I have a concept for a Wizard character lost from their home plane. They are seeking to learn the ways of magic so that they might first locate their home (it's a place nobody they talk to has even heard of) as well as getting there (planar travel).
Most of the spells relating to planar travel are Conjuration spells, with a few of the banish-y ones from Abjuration. But... Abjuration really doesn't fit the concept. War Magic (described as a mix between the 2) is all about combat, playing defense and counter-punching. That also doesn't fit. That kinda just leaves Conjuration, but looking at the benefits of the subclass... seems a little wanting. I don't see magically recreating any mundane item the character has seen before to be important based on their backstory or their drive, and while the teleport seems useful it's tied to Conjuration spells. Some of those are neat toolbox spells, but a lot of them aren't things I'd go looking for. Beyond the ones related to planar travel, and some low level things like Ice Knife, I don't see focusing on that being in the mind of the character.
Meanwhile, the character still needs to determine where home is relative to where here is. Which is pretty much an ironclad association with Divination. And mechanically there isn't any question that Divination is powerful. I'm just not sure if the association is strong enough to justify it, thematically.
War magic is by the way evocation and abjuration mix rather than conjuration.
On the other hand, every wizard can learn all the spells without being expert in one field. However, reading the higher level conjuration class features, this might tie in with the research in planar travel and gates quite well.
You can still take fitting divination spells during your level progress to get closer to your character goal.
I have a concept for a Wizard character lost from their home plane. They are seeking to learn the ways of magic so that they might first locate their home (it's a place nobody they talk to has even heard of) as well as getting there (planar travel).
Most of the spells relating to planar travel are Conjuration spells, with a few of the banish-y ones from Abjuration. But... Abjuration really doesn't fit the concept. War Magic (described as a mix between the 2) is all about combat, playing defense and counter-punching. That also doesn't fit. That kinda just leaves Conjuration, but looking at the benefits of the subclass... seems a little wanting. I don't see magically recreating any mundane item the character has seen before to be important based on their backstory or their drive, and while the teleport seems useful it's tied to Conjuration spells. Some of those are neat toolbox spells, but a lot of them aren't things I'd go looking for. Beyond the ones related to planar travel, and some low level things like Ice Knife, I don't see focusing on that being in the mind of the character.
Meanwhile, the character still needs to determine where home is relative to where here is. Which is pretty much an ironclad association with Divination. And mechanically there isn't any question that Divination is powerful. I'm just not sure if the association is strong enough to justify it, thematically.
Conjuration School is one of the most under-utilized classes.
Take Benign Transposition:
- Lets say you roll highest Initiative and your front liner rolls lowest. Charge right into the middle of the fray and teleport your ally into the thick of the battle with BT. Misty Step so you’re now 60ft away and you now have BT recharged and you’re completely safe to cast Cantrips from the back row all day.
- Or, you can use it to rescue someone out of combat. BT yourself into the middle of combat and move your ally away. Then Misty Step out of combat, and run away another 30ft.
Focused Conjuration:
- I cant say this enough - a summoned Elemental that will last the ENTIRE casting time with no chance of losing it from damage is VERY nice. And you can continually Benign Transpose yourself with it, keeping yourself out of danger perpetually.
- Same thing with damage spells like Flaming Sphere, Cloudkill, Incendiary Cloud... all able to last their entire durations increases their damage considerably.
Durable Summons:
Flock of Familiars - 3 Familiars with 30 temp HP each is really nice. Deliver all the touch spells you want from safety.
Conjure Minor Elementals - upcast this to Level 6 for 16 Elementals CR 1/4. 50+HP each now and you can clog up ANY battlefield for a long time.
Divination sounds like a good fit for someone lost from home.
But also consider that your wizard has more going on than just "lost from home." What kind of person was he before he got lost? What's he interested in or good at? What's the rest of his backstory? Maybe the way to get home is just unlocking whatever his inner talents are so he can survive long enough to get there.
You could either answer these questions with Divination in mind to make it fit even better, or just make up a story independently and see if that points to a school to help you decide.
Just a crazy thought but with some DM buy in maybe you have flashes of items from your home and with minor conjuration you are able to make objects that act like “keys” that can lead you on your path home or unlock clues. So during an adventure you find something that you recognize and are able to make the object that fits like a puzzle piece that then reveals a clue. The DM can handle it however they like but over time you get closer and closer to finding your way back home.
or this is just lunacy and you can completely ignore it. But I do like the conjuration path for this character
Just a crazy thought but with some DM buy in maybe you have flashes of items from your home and with minor conjuration you are able to make objects that act like “keys” that can lead you on your path home or unlock clues. So during an adventure you find something that you recognize and are able to make the object that fits like a puzzle piece that then reveals a clue. The DM can handle it however they like but over time you get closer and closer to finding your way back home.
or this is just lunacy and you can completely ignore it. But I do like the conjuration path for this character
This would make an awesome story. I'm trying to decide if this would imply some form of amnesia, and the flashes are triggered by something that reminds you of what you have forgotten.
