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Saelethil
2022-08-07, 12:11 AM
I wrote this up a while ago with the intention of sharing it and getting some input but life is a lot sometimes so it kept getting put on the backburner. The initial question was, "What if a mage just wanted to understand everything instead of focusing on being the most powerful?" Well to become as versatile as this class concept required, it would need to be a 1/2 caster. As a 1/2 caster scholar focused on having a wide breadth of magical understanding I thought it made more sense to focus on buffing their party than improving their martial capabilities. I did a full writeup on google docs so instead of repeating myself more than necessary I'll just copy what I've already written. I don't have much experience with homebrewing full classes and I know that a lot of the power balance is tied up in the base class so the subclasses might be a bit underwhelming but now I'm just rambling.


Broadmage
Striking out into the unknown, bearing only the most basic of arms and armor, a human fiddles with her wand. She knows that while some may be destined for a great degree of shear force, she dared to say not “How big of an explosion can I make?” but, “Why must I specialize in the arcane or devote myself to some higher power when there are so many great secrets to uncover? Can I not unravel all the secrets of the universe without being descended from some incredible being that chose to mingle among mortals?” And found comfort in the fact that the answer to her question may very well be a simple “Yes, yes I can.”
Dodging between pillars as rubble scatters around him, a halfling shouts warnings and suggestions to his allies who promptly take advantage of whatever knowledge he has just dispensed. Simultaneously, he raises his staff resulting in the paralyzation of several foes. He grins knowing that his studies have resulted in a substantial boost to the capabilities of those he now calls family.
Sitting at their desk an elf reaches for a fresh sheet of parchment, the warm glow of a candle illuminating their work. A new scroll found meant a new page added to their spellbook and another tool in their tool in their kit so to speak. They knew that the hours spent on this would save lives (and that the next one would end them).

Students of Magic
Enraptured not by the power of the Arcane, but the versatility of magic as a whole and intrigued by the possibilities of practical application of said versatility. A broadmage may seek power, sure, but more important to them is knowledge of the world as a whole and how to approximate or simulate the power thought to be intrinsic to other realms. Some desire to be leaders, others strive to be great teachers, but all intend to Know. To twist the threads of reality as if they had been born tethered to it. To understand the nature of life and death and know how to advise those who would listen to avoid an early end.

Wanderlust
On rare occasion, a broadmage will choose a solitary life, settling to learn from dusty tomes bought at auction under a hood and pseudonym. What is far more common is for the knowledge absorbed through their early scholarly pursuits to ignite a desire to see for themselves and be the ones to write the tomes which would one day be studied. This desire to learn first hand as much as by book leads many broadmages to leave home and spend periods with any number of groups. Most will spend time apprenticing under mages of all sorts, traveling with mercenaries, and serving with clergy but the greatest opportunity sought out by all aspiring broadmages is to find a well rounded adventuring party that can be studied, interviewed, and grown alongside for years to come.

Note: The "1st, 2nd, 3rd, 4th, 5th" spaces below are the number of slots per spell level.



Level
PB
Features
Cantrips
1st
2nd
3rd
4th
5th


1
2
Spellcasting, Academic Field
2
2
-
-
-
-


2
2
Shared Knowledge
2
2
-
-
-
-


3
2
Arcane Manipulation
2
3
-
-
-
-


4
2
Ability Score Improvement
2
3
-
-
-
-


5
3
Academic Field Feature, General Understanding
2
4
2
-
-
-


6
3
Ongoing Growth
2
4
2
-
-
-


7
3
Advisory Combatant
2
4
3
-
-
-


8
3
Ability Score Improvement
2
4
3
-
-
-


9
4

2
4
3
2
-
-


10
4
Arcane Manipulation Option
3
4
3
2
-
-


11
4
Greater Manipulation, Academic Field Feature
3
4
3
3
-
-


12
4
Ability Score Improvement
3
4
3
3
-
-


13
5
Defensive Advisor
3
4
3
3
1
-


14
5
Continued Growth
4
4
3
3
1
-


15
5
Academic Field feature
4
4
3
3
2
-


16
5
Ability Score Improvement
4
4
3
3
2
-


17
6

4
4
3
3
3
1


18
6
Arcane Manipulation improvement
4
4
3
3
3
1


19
6
Ability Score Improvement
4
4
3
3
3
2


20
6
Ever Ready
4
4
3
3
3
2



Creating a Broadmage
While creating a broadmage character, consider what life experiences may have resulted in your choice to explore such varied forms of magic. Why are you even interested in magic in the first place? Do you seek to bend reality to your will? Do you fear losing those you care about who continuously throw themselves into harm’s way? Maybe you simply want to know as much as you can about as much as you can or you feel the need for those around you to know exactly how smart you are at all times and for your discoveries to be listed in the anals of history. Likely it is some combination of some or all of the above.

