Let’s keep the 7th level DnD spells rolling with a Wizard spell!
Let’s keep the 7th level DnD spells rolling with a Wizard spell!
Why not bottle your spells instead of casting them? Let’s make a new Arcane Tradition for Wizards in DnD 5e.
You’ve learned to cast your spells as a wizard, but have found a better way cast them-by bottling them! Every morning you wake up an in the time it take others to memorize their spells, you instead brew them instead.
Beginning at 2nd level, you no longer memorize spells after a long rest. Instead, you brew them. Each morning you have to select exactly what spells you will cast that that day instead of memorizing a number of spells and you brew these spells into spell potions. When these spell potions are cast, you throw the bottle to an equal range as the normal spells up to 60 feet. The spell save DC is equal to 8 + your intelligence modifier + your proficiency bonus and spell attack bonus is your intelligence modifier + your proficiency bonus, regardless of who uses the spell potion. You can copy down any wizards spell from another spellbook in to your spellbook, but no wizard can copy from yours as you now copy the formula of the spell instead. When you take a short rest to regain spells, you can brew any spell potions you know from your spellbook as apposed to the normal rules for arcane recovery. Any material components are used in the brewing of these spells. Any effects the provide additional spells or spell slots simple provide you the opportunity to brew more spell potions. These spell potions expire after 24 hours or when your brew new potions.
Beginning at 2nd level, you can now know the herbalist feat from the players hand book. You brew potions for half the cost, but can only brew a number of potion equal to your intelligence modifier this way per day.
Starting at 6th level, you’ve perfected your spells to a point where now anyone who uses your potions. After you brew your potions for the day, you can hand any number of them to another character, and they can cast the spell just as if they used the potion. These spell potions can be handed at any time through the day, and this follows the normal rules for exchanging items. Any spell with a target of Self can be used by any character who drinks a potion brewed by you.
Starting at 10th level, you can take two different spell potions and mix them to brew a third, different spell potion you had not prepared today but have in your spellbook. You lose the two spell potions, but gain a different spell potion. This is done as a bonus action on your turn and can be done an unlimited number of times per day.
Starting at 14th level, you’ve learned the real meaning of waste not want not. Every day, you can carry over a number of spell potions equal to your intelligence modifier. These potions can be of any level, but must have been brewed in the last 24 hours and before your last long rest.
I mentioned a player really loved the arcane familiar, but wants to expand the creature she can get. Let’s make that an arcane tradition.
You have bound creatures to your service. They work for you and do your bidding unquestioningly.
When you select this school at second, you gain the arcane familiar as an extra known spell. Once per day, you am perform this spell as an action with no cost instead of its normal time and cost. You do not have to have the spell prepared to cast the spell in this way. Your familiar can be any type as long as the creature is not humanoid and has an intelligence of less than 7.
As you gain power, so does the creatures you summon. You may choose a creature of a challenge rating up to 1/4 your level to be your familiar.
One Mind of Two Bodies
Starting at level 10, when you at damaged, you can assign the damage to your familiar. If your familiar is damaged, you can assign that damage to yourself.
Beginning at 14th level, you gain an extra action that can only be used to cause your familiar to attack a target. If your familiar hits the target, the creature takes disadvantage on any saving throw or you gain advantage on your next attack roll against the target when you cast a spell at the target this turn.
I love fighters who have just a bit of magic to them. How about making for for DCCRPG?
|Level||Attack (Magic Die)||Crit Die/ Table||Action Dice||Known Spells||Max Spell Level||Ref||Fort||Will|
|Level||Title (all alignments)|
You have mastered the blade as well as the spell. It is a hard road that not many can master as it is both mentally and physical demanding. Many of called, but you however has risen to the challenge. You are a wanted commodity for any side of a conflict, but your uniqueness also makes you a target foremost.
Hit points: An arcane warrior gains 1d8 hit points at each level.
Weapon and Armor Training: An arcane warrior can use all weapons he or she wants, however, an arcane warrior needs one hand free to cast any spell. Arcane warriors can wear any armor they can afford. No worn armor interferes with spell casting of any kind.
Alignment: Arcane warriors have no natural drive toward law or chaos. You my choose to study black magic as a chaotic wizard or follow control over the elements as a lawful wizard might.
Attack Modifier: Just like a warrior (DCCRPG p 42), you roll an extra die when you make an attack called a magic die. This die is added to the attack and to damage from his or her weapons or damage from any spell.
Caster Level: An arcane warriors caster level is equal to his or her current level.
Magic or Might: You are a unique breed of fighter and wizard. You know spells like a wizard (DCCRPG p48) but also know the ways of the warrior’s mighty deeds of arms ( DCCRPG p43). Spells are learned just as a wizard with the first three spells being selected at random at first level. An arcane warrior may learn any spell that a wizard is able to. Before you make an attack roll, you may select to cast a spell or to do a mighty deed. If you select to make a spell, you’re attack must hit, the result on the magic die must be a 2 + the level of the spell you wish to cast, and then you cast a spell just like a wizard. However, instead of adding the arcane warriors intelligence and level to the action die, an arcane warrior rolls his magic die and the action die and adds the result to his or her intelligence score to determine the effect of a spell. The second roll for the spell determines if the spell is lost or not. An arcane warrior may elect to just use the magic die result from the initial attack roll or reroll with the second spell roll. Casting a spell in this way is part of the same action die use. Mighty deeds are resolved as normal per a Mighty Deed of Arms using the result of the magic die in place of the Deed Die (DCCRPG p 43).
Luck: An arcane warrior adds his or her luck modifier to all magic die rolls.
Action Die: A arcane warrior uses his action die for spells, attacks, or Magic or Might attacks. At level 6, an arcane warrior gains a second action die for use in the same combat round’s action.
Well Yesterday was a Generalist wizard. How about a feat for the specialist wizards out there?
Prerequisite: Wizard, Arcane Tradition focusing in one school of magic
Gain the following benefits:
How about a Universalist Wizard Arcane Tradition for DnD 5e?
Instead of focusing, you choose to study longer and harder then your fellows examining all the schools of magic. This has given you powers over all magic, but you have mastered none.
You know a little about all magic. At level 2 for every spell level of magic you know, you gain one extra spell slot. This continues as you learn higher level spell slots.
You can often recall a spell from just your memory based on your studies instead of your daily preparations. At level 6 increase the number of spell you you can prepare daily by your intelligence modifier.
You’ve learned a little bit about how to maximize or minimize every school you’ve studied. At level 10, once per day per school of magic, before the target rolls a saving throw you can grant advantage or disadvantage to its saving throw against a spell you cast.
Student of the Many Ways
You have a unique knowledge of how magic flows. Instead of learning just how one type of spell moves, you see the flow of them all. At level 14, you can choose one effect per day. You can gain advantage on all saving throws against magic and magic effects or you can choose to have disadvantage on saving throws against magic effects to impart disadvantage on all saving throws against spells you cast and advantage on all spells you cast that require an attack roll. This choice is mad when you prepare spells for the day.