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View Full Version : D&D 5e/Next Arcane Tradition of Universalism



KOLE
2019-03-22, 04:32 PM
The amount of Arcane Knowledge is vast, and subjects to study nearly unfathomable. Most students of Wizardry choose to focus on a single school of magic, or sometimes two, sacrificing scope for depth and mastery of something specific. However, there are those who would do the opposite. Universalist Wizards choose to never compromise the width of their aim; studying aspects of every school of magic. They sacrifice the specialty of their peers; but gain a broad understanding of magic in general in return. Their studies even wander from traditional Arcane lore, giving them an understanding of the weave unmatched by any other, and allowing them the opportunity to cast spells other Wizards can only dream of.

Bonus Cantrips
At 2nd level, you begin to display the fruit of your meandering studies. Choose two cantrips from any spell list. They need not be from the same spell list. You can cast these cantrips at will, they don’t count against your cantrips known and count as Wizard Cantrips for you.

Abundant Research
At 2nd level, you add an additional Wizard spell to your spell book of a level you can cast. You can also prepare an additional spell. You gain a new spell of a level you can cast and can prepare an additional spell again at 6th, 10th, 14th, and 18th level.

Rapid Recovery
Your talent for adaptability ensures you’re always ready, even when you haven’t prepared. At 6th level, you may use your Arcane Recovery feature as a bonus action, but otherwise follow the restrictions placed there.

Half-Remembered Lore

The scope of your knowledge and recollection is so immense, you can vaguely recall spells you haven’t seriously studied. At 10th level, you can attempt to cast a spell from your spellbook that you haven't prepared. To cast it, you must expend a spell slot and succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level, and fulfill all other component requirements. On a success, you cast the spell. On a failure, you expend the slot but nothing happens.

After attempting to cast a spell with this feature, you may not attempt to do so again until you complete a short or long rest.

Magical Secrets
Your unconventional research has allowed you to understand magic beyond the typical purview of a student of the Arcane. At 14th level, choose two spells from any spell list of a level you can cast. They need not be from the same spell list. You then add them to your spellbook, and they count as wizard spells for you.

You gain two additional Magical Secrets at level 18.
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I know this isn’t everyone’s cup of tea and may be boring to some; but I quite like the idea of making Wizards even more versatile. PEACH

noob
2019-03-22, 04:54 PM
when do you get magical secrets for the first time?

KOLE
2019-03-22, 06:49 PM
when do you get magical secrets for the first time?

Apologies, I had forgotten to add the level for Half Forgotten Lore and Magical Secrets. 10th and 14th, respectively.

DanyBallon
2019-04-03, 04:57 AM
Overall I really like your take on an Universalist tradition.
If I may suggest, I would add a ribbon that let you copy any spell to your spell book at half the time and price.
Lastly I'd limit the Half-remembered feature to spells you have in your spell book, but not prepared. After all, being an Universalist, your objective is to have every single spell in your spell book, which in the end would be the same as your current feature. :smallwink:

One more thought, you could refluff magical secrets as creating a new spell but the mechanic being from a spell from another spell list (i.e. a universalist wizard PC wants to learn barkskin with his magical secret feature, as a DM you help him refluffing it as if the wizard created a new spell that covers the target with a magical wooden shell that don't impeed the target's movement and set his AC to 16 whatever armor the target his wearing. The new spell is called [Insert PC wizard's name] wooden armor.) or create a new spell that is a variant of an existing one (i.e. snow bomb, which is a fireball dealing cold damage instead).

Crisis21
2019-04-03, 08:42 AM
Wording correction:




Half-Remembered Lore
The scope of your knowledge and recollection is so immense, you can vaguely recall spells you haven’t seriously studied. At 10th level, you can attempt to cast a spell from the Wizard Spell list even if you don’t have it prepared or in your spellbook. This spell must be a level for which you have slots, and you must provide all other components, including material components if they have a cost. To cast it, you must expend a spell slot and succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a success, you cast the spell. On a failure, you expend the slot but nothing happens.

After attempting to cast a spell with this feature, you may not attempt to do so again until you complete a short or long rest.

KOLE
2019-04-08, 08:00 PM
Overall I really like your take on an Universalist tradition.

Thank you!


If I may suggest, I would add a ribbon that let you copy any spell to your spell book at half the time and price.

I think that's too much; and certainly more than what could be called a ribbon. I toyed with the idea of picking two schools for half price or all schools for 3/4 of time and money but decided I didn't like either. Also, neither Wizard tradition that isn't specifically based on a school (War & Bladesinger) get the Savant feature in any capacity, so I decided to retain that precedent. Also also, the flavor of the class is a Jack of all schools, master of none, so it wouldn't make sense to me that they'd be as good or even better at copying spells as the specialists!


Lastly I'd limit the Half-remembered feature to spells you have in your spell book, but not prepared. After all, being an Universalist, your objective is to have every single spell in your spell book, which in the end would be the same as your current feature. :smallwink:

This is a fair point, I'm implementing this!


One more thought, you could refluff magical secrets as creating a new spell but the mechanic being from a spell from another spell list (i.e. a universalist wizard PC wants to learn barkskin with his magical secret feature, as a DM you help him refluffing it as if the wizard created a new spell that covers the target with a magical wooden shell that don't impeed the target's movement and set his AC to 16 whatever armor the target his wearing. The new spell is called [Insert PC wizard's name] wooden armor.) or create a new spell that is a variant of an existing one (i.e. snow bomb, which is a fireball dealing cold damage instead).

This sounds to me like you've just come up with your own homebrew feature! I love the idea, but I think it fits outside the realm of a subclass feature and more of a campaign feature. Thank you for your input!


Wording correction:

Great catch! Updating.

Subclass has been polished and spell checked! Any other thoughts? Should half remembered lore be switch with rapid recovery? They're both pretty useful, I can't tell which should come first! Is the wording for Abundant Research clear enough, or is there a better way to phrase it?