Either that, or lean hard into the Chuck (TV show with Zachary Levi) angle of it.
You don't have to tie the Wizard part to the "from another plane" bit at all. At low level, we stole an Amulet of the Planes... and boy was THAT a mistake! Perhaps the parents activated the amulet and sent him through with it on so that one day when he had learned to be powerful enough to come back he could, and if not... well, there were strong reasons to get him out quickly anyway. You don't really want a low level player being tempted with an Amulet of the Planes, but... the parts of it that don't kill you do make you stronger and more cautious. Or it could have fizzled out on the way and is now a lasting memento of his parents and their world and somehow he will find a way to go back there.
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I have a concept for a Wizard character lost from their home plane. They are seeking to learn the ways of magic so that they might first locate their home (it's a place nobody they talk to has even heard of) as well as getting there (planar travel).
Most of the spells relating to planar travel are Conjuration spells, with a few of the banish-y ones from Abjuration. But... Abjuration really doesn't fit the concept. War Magic (described as a mix between the 2) is all about combat, playing defense and counter-punching. That also doesn't fit. That kinda just leaves Conjuration, but looking at the benefits of the subclass... seems a little wanting. I don't see magically recreating any mundane item the character has seen before to be important based on their backstory or their drive, and while the teleport seems useful it's tied to Conjuration spells. Some of those are neat toolbox spells, but a lot of them aren't things I'd go looking for. Beyond the ones related to planar travel, and some low level things like Ice Knife, I don't see focusing on that being in the mind of the character.
Meanwhile, the character still needs to determine where home is relative to where here is. Which is pretty much an ironclad association with Divination. And mechanically there isn't any question that Divination is powerful. I'm just not sure if the association is strong enough to justify it, thematically.
War magic is by the way evocation and abjuration mix rather than conjuration.
On the other hand, every wizard can learn all the spells without being expert in one field. However, reading the higher level conjuration class features, this might tie in with the research in planar travel and gates quite well.
You can still take fitting divination spells during your level progress to get closer to your character goal.
Gathering knowledge would fall under the purview of Divination, which is one of the most solid wizard subclasses.
Conjuration School is one of the most under-utilized classes.
Take Benign Transposition:
- Lets say you roll highest Initiative and your front liner rolls lowest. Charge right into the middle of the fray and teleport your ally into the thick of the battle with BT. Misty Step so you’re now 60ft away and you now have BT recharged and you’re completely safe to cast Cantrips from the back row all day.
- Or, you can use it to rescue someone out of combat. BT yourself into the middle of combat and move your ally away. Then Misty Step out of combat, and run away another 30ft.
Focused Conjuration:
- I cant say this enough - a summoned Elemental that will last the ENTIRE casting time with no chance of losing it from damage is VERY nice. And you can continually Benign Transpose yourself with it, keeping yourself out of danger perpetually.
- Same thing with damage spells like Flaming Sphere, Cloudkill, Incendiary Cloud... all able to last their entire durations increases their damage considerably.
Durable Summons:
Flock of Familiars - 3 Familiars with 30 temp HP each is really nice. Deliver all the touch spells you want from safety.
Conjure Minor Elementals - upcast this to Level 6 for 16 Elementals CR 1/4. 50+HP each now and you can clog up ANY battlefield for a long time.
Divination sounds like a good fit for someone lost from home.
But also consider that your wizard has more going on than just "lost from home." What kind of person was he before he got lost? What's he interested in or good at? What's the rest of his backstory? Maybe the way to get home is just unlocking whatever his inner talents are so he can survive long enough to get there.
You could either answer these questions with Divination in mind to make it fit even better, or just make up a story independently and see if that points to a school to help you decide.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Just a crazy thought but with some DM buy in maybe you have flashes of items from your home and with minor conjuration you are able to make objects that act like “keys” that can lead you on your path home or unlock clues. So during an adventure you find something that you recognize and are able to make the object that fits like a puzzle piece that then reveals a clue. The DM can handle it however they like but over time you get closer and closer to finding your way back home.
or this is just lunacy and you can completely ignore it. But I do like the conjuration path for this character
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
This would make an awesome story. I'm trying to decide if this would imply some form of amnesia, and the flashes are triggered by something that reminds you of what you have forgotten.
Either that, or lean hard into the Chuck (TV show with Zachary Levi) angle of it.
You don't have to tie the Wizard part to the "from another plane" bit at all. At low level, we stole an Amulet of the Planes... and boy was THAT a mistake! Perhaps the parents activated the amulet and sent him through with it on so that one day when he had learned to be powerful enough to come back he could, and if not... well, there were strong reasons to get him out quickly anyway. You don't really want a low level player being tempted with an Amulet of the Planes, but... the parts of it that don't kill you do make you stronger and more cautious. Or it could have fizzled out on the way and is now a lasting memento of his parents and their world and somehow he will find a way to go back there.