Quick Build
You can make a broadmage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity depending on whether you would rather be able to take harder hits and maintain concentration when hit or reduce the likelihood of being hit in the first place. Depending on whether you would rather be more in tune with your surroundings or more in control of the impression you have on others you may wish to put your next highest into Wisdom or Charisma. Second, choose a background befitting whatever gave you an interest in magic. Third, choose the guidance and vicious mockery cantrips, along with the following 1st-level spells for your spellbook: cure wounds, faerie fire, and magic missile.

Class Features
As a Broadmage you gain the following class features.

Hit Points
Hit Dice: 1d8 per broadmage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per broadmage level after 1st

Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons, shortswords
Tools: Choose one from Alchemist’s supplies, Calligrapher's Supplies, Cartographer’s tools, herbalism kit, Painter’s supplies, or any musical instrument
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Religion
Languages: You know 2 additional languages

Equipment

(a) a shortsword or (b) a light crossbow and 20 bolts
(a) a scholar’s pack or (b) an explorer’s pack
(a) a component pouch or (b) an arcane focus
A spellbook
Leather armor


Spellcasting
As a student of magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the broadmage spell list.

Cantrips
At 1st level, you know two cantrips of your choice from the broadmage spell list. You learn additional broadmage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Broadmage table.

Spellbook
At 1st level, you have a spellbook containing three 1st-level broadmage spells of your choice. Your spellbook is the repository of the broadmage spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells
The Broadmage table shows how many spell slots you have to cast your broadmage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of broadmage spells that are available for you to cast. To do so, choose a number of broadmage spells from your spellbook equal to your Intelligence modifier + half your broadmage level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level broadmage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of broadmage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your broadmage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a broadmage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your PB + your Intelligence modifier

Spell attack modifier = your PB + your Intelligence modifier

Ritual Casting
You can cast a broadmage spell as a ritual if that spell has the ritual tag, you have the spell in your spellbook, and you have your spellbook in hand. You don’t need to have the spell prepared.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your broadmage spells.

Learning Spells of 1st Level and Higher
Each time you gain a broadmage level, you can add one broadmage spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Broadmage table. On your adventures, you might find other spells that you can add to your spellbook.


Your Spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient temple.
Copying a Spell into the Book. When you find a broadmage spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by whoever scribed it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many broadmages keep backup spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Academic Fields
At the start of your journey there is a particular field of study that holds your attention. Generally these fields are associated with a knowledge skill and your delving into whichever topic you chose will grant you associated abilities at levels 5, 9 , and 15.

Shared Knowledge
Beginning at 2nd level, whenever a creature within 10 feet of you that can hear you and with which you share a language, makes an ability check using a skill with which you are proficient, they can add 1d4 to the roll.
Additionally, if you are uncertain of the success of the creature’s roll you can use your reaction to give them a bonus to the roll equal to your own modifier for the given skill. You can use this reaction once and cannot do so again until you have completed a short or long rest.
Starting at 17th level you gain an additional use of this ability between rests.

Arcane Manipulation
At 3rd level you begin unraveling arcane secrets that come naturally to some few but elude most. You unlock a pool of arcane potential within yourself that can be used to manipulate your magic. You learn two metamagic options from the Sorcerer class and can expend your AM points to fuel them as if they were sorcery points.
You have a number of arcane manipulation points equal to half your broadmage level (rounded down) and regain all expended points when you complete a long rest.
You unravel a third Metamagic option when you reach 10th level of this class and a fourth at 18th. Beginning at 18th level you can regain up to half (rounded down) of your AM points when you complete a short rest.

General Understanding
Starting at 5th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Note that this does not work in conjunction with Shared Knowledge.

Ongoing Growth
At 6th level your experience in the world and ongoing pursuit of knowledge has granted you proficiency in an additional skill which does not need to be on the broadmage skill list and learn an additional language.
Additionally, choose one of the skills you are proficient in from the broadmage skill list. Whenever you make an ability check using that skill your proficiency bonus is doubled.

Advisory Combatant
While many may find you pedantic and insufferable, at 7th level your allies begin to take heed of your random tidbits of advice. Whenever you or a friendly creature within 10 feet of you makes an attack roll they can add 1d4 which increases to 1d6 at level 20. A creature already benefiting from the bless spell is unaffected by this feature.
The range of this feature increases to 20 feet at 13th level and 30 feet at 20th level.

