Base Class: Wizard
Other wizards may shape magic into rolling fire, illusory images, or arcane shields, but you study it in its most fundamental form. You wield raw arcane power, molded into razor-sharp edges, intricate creations, and impassable walls. As a force mage, you can control the positions of your foes before destroying them with bursts of pure energy.
While some deride your tradition as base and simple, you take this as a complement, as by avoiding the complications of converting magic into other forms you are able to command stronger magic than any other wizard.
Force Specialist
Beginning when you join this tradition at 2nd level, your expertise of force magic grants you various benefits in combat. You are immune to force damage, and can’t be pushed or pulled by magic against your will.
In addition, when you cast a 1st-level spell that deals force damage, creates a defensive barrier of magical force, or conjures a creation of force, it improves in the following ways.
- The spell’s level is at one spell level higher.
- If the spell has or provides a change to AC, the AC it has or provides increases by 2.
- If the spell conjures a creation of force, it creates one additional creation.
Tactical Repositioning
Beginning at 2nd level, you can use force magic to control creatures’ positions on the battlefield. As an action, choose a number of creatures within 30 feet of you up to your Intelligence modifier (minimum of 1). You can affect them in any of the following ways; you can affect different creatures in different ways. A creature can choose to fail this saving throw against an effect if it wishes.
- The creature must make a Strength saving throw against your spell save DC or be pushed up to 10 feet horizontally in a direction of your choice.
- The creature must make a Strength saving throw against your spell save DC or be knocked prone.
- The creature’s speed becomes 0 until the end of its next turn. The creature can use its action to make a Strength check against your spell save DC, ending the effect on a success.
Force Impact
Starting at 6th level, you can strengthen the offensive of your force magic spells. You add the spiritual weapon spell to your spellbook if it is not there already. In addition, when you deal force damage to a target with a spell, you can empower it in one of the following ways:
- You can roll one of the damage dice one additional time and add it to the damage dealt.
- You can push the target is 5 feet in a direction of your choice.
Versatile Constructs
Starting at 10th level, you can exert fine control over the manifestations of force you make. When you cast a spell that creates a creation of force, such as unseen servant or Leomund’s tiny hut, you can alter it in one of the following ways:
- You can change the size of the creation, making it up to two times as large or small.
- You can change the permeability of the creation, allowing objects, creatures, spell effects, or any combination thereof to pass though it (and it through them). Once on each of your turns while the spell is in effect, you can change the permeability again to any of the other options, or remove it (no action required). You can similarly changes the opacity of the creation, making it invisible, translucent, or opaque.
- You can increase the strength, speed, and resilience of your constructs. You can increase its Strength score by 4 and carrying capacity by 60, you can increase its AC or the AC it provides by 2, or you can double its speed. Once on each of your turns while the spell is in effect, you can change the option chosen to another option granted by this feature (no action required).
Blade and Barrier
Beginning at 14th level, you are a master of using force magic for both offense and defense. you add the blade of disaster and wall of force spells to your spellbook if they are not there already. You can also cast one of these spells once without using a spell slot, and you regain the ability to do so when you finish a long rest. The spell can’t benefit from your Force Impact or Versatile Constructs features when cast in this way.
Whenever you cast either of these spells, you can modify them so that they don’t require concentration. If you do so, the spell’s duration becomes 2 rounds for that casting, ending at the end of your turn.
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Posted Sep 5, 2021Subclass Analysis
Thematics
The thematics of this subclass are simple, literally. These wizards cast spells that lack complexity, but compensate for it with raw power.
Class Overview
Wizard subclasses are some of the more intricately designed subclasses in the game. Subclasses for casters usually give specific spells that are prepared or added to their spell list. Wizard subclasses, on the other hand, alter the spells you know indirectly, by changing what spells you cast. An evoker, for instance, will likely cast blasting spells. An illusionist will likely be casting illusion spells. A scribe will have a very high amount of spells in their spell book, and can cast them all slightly better. With this in mind, let’s examine this subclass.
This class has two main areas of focus. First, dealing relatively high multi-target or single target damage. Second, battlefield control via force movement and barriers. Also note that while Dunamancy spells work well with this class’s features, they are not requires to be effective with this subclass.
2nd Level: Force Specialist
It is worth noting that the subclass features wizards get at 2nd level are stronger than those that other classes get as their first features; this is because while most classes get a major, class defining feature at 2nd level, such as Action Surge, Eldritch Invocations, or Ki (sorcerers get theirs at 3rd level, and rangers don’t get anything), wizards only receive their subclass feature. This is why features like Portent or Arcane Deflection/Tactical Wit exist; they essentially have the strength of two features.
The first half of this feature is more style than substance; only 10.7% of published creatures deal force damage, and this damage is usually not the creatures primary damage source (the archmage for instance, has magic missile as its only way of dealing force damage). It won’t be useful, but it wouldn’t make sense for this class not to have it. Being pushed or pulled by magic is similarly uncommon.
