PDA

View Full Version : D&D 5e/Next [PEACH] Separating The Savant: A different take on the Wizard UA



The Zoat
2017-02-15, 01:03 AM
The recent Lore Mastery wizard archetype has spurred surprise from people, which is unsurprising given how brazenly busted it is in terms of both power and versatility. Its two mechanics of both altering spells you cast and spells you prepare combine to make it rather overpowered. To take it down a peg, it seems expedient to separate them, producing two Wizard Archetypes, the Savant, and the Sage.

The Sage

Lore Master: Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill. In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Your understanding of magic also allows you to quite easily notice signs of magical activity, you have advantage on Perception checks made to detect magical phenomena, not including the presence of magical creatures.

Perceptive Instincts: At 6th level, your attunement to magical energies has become second nature, allowing you to perceive them without the use of complex rituals. You always have the Detect Magic spell prepared, and may cast it at-will.

Prodigious Memory: At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this feature again until you finish a short or long rest.

Master of Magic: At 14th level, your knowledge of magic allows you to duplicate almost any spell. As a bonus action, you can call to mind the ability to cast one spell of your choice from any class’s spell list. The spell must be of a level for which you have spell slots, you mustn’t have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn’t a wizard spell, it counts as a wizard spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends. You can’t use this feature again until you finish a long rest.

The Savant

Spell Secrets: At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it. You may use this feature a number of times equal to your Intelligence modifier per short rest. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.

Alchemical Casting At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend. An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 2d8 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell. An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.

Formula Memorization: At 10th level, your understanding of arcane formulae has increased to the point where you can reproduce them based on simply witnessing a magical effect. If you have witnessed the casting of a wizard spell within the last month, you may spend time and gold to add it to your spellbook as though you possessed a recorded copy of the spell. Your knowledge of the patterns inherent formulae also allows you to more quickly determine them exactly, spells you acquire only require half the time to add to your spellbook.

Advanced Arcane Alteration: At 14th level, you have practically mastered the art of altering the spells you cast allowing you to alter damage types with the Spell Secrets feature as often as you’d like, as well as change the saving throws of your spells a number of times equal to your Intelligence bonus per long rest.


What do you think? I tried to differentiate the Sage and Savant as best I could, but perhaps you have suggestions.

EDIT: Bolded changes.

JBPuffin
2017-02-16, 10:29 AM
This is certainly less broken, and I'd still play either of these, so I think you've got it right. Props.