Greater Manipulation
Beginning at 11th level you can expend Arcane Manipulation points to regain expended spell slots, or sacrifice spell slots to regain expended arcane manipulation points.
Creating Spell Slots. You can transform AM points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 3rd.
Any spell slot you create with this feature vanishes when you finish a long rest.



Spell Slot Level
AM Point Cost


1
2


2
3


3
5



Converting a Spell Slot to AM Points. As a bonus action on your turn, you can expend one spell slot and gain a number of AM points equal to the slot’s level.

Defensive Advisor
Having grown accustomed to your advice, when you say jump your allies usually understand that it’s for their own good. Starting at 13th level, whenever you or a friendly creature within 20 feet of you makes a saving throw they can add 1d4 which increases to 1d6 at level 20. A creature already benefiting from the bless spell is unaffected by this feature.
The range of this feature increases to 30 feet at level 20th.

Continued Growth
At 14th level, continued experience in the world has taught you one more language, and one more tool proficiency.
Additionally, choose one of the skills you are proficient in from the broadmage skill list. Whenever you make an ability check using that skill your proficiency bonus is doubled.

Ever Ready
At 20th level, when you roll initiative you regain up to 4 levels worth of spell slots and up to 2 expended Arcane Manipulation points. For example, you can recover two 2nd-level spell slots or four 1st-level spell slots.

Academic Fields
At level 1 your time studying the nature of magic and the world around you has given you insight into a particular realm of academia and guided you to an Academic Pursuit that best suits you. If you are already proficient in the skill associated with your Field you may choose another skill from the broadmage skill list to become proficient in.

Arcanist
You gain proficiency in the Arcana skill and your proficiency bonus is doubled for any ability check you make that uses the arcana skill.
When you choose this field you learn one additional cantrip and add one additional 1st level spell to your spell book. These spells can be chosen from the Sorcerer, Warlock, and Wizard spell lists.

Arcane Awareness
When you reach level 5 in this class you have become an expert at sussing out the arcane. You add detect magic to your spell book and can cast it at will, without expending a spell slot.

Arcane Practice
At level 5, 11, and 15 you can add additional spells from the Sorcerer, Warlock, or Wizard spell lists to your spell book. The one you chose at level 5 must be of second level or lower, the spell chosen at level 11 must be of third level or lower, and the spell chosen at 15 must be of 4th level or lower.

Mage’s Intuition
At level 11 your knowledge of the arcane gives you the ability to suss out other magic users. As an action, when interacting with someone you know to be capable of spellcasting you can make an Intelligence (Arcana) check DC 8 + the creature’s deception modifier to learn the highest level spell slot they are capable of using as well as the creature’s class if it has one. On a failure you cannot attempt to read the creature again until the next day. On a success, as a bonus action the following round you can attempt the same check again to determine the highest level spell slot they have available.

Arcane Recall
Starting at 15th level, when you cast a spell targeting a single creature and you either miss your attack roll or the creature succeeded its saving throw you can choose not to expend the spell slot. If you choose to use this ability the creature is not affected by the spell at all, even if you missing or them failing would normally still have an effect.
You cannot use this ability again until you complete a short or long rest.

Historian
You gain proficiency in the History skill and your proficiency bonus is doubled for any ability check you make that uses the history skill.
When you choose this field you add one additional cantrip and one additional 1st level spell to your spell book. These spells can be chosen from the Bard or Cleric spell lists.

Cyclical Application
At 5th level in this class you have come to understand not only that history is cyclical, but that this knowledge can be useful. You know the guidance cantrip and can cast it as a bonus action.

Knowledge of The Tellers
At level 5, 11, and 15 you can add additional spells from the Bard or Cleric spell lists to your spell book. The one you chose at level 5 must be of second level or lower, the spell chosen at level 11 must be of third level or lower, and the spell chosen at 15 must be of 4th level or lower.

Read Experience
At level 11 you gain an additional use of Shared Knowledge as your understanding of history has given you more wisdom to be spread.

Articulate Scholar
Somehow your time spent with your nose deep in ancient texts has led to you having tales to tell and an enrapturing ability to do so. Beginning at 15th level, whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier.
Additionally, when you make a Charisma check or an ability check using the history skill, you can spend 1 AM point to make a new roll as you draw on your vast reserves of historical understanding. You can choose to do this before or after you roll but must decide before the DM says whether the roll succeeds or fails.

Naturalist
You gain proficiency in the Nature skill and your proficiency bonus is doubled for any ability check you make that uses the nature skill.
When you choose this focus you add one additional cantrip and one additional 1st level spell to your spell book. These spells can be chosen from the Druid spell list.

