Lord Maze
2019-03-01, 04:24 PM
Good morning / afternoon everyone,
This is my first post on giant in the playground (even though i've wandered the forums for more than 2 years now) AND my first homebrew.
I don't know if something similiar has already been done, so my deepest apologies if my post is redundant.
I wanted to play a summoner pretty bad and didn't dig the druid aestethics for my current character idea so i created a sub class for wizard that is heavily inspired (if not copied) from beastmaster conclave of the (revised) ranger. At first i thought to create something akin to the pathfinder summoner but shredded the idea as it sounds way too powerful.
I changed the text for flavour and adapted the level of sub class to fit a wizard school.
What do you think ? I'd appreciate some balance feedback as i do not want to crush everything in my path with my own homebrew.
I will take any reformulation and spelling mistake into account, as i am not a native english speaker.
(Since the forum won't let me post links before my post count is of 10 or greater i will simply copy paste the abilities right here in normal text format instead of the google drive)
New arcane school
Spirit training
Most of wizards tends to specialize within a certain school of magic, to enhance their potency and further their understanding of this specific school.
Spirit trainers, though at first glance seems like conjuration specialist, comes in fact from another need: the need of safety given by a partner they can trust and who can protect them. Spirit training is often practiced by solitary mage that wish to explore ruins by themselves to find hidden lore, or even wizards that feels lonely living by themselves in a hidden tower for centuries (Immortality can be boring sometimes).
This discipline consist of training and modifying a familiar summoned via the *summoned familiar spell in order to make it fit for additional duties and tasks.
Summoning familiarity
At 2nd, you add *find familiar to your spell list, if you don’t already have it.
War familiar
At level 2, you learn how to train and boost your familiar in order to make them viable for protection and adventuring.
With a 8 hour ritual and the expenditure of 50gp worth of arcane or energy related material, you enhance your familiar; it is now able to shift into a new battle form as a free action. You select one of the following animal for the stat block the familiar will be using in battle form:
Ape, black bear, Boar, Giant badger, giant weasel, mule, panther and wolf.
While in this form, the familiar is still restricted by the *find familiar rules but gains the ability to use the attack action. (edited)
The wizard may choose to describe the appearance of the battle form however he wish (As long as it make sense taking into account the chosen creature abilities), though it retain all stats from the chosen animal stat block.
If the familiar is slain while in battle form, it instantly vanish and can be called back in its normal form after 10 minutes as if the *summoned familiar was discarded. However, in order for it to be able to morph into battle form again the wizard must cast another 8 hour ritual, but this time only using 25gp worth of arcane or energy related ingredient.
Arcane bond
Your war familiar gains a number of benefits when its linked to you.
The war familiar loses its multiattack action, if it has one.
If you are incapacitated or absent, the familiar acts on his own.
For each level gain after the 2nd level, your familiar also gain an additional hit die.
Your war familiar has abilities and game statistics determined in part by your level. Your arcane companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an arcane companion also adds its proficiency bonus to its AC and to its damage rolls.
Your war familiar also gains proficiency in two skills of your choice. It also become proficient with all saving throws.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1.
As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always,“The wizards whom i serve is a beloved master for whom I would gladly give my life.”
D6 traits
1- I’m dauntless in the face of adversity
2- Threaten my friends, threaten me
3- I stay on alert so others can rest
4- People see an animal and underestimate me, i use
That to my advantage
5- I have a knack for showing up in the nick of time
6- I put my friends needs before my own in all thing
D6 flaws
1- If there’s food left unattended, i’ll eat it even if
i have no need for it.
2- I absolutely detest strangers: which means
everyone except my master and his friends
3- Any time is a time for a good belly rub
4- I’m deathly afraid of water
5- My idea of hello is running around the concerned
person until he’s annoyed of me
6- I jump on creatures i love
Supernatural defense
At 6th level, your war summon has advantage on all saving throw when you are in its field of vision.
Arcane storm
At 10th level, your familiar may use its action to make a melee attack against each creature of its choice within 5ft of it, with a separate roll for each target.
Spirit control mastery
At 14th level, the wizard is so used to working with its spirit familiar that the symbiotic relationship enable him to warn his companion to brace against danger.
If the summon is hit by an attack and the wizard can see him, the war familiar can use its reaction to halve the attacks damage against it.
