I've been working on creating a new subclass for wizards in my homebrew tabletop game. The basic concept of the subclass revolves around manipulating the environment and harnessing the power of nature. I want the subclass to feel distinct from the existing ones, like Evocation and Transmutation, and really emphasize the connection with the natural world. However, I'm struggling to come up with unique features and abilities that would make this subclass both balanced and fun to play. I'm aiming for a mix of in-combat and utility abilities that involve controlling terrain, weather, and maybe even some plant-based magic. Do you have any suggestions for specific abilities or mechanics that could fit the theme?
Sir I think you put this in the wrong place, might be better to ask in homebrew or the wizard forum
But it sounds like you want to make a Druid into more of a wizard, so maybe for spells a good place to start would be looking at the Druid spell list. Perhaps homebrewing a couple of spells that can summon Treants, awakened shrubs and the like would also be good. For special abilities maybe something along the lines of, actually lemme just briefly work on one
Overgrowth
Choose a point within range, then one of the following happens
The plants in that area grow until they fill a 10 foot sphere around that point, this area becomes heavily obscured and is considered difficult terrain
The plants grow until they reach a second point of your choosing withing 20 feet of the first point
I've been working on creating a new subclass for wizards in my homebrew tabletop game. The basic concept of the subclass revolves around manipulating the environment and harnessing the power of nature. I want the subclass to feel distinct from the existing ones, like Evocation and Transmutation, and really emphasize the connection with the natural world. However, I'm struggling to come up with unique features and abilities that would make this subclass both balanced and fun to play. I'm aiming for a mix of in-combat and utility abilities that involve controlling terrain, weather, and maybe even some plant-based magic. Do you have any suggestions for specific abilities or mechanics that could fit the theme?
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Sir I think you put this in the wrong place, might be better to ask in homebrew or the wizard forum
But it sounds like you want to make a Druid into more of a wizard, so maybe for spells a good place to start would be looking at the Druid spell list. Perhaps homebrewing a couple of spells that can summon Treants, awakened shrubs and the like would also be good. For special abilities maybe something along the lines of, actually lemme just briefly work on one
Overgrowth
Choose a point within range, then one of the following happens
The plants in that area grow until they fill a 10 foot sphere around that point, this area becomes heavily obscured and is considered difficult terrain
The plants grow until they reach a second point of your choosing withing 20 feet of the first point
I hope this helps as a base for your idea :3
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
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Here is a good homebrew guide:
https://www.gmbinder.com/share/-L0X_IgPZTb1I0NOE-W-
How about the ability to interpret plant speech?
What if your spell book can become a tree? A bit odd, but has utility, and fits.
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court