The second part of this feature improves various spells, and introduces a recurring mechanics in this subclass; bullet points! Note that, the way the feature is worded, the spell must specifically deal force damage or create a creation of magical force. A shield of faith spell creates “A shimmering field”, and is thus not applicable. A shield creates a “An invisible barrier of magical force”, and is thus applicable. Also note that this feature still applies if the spells are upcast; a 1st-level spell cast at a higher level is still a 1st-level spell.
This feature alters the spells in the following ways:
Magic missile and Jim’s magic missile: One additional dart is produced, for 1d4 + 1 or 2d4 extra damage, for a total increase of 33.3%. (Note that the latter spell is likely to be unavailable to many wizards.)
Magnify gravity: 1d8 extra damage, for a total increase of 50.0%. (Note that this spell is likely to be unavailable to many wizards.)
Mage Armor: Provides 15 + DEX AC. Comparable but lower to the Bladesinger’s 13 + DEX + INT AC with the same spell. Also comparable in value to shield proficiency.
Shield: +7 AC instead of +5.
Tenser’s floating disk: Two disks, as opposed to one.
Unseen servant: Two servants, as opposed to one, and the servant’s AC increases from 10 to 12.
None of these benefits are very large, but combined they provide a reasonable benefit, and definitely encourage the wizard to take these spells, all of which will remain useful even at high levels.
2nd Level: Tactical Repositioning
A strong battlefield control feature. Similar to the Enchanter’s Hypnotic Gaze, it takes your action each round to disable enemies; in this case, however, it is able to affect multiple creatures to a lesser degree. This features will likely be stronger in a party that has other battlefield control or AOE damage over time spells, like spike growth or spirit guardians, although you can use it with other spells of that time. These options notwithstanding, the ability to knock creatures prone will be useful in any party.
6th Level: Force Impact
This feature allows for additional damage or battlefield control. The forced movement effect synegizes with the Tactical Repositioning feature, especially for spells that deal damage as a bonus action. This is especially useful because spells that deal force damage usually do low damage but target many creatures or can be used repeatedly. The only currently available spell (besides sword burst, which is probably not useful) is magic missile, unless you use Acquisitions Incorporated or Wildemount content. Due to its four guaranteed hits, and low number of damage dice, it works very well with this feature, but is still only one spell, and one that, even with the increased damage, has still begun to fall behind at this level. This is why spiritual weapon was added; it is a force damage spell that works well with this feature. Similar to the Necromancer’s Undead Thralls feature in that it adds a specific spell to the spellbook, but enhances other similar spells. Note that, at this level, normally spiritual weapon has passed the peak of its effectiveness; the damage increase, however, makes it much more useful. It can be upcast, starting at 7th level, but this feature’s damage increase doesn’t scale with the spell. [Tooltip Not Found], Mordenkainen’s sword, and blade of disaster.
Here is how each applicable wizard spell (keep in mind that many spells have effects other than damage that do not get improved.):
Sword burst: 1d6 additional damage, increasing the damage at this level from 2d6 to 3d6, for a total increase of 50.0%.
Magic missile: 1d4 additional damage, increasing damage from 1d4 + 1 to 2d4 + 1 for an increase of 71.4%.
Jim’s magic missile: 1d4 additional damage, increasing damage from 2d4 to 3d4, for an increase of 50.0%. (Note that this spell is likely to be unavailable to many wizards.)
Magnify gravity: 1d8 additional damage, increasing damage 3d8 to 4d8, for an increase of 33.3%. (Note that this spell is likely to be unavailable to many wizards.)
Spiritual weapon: 1d8 additional damage, increasing damage from 1d8 + INT to 2d8 + INT, for an increase of 47%.
Pulse wave: 1d6 additional damage, increasing damage from 6d6 to 7d6, for an increase of 16.7%. (Note that this spell is likely to be unavailable to many wizards.)
Gravity sinkhole: 1d10 additional damage, increasing damage from 5d10 to 6d10, for an increase of 20.0%. (Note that this spell is likely to be unavailable to many wizards.)
Bigby’s hand: 1d8 additional damage, increasing damage from 4d8 to 5d8, for an increase of 25.0%.
Steel wind strike: 1d10 additional damage, increasing damage from 6d10 to 7d10, for an increase of 16.7%.
Disintegrate: 1d6 additional damage, increasing damage from 10d6 + 40 to 11d6 + 40, for an increase of 4.7%.
Gravity fissure: 1d8 additional damage, increasing damage from 8d8 to 9d8, for an increase of 12.5%. (Note that this spell is likely to be unavailable to many wizards.)
Tenser’s transformation: 1d12 additional damage, increasing damage from 2d12 to 3d12, for an increase of 50.0%.