Apparent Weakness
Your understanding of the natural world allows you to point out the weaker points of an enemy. When you reach level 5 in this class, once per turn, when you or an ally that can see or hear you makes a weapon attack against a beast, humanoid, or plant, the attack deals additional damage equal to your PB as you and your allies take advantage of weaknesses you are aware of.
Starting at level 11 this bonus damage applies to each weapon attack against a beast, humanoid, or plant rather than only once per turn.

Apprentice of Nature
At level 5, 11, and 15 you can add additional spells from the Druid list to your spell book. The one you chose at level 5 must be of second level or lower, the spell chosen at level 11 must be of third level or lower, and the spell chosen at 15 must be of 4th level or lower.

Expert Potioneer
Starting at 11th level of this class you gain proficiency in your choice of either Herbalism Kit or Alchemist's Supplies. Additionally, whenever you make a potion you reduce the time spent and gold cost by half.

Nature’s Lorhold
At level 15, your understanding of living creatures further aids you and your allies in combat. You have advantage on all Intelligence checks to recall lore on any type of living creature.
Additionally, as a bonus action, you can make an Intelligence (Nature) check (dc 10 + the creature’s CR) to determine whether a creature has any resistances, immunities, or vulnerabilities.

Theologian
You gain proficiency in the Religion skill and your proficiency bonus is doubled for any ability check you make that uses the religion skill.
When you choose this focus you add one additional cantrip and one additional 1st level spell to your spell book. These spells can be chosen from the Cleric or Warlock spell lists.

Divine Assistance
When you reach level 5 in this class, when an ally fails a saving throw you can use your reaction to allow them to re-roll the save, adding your religion modifier. You regain the ability to do this when you complete a short or long rest and can do this additional times by expending a spell slot of any level.

Student of The Gods
At level 5, 11, and 15 you can add additional spells from the Cleric or Warlock spell lists to your spell book. The one you chose at level 5 must be of second level or lower, the spell chosen at level 11 must be of third level or lower, and the spell chosen at 15 must be of 4th level or lower.

Empowering Rejuvenation
Beginning at 11th level, whenever you cast a spell that restores hit points, choose one creature that was targeted by the spell. They have advantage on their next Attack roll, Ability check, or Saving throw.

Word of Castigation
When you reach 15th level, as an action, speak a word of power. Each creature of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Once you use this ability you cannot use it again until you complete a short or long rest.


Broadmage Spell List

Cantrips
Acid Splash
Blade Ward
Chill Touch
Control Flames
Create Bonfire
Dancing Lights
Druidcraft
Encode Thoughts
Ensnaring Grasp*
Friends
Frostbite
Guidance
Gust
Infestation
Light
Lightning Lure
Mage Hand
Magic Stone
Mending
Message
Mind Sliver
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Sapping Sting
Shape Water
Shocking Grasp
Spare the Dying
Sword Burst
Thaumaturgy
Thorn Whip
Thunderclap
True Strike
Vicious Mockery
Word of Radiance

1st Level Spells
Absorb Elements
Alarm
Animal Friendship
Arms of Hadar
Bane
Beast Bond
Bless
Catapult
Cause Fear
Charm Person
Color Spray
Command
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Dissonant Whispers
Distort Value
Earth Tremor
Entangle
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Find Familiar
Fog Cloud
Gift of Alacrity
Goodberry
Grease
Guiding Bolt
Healing Word
Heroism
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magnify Gravity
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield
Shield of Faith
Silent Image
Silvery Barbs
Sleep
Snare
Speak with Animals
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave
Unseen Servant

2nd Level Spells
Aid
Alter Self
Animal Messenger
Arcane Lock
Augury
Barkskin
Beast Sense
Blindness/Deafness
Blur
Borrowed Knowledge
Calm Emotions
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Dust Devil
Earthbind
Enhance Ability
Enlarge/Reduce
Enthrall
Find Traps
Flaming Sphere
Fortune's Favor
Flock of Familiars
Gentle Repose
Gift of Gab
Gust of Wind
Healing Spirit
Heat Metal
Hold Person
Immovable Object
Invisibility
Kinetic Jaunt
Knock
Lesser Restoration
Levitate
Locate Animals or Plants
Locate Object
Magic Mouth
Maximillian's Earthen Grasp
Mind Spike
Mirror Image
Misty Step
Moonbeam
Nathair's Mischief
Nystul's Magic Aura
Phantasmal Force
Protection from Poison
Pyrotechnics
Ray of Enfeeblement
Rime's Binding Ice
Rope Trick
See Invisibility
Shatter
Silence
Skywrite
Spider Climb
Spike Growth
Suggestion
Summon Beast
Tasha's Mind Whip
Vortex Warp
Warding Bond
Warding Wind
Web
Wither and Bloom
Wristpocket
Zone of Truth