This is my first post on giant in the playground (even though i've wandered the forums for more than 2 years now) AND my first homebrew.
I don't know if something similiar has already been done, so my deepest apologies if my post is redundant.
I wanted to play a summoner pretty bad and didn't dig the druid aestethics for my current character idea so i created a sub class for wizard that is heavily inspired (if not copied) from beastmaster conclave of the (revised) ranger. At first i thought to create something akin to the pathfinder summoner but shredded the idea as it sounds way too powerful.
I changed the text for flavour and adapted the level of sub class to fit a wizard school.
What do you think ? I'd appreciate some balance feedback as i do not want to crush everything in my path with my own homebrew.
I will take any reformulation and spelling mistake into account, as i am not a native english speaker.
(Since the forum won't let me post links before my post count is of 10 or greater i will simply copy paste the abilities right here in normal text format instead of the google drive)
New arcane school
Spirit training
Most of wizards tends to specialize within a certain school of magic, to enhance their potency and further their understanding of this specific school.
Spirit trainers, though at first glance seems like conjuration specialist, comes in fact from another need: the need of safety given by a partner they can trust and who can protect them. Spirit training is often practiced by solitary mage that wish to explore ruins by themselves to find hidden lore, or even wizards that feels lonely living by themselves in a hidden tower for centuries (Immortality can be boring sometimes).
This discipline consist of training and modifying a familiar summoned via the *summoned familiar spell in order to make it fit for additional duties and tasks.
Summoning familiarity
At 2nd, you add *find familiar to your spell list, if you don’t already have it.
War familiar
At level 2, you learn how to train and boost your familiar in order to make them viable for protection and adventuring.
With a 8 hour ritual and the expenditure of 50gp worth of arcane or energy related material, you enhance your familiar; it is now able to shift into a new battle form as a free action. You select one of the following animal for the stat block the familiar will be using in battle form:
Ape, black bear, Boar, Giant badger, giant weasel, mule, panther and wolf.
While in this form, the familiar is still restricted by the *find familiar rules but gains the ability to use the attack action. (edited)
The wizard may choose to describe the appearance of the battle form however he wish (As long as it make sense taking into account the chosen creature abilities), though it retain all stats from the chosen animal stat block.
If the familiar is slain while in battle form, it instantly vanish and can be called back in its normal form after 10 minutes as if the *summoned familiar was discarded. However, in order for it to be able to morph into battle form again the wizard must cast another 8 hour ritual, but this time only using 25gp worth of arcane or energy related ingredient.
Arcane bond
Your war familiar gains a number of benefits when its linked to you.
The war familiar loses its multiattack action, if it has one.
If you are incapacitated or absent, the familiar acts on his own.
For each level gain after the 2nd level, your familiar also gain an additional hit die.
Your war familiar has abilities and game statistics determined in part by your level. Your arcane companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an arcane companion also adds its proficiency bonus to its AC and to its damage rolls.
Your war familiar also gains proficiency in two skills of your choice. It also become proficient with all saving throws.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1.
As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always,“The wizards whom i serve is a beloved master for whom I would gladly give my life.”
D6 traits
1- I’m dauntless in the face of adversity
2- Threaten my friends, threaten me
3- I stay on alert so others can rest
4- People see an animal and underestimate me, i use
That to my advantage
5- I have a knack for showing up in the nick of time
6- I put my friends needs before my own in all thing
D6 flaws
1- If there’s food left unattended, i’ll eat it even if
i have no need for it.
2- I absolutely detest strangers: which means
everyone except my master and his friends
3- Any time is a time for a good belly rub
4- I’m deathly afraid of water
5- My idea of hello is running around the concerned
person until he’s annoyed of me
6- I jump on creatures i love
Supernatural defense
At 6th level, your war summon has advantage on all saving throw when you are in its field of vision.
Arcane storm
At 10th level, your familiar may use its action to make a melee attack against each creature of its choice within 5ft of it, with a separate roll for each target.
Spirit control mastery
At 14th level, the wizard is so used to working with its spirit familiar that the symbiotic relationship enable him to warn his companion to brace against danger.
If the summon is hit by an attack and the wizard can see him, the war familiar can use its reaction to halve the attacks damage against it.