Mordenkainen’s sword: 1d10 additional damage, increasing damage from 3d10 to 4d10, for an increase of 33.3%.
Dark star: 1d10 additional damage, increasing damage from 8d10 to 9d10, for an increase of 12.5%. (Note that this spell is likely to be unavailable to many wizards.)
Reality Break: 1d12 additional damage, increasing damage from 8d12 or 10d12 to 9d12 to 11d12, for an increase of 12.5% or 10.0%. (Note that this spell is likely to be unavailable to many wizards.)
Blade of disaster: 1d12 additional damage, increasing damage from 4d12 to 5d12, for an increase of 25.0%.
Ravenous void: 1d10 additional damage, increasing damage from 5d10 to 6d10, for an increase of 20.0%. (Note that this spell is likely to be unavailable to many wizards.)
Note that the majority of these spells have a low number of damage dice, so this feature provides a considerable damage increase.
One other notable spell that can be used with this feature is eldritch blast which increases from 1d10 to 2d10 damage per beam. This features synergizes well eldritch blast focused builds, increasing damage by 52%. In addition, the forced movement combined with the Repelling Blast and Grasp of Hadar invocations works well with the forced movement provided by this feature. However, this approach so requires a two level dip and is very muli-attribute dependant, requiring both strong Charisma and Intelligence. Moreover, if eldritch blast damage is the main objective multiclassing with a sorcerer will likely increase damage more. Using both this feature and a sorcerer multiclass would allow eldritch blast to deal very high damage, although only at high levels.
10th Level: Versatile Constructs
An improvement to creations of force. As with the Force Specialist feature, the wording must specifically reference a force creation to be applicable. The first benefit, the size change, is likely to have a variety of uses. It increases the size of wall of force, forcecage, and similar spells.
The second benefit of this feature is more focused on barrier spells, but provides similar advantages to them. Changing permeability is useful for creating situations where a foe can be hit and can’t attack effectively, although this benefit is situational and depends on the composition of the party and the enemies. It can also be useful to push foes into the area of a wall and change its permeability to prevent them from escaping. Note that while you can make something more permeable, you can’t make it less permeable. The change in opacity can be useful for preventing teleports, although many teleports will not be inhibited. Also note that while you can’t make something less permeable, you can make it less visible.
The third benefit is likely to have a variety of uses. It increases the size and carrying capacity of the Tenser’s floating disk, Unseen servant, and Bigby’s hand spells. It increases the AC provided by the shield and mage armor spells. It increases the speed of spells like Bigby’s hand and Mordenkainen’s sword.
Spells that benefit from a size increase: Tenser’s floating disk, unseen servant, Leomund’s tiny hut, Bigby’s hand, wall of force, forcecage.
Spells that benefit from a size decrease: Unseen servant, Bigby’s hand.
Spells that benefit from permeability changes: Tenser’s floating disk, unseen servant, Bigby’s hand, wall of force, forcecage.
Spells that benefit from opacity changes: Unseen servant, Bigby’s hand, wall of force, forcecage.
Spells that benefit from Strength or carrying capacity increase: Tensers floating disk, unseen servant, Bigby’s hand.
Spells that benefit from AC increase: Mage armor, shield, unseen servant, Bigby’s hand.
Spells that benefit from speed increase: Unseen servant, Bigby’s hand, Mordenkainen’s sword.
14th Level: Blade and Barrier
This feature is very similar to the Fey Wanderer’s Fey Reinforcements feature; it provides a spell that can be cast once without a spell slots, and can be cast without concentration for a decreases duration. Also note that casting these spells without a spell slots is inferior to casting them normally, as they don’t gain the significant benefits of the
The first spell provided here, blade of disaster, is normally a very poor spell for its level. It adds 43.8 damage per round (assuming 60% hit rate) using a bonus action and concentration, or 131.4 damage over 3 rounds without it. This is a respectable amount of damage for at 14th level, but not an extremely high amount. For reference, a fireball that hits six creatures will deal 134.4 damage with one action (assuming a 60% save failure rate), and this can be done starting at 5th level. What’s also notable here is that blade of disaster can move through force barriers, i.e. wall of force and forcecage, which can provide a tactical advantage, especially with this class’s focus on those spells.
The second spell provided here, wall of force, is one that the wizard almost certainly has in their spellbook. Casting it without concentration is, of course, useful but less so due to the short duration, essentially making it a far inferior forcecage. Note that, by this level, many creatures will be able to teleport freely, and with not be significantly inhibited by this spell. Regardless, this spell is still strong at this level.
Recommended Builds:
Apart from choosing the correct spells, there is not much room in this class for build optimization. A notable avenues is multiclassing warlock for two levels, to get the eldritch blast spell and the Agonizing Blast Invocation, which was examined in more detail in the Force Impact secion. Feats like Crusher and Telekinetic can also pair well with the forced movement the spell provides.
Any feedback on this subclass is welcome!