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View Full Version : D&D 5e/Next Wizard's School of Rituals 2.0



LichMan13
2020-09-05, 06:49 AM
The idea started with a subclass specialized in ritual spells into something based around subtle mastery of magic and some supplementary effects stacking atop each other. This is a subclass meant to be a supportive addition to a party. So share your opinion and impression of this homebrew subclass.

DnD 5e Wizard’s School of Rituals

Purveyor
Beginning when you select this school at level two, you can learn any spell with a ritual tag on it. The time and gold it takes to copy a ritual spell is halved. You may learn one additional ritual spell alongside the spells you normally learn for for every even numbered level reached.

Ritual Circle
At level 2 by conjuring a mystical circle, one minute of concentration, and the proper components you can put certain buffs or effects onto yourself or others, even several people at once. This can only be done outside of combat and the person or people must be inside the conjured circle at that time for the buff or effect to be applied. An individual can only have 2 buffs on them at a time per day, they must be different.

List of Ritual Circles:

Circle of Protection
Component: Black Onyx
Effect: Your next 3 saving throws can be rolled with advantage before your next long rest. This is a buff.

Circle of Healing
Component: One Healing Herb Per Person
Effect: Heal 1d20 of hit points. Can only be 3 used times between long rests. This is an effect.

Circle of Vitality
Component: Clear Quartz Crystal
Effect: Acquire 15 extra maximum hit points until your next long rest. Once 15 points of damage have been taken the buff will expire. This is a buff.

Circle of Power
Component: Dagger
Effect: Add 1d6 damage once to each attack made and damaging spell cast up to 3 times until your next long rest. This is a buff.

Circle of Resilience
Component: Red Jasper
Effect: Choose and gain resistance to a specific damage type for up to 3 attacks or spells until your next long rest. This is a buff.

Circle of Luck
Component: Peridot
Effect: Gain advantage on 3 skill checks until your next long rest. This is a buff.


Cantrip Mastery
At level 6 you gain the ability to cast a cantrip using your bonus action up to 6 times between long rests. You can replenish 2 uses with a short rest. Additionally you may choose 3 non-damaging cantrips from any class to add to your spells known.


Meditative Trance
At level 10 and on-wards you can enter a meditative state of concentration to activate the effect of Arcane Recovery outside outside of a short rest.(must be outside of combat.) You may choose two other people within 10 feet of you who will then also be able to restore a number of spell slots that have a combined level that is equal to or less than half their level (rounded up), and none of the slots can be 6th level or higher. This can only be used once between long rests. This form of arcane recovery can be extended to 2 people during a short rest as well once per short rest. (this effect cannot extend to people who also already possess a spell slot recovery feature during short rests)


Blood Talisman
At level 14 you have learned how to craft reusable magical paper talismans. You can sacrifice hit points to enchant one of the paper talismans. For every 5 hit points expended the talisman can increase the level of a spell by one spell slot level, up to a maximum increase of 3 levels per paper talisman. You can only maintain a maximum of 5 readied paper talismans. The paper talismans can only be utilized five times per day.

JoshuaZ
2020-09-05, 10:23 AM
It might help to read this if it were formatted in detail and maybe a note about what system this applies to? (My guess is that this is supposed to be 5th edition.) And maybe a comment about what your goals are in making this version?

JNAProductions
2020-09-05, 11:44 AM
Purveyor shouldn't give an extra spell known per level. The rest is fine.

Ritual Circle... Going over the effects... Also, why level 3? Wizards get subclass features at level 2.
Protection is kinda niche, but fine.
Healing is fine.
Vitality is CRAZY GOOD. As-in, double the HP of your party's Barbarian good, if you get it at level 2. It scales off as you level, but at the level you get it (2 or 3) it's absolutely bonkers.
Power is also insane. That's +3.5 damage per attack, when at level 4, you're rocking at most 2d6+4. That's right about a 30% buff, and it lasts all day. Doesn't mesh super well with single-attack folk (most cantrip users and Rogues) but it's pretty insane at the level you get it, and scales really well with Fighters.
Talent is probably too good. How many checks do you really make?
Purification steps on healers' toes too much. Wizards shouldn't be able to heal better than them.
Resilience is probably fine.
Luck is Talent, only you can reapply it.
Darkness is Luck, only more limited.

Cantrip Mastery might as well read "You can use cantrips as a bonus action".
How often do you see more than 20 rounds of combat in a day, assuming two short rests?
So, in other words, too good.

Healing Trance is flat-out incomplete. It doesn't say how much is restored. Also, there's already Arcane Recovery.

Blood Talisman, if I'm reading it right, lets you cast spells at a higher level by using HP from yesterday. Considering you get 10 of these... Yeah, way too good.

LichMan13
2020-09-07, 05:39 PM
This is a 5e Subclass, forgot to put that tag on before. A Ritualist Wizard is meant to be more supportive to a party and to have a lot of utility. A master of ritual spells whose class features have subtle yet cumulative features and effects.

Purveyor was adjusted to one extra ritual spell every other level, so by the time you reach wizard level 20 you'll have added 10 of them to your spells known.

Ritual Circle was overhauled, some wording changed, the buffs were nerfed for the most part and a few were removed. Protection now gives advantage on 3 saving throws. Vitality was halved to 15. Power now gives 1d6 extra damage on 3 attacks or spells. Resilience brought down to getting resistance 3 times. Luck brought down to 3 skill checks as well and I got rid of the similar ones. Purification was removed entirely.

Cantrip Mastery was brought down to 6 bonus action cantrips between long rests. Can now only replenish 2 uses with a short rest. Gain 3 non-damage cantrips from any class. Trimmed down quite a bit.

Meditative Trance is down to one use to per day. Allows use of arcane recovery outside of battle and short rests once per day. Also allows you to extend spell recovery to two other people including during short rest. Meant to help out classes with spell slots, can't be extended to anyone who already has a spell recovery feature during short rest.

Blood Talisman was limited to a max of 5 available, 5 uses per day, and only being able to prepare 5 per day.