose a 1st level spell from your spellbook to infuse into your Wandslinger's Focus. The Focus has a number of charges equal to your proficiency bonus. As an action to expend 1 or more of its charges to cast the chosen spell. You can increase the spell slot level by one for each additional charge you expend.
Fluid Spellcasting
When reaching 14th level, you learned how to cast spells in rapid succession. When you expend a spell slot to cast a spell of 1st level or higher, you can cast a cantrip with a casting time of 1 action as a bonus action.
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This looks interesting, but I am not sure how it would play. A lot of it would depend on access to the appropriate magic items either through loot or crafting. The ability to get back charges on items that were designed to have limits may cause some issues. The Magic Missile wands would be able to be kept in stock and used a lot.
The only thing that would cause me to worry is the Fluid Spellcasting. That gives access to two magic castings each round and really every round with a spell caster. Over an extended combat or between long rests, that could be 16 spells cast with an extra cantrip. That could be an extra 16*(3d10+5)=344 damage on average during the day. That would be the equivalent of a Sorcerer spending 32 sorcery points to get the same effect.
To me that seems too powerful of a feature even though it is at 14th level. Learning extra cantrips allows for more opportunities to use this feature.
Agreed, most of the power of this subclass, at least in this iteration, does rely on getting a wand with charges. Which is why I'm trying to think of a way to reintegrate the "create-a-wand" type feature that I had in the previous version. In hindsight, I still don't know how I feel about that feature because it does fit the flavor of the subclass but it can also just be viewed as a feature that allows the player to get free spells slots on their most spammed 1st level spell of their choice... *cough*Magic Missile or Shield*cough* ...without adding much else to the class.
Also I definitely agree that fluid casting is too powerful as I currently have it (I tend to balance by starting strong then toning a feature done). Currently I'm trying to find a way to tone that feature back without using charges. A couple ways that I've thought was to change the first part to either "When you cast a cantrip as an action, ..." or "When you cast a spell of 1st level or higher, ..." which currently I prefer the latter.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
Make Focus Recovery 1/ short rest but only recharges a single charge.
Make Fluid casting 1/short rest.
Then you got something I would consider fair.
You might want to add in a bonus proficiency for Woodcarver's Tools, just to show that they are specifically trained to make wands and staffs. I've had DMs that required tool proficiencies like that before you could make magic items, which this class definitely wants to do.
"Halt your wagging and wag your halters, for I am mastercryomancer!"
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Fair enough, I did plan on adding something like that.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
After refining what I've been aiming for and based on feedback given, I've made several updates to this subclass.
Here are some other possible updates I'm thinking about;
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.