3rd Level Spells
Animate Dead
Ashardalon's Stride
Aura of Vitality
Beacon of Hope
Bestow Curse
Blink
Catnap
Clairvoyance
Conjure Animals
Counterspell
Create Food and Water
Crusader's Mantle
Daylight
Dispel Magic
Enemies Abound
Erupting Earth
Fast Friends
Fear
Feign Death
Fly
Galder's Tower
Gaseous Form
Glyph of Warding
Haste
Hunger Of Hadar
Hypnotic Pattern
Incite Greed
Intellect Fortress
Leomund's Tiny Hut
Life Transference
Magic Circle
Major Image
Mass Healing Word
Meld into Stone
Motivational Speech
Nondetection
Phantom Steed
Plant Growth
Protection from Energy
Pulse Wave
Remove Curse
Revivify
Sending
Sleet Storm
Slow
Speak with Dead
Speak with Plants
Spirit Guardians
Stinking Cloud
Summon Fey
Summon Lesser Demons
Summon Shadowspawn
Summon Undead
Thunder Step
Tidal Wave
Tiny Servant
Tongues
Wall of Sand
Wall of Water
Water Breathing
Water Walk
Wind Wall

4th Level Spells
Arcane Eye
Banishment
Chadwell’s Exclusive Cottage*
Charm Monster
Compulsion
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Death Ward
Dimension Door
Divination
Dominate Beast
Elemental Bane
Evard's Black Tentacles
Eye of The Storm*
Fabricate
Fire Shield
Freedom of Movement
Galder's Speedy Courier
Giant Insect
Grasping Vine
Gravity Sinkhole
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Raulothim's Psychic Lance
Shadow Of Moil
Sickening Radiance
Stone Shape
Stoneskin
Storm of Chaos*
Storm Sphere
Summon Aberration
Summon Construct
Summon Elemental
Summon Greater Demon
Wall of Fire
Watery Sphere

5th Level Spells
Animate Objects
Antilife Shell
Awaken
Bigby's Hand
Circle of Power
Cloudkill
Conjure Elemental
Contact Other Plane
Contagion
Control Winds
Creation
Dawn
Destructive Wave
Dispel Evil and Good
Dominate Person
Dream
Drown*
Far Step
Geas
Greater Restoration
Hallow
Hold Monster
Infernal Calling
Insect Plague
Legend Lore
Maelstrom
Mass Cure Wounds
Mislead
Modify Memory
Passwall
Planar Binding
Rary's Telepathic Bond
Reincarnate
Scrying
Seeming
Skill Empowerment
Summon Celestial
Summon Draconic Spirit
Synaptic Static
Telekinesis
Teleportation Circle
Temporal Shunt
Transmute Rock
Tree Stride
Wall of Force
Wall Of Light
Wall of Stone



Spells Beyond this List (for GM consideration)
There are innumerable other worlds beyond this one and within those worlds there are countless spells that may fit the theme of the Broadmage. When you encounter new spells there are four things to keep in mind when determining whether or not it belongs on this spell list.

It does not require a direct link to divinity.
It does something other than or more than damage in combat.
It would be considered a utility or quality of life spell outside of combat.
It is not symbolic of another class’s theme such as the Paladin “Smite” spells.





Anyway, I know that reviewing a full class is a lot of work so I don't expect a full breakdown but any thoughts regarding balance and theme would be greatly appreciated.

noob
2022-08-07, 03:07 AM
Up to level 4 life is a misery as you are quite inferior to all other casters of the same level except in terms of support because you have a class feature that is essentially the guidance cantrip and a once a day bonus to a skill check, this is less good than what bard gets at level 1 but better than what a wizard or sorcerer gets.
Why did you decide to antifrontload this class this much hard? That is a weird design idea.
Essentially you need really high levels(5 at least) before it gets stuff that a bard/wiz/sorc multiclass does not already gets and everybody knows a bard/wiz/sorc multiclass is a bad idea.
let us see: first level take a level in wizard, you get a spellbook and ritual casting like a first level broadmage, level 2: take a bard level with the guidance cantrip, you get the equivalent in terms of skill support of the second level in broad mage, level 3: take a sorcerer level and you get the metamagic ability the broadmage gets at third level but you can also upcast your first level spells in the second level spell slots you get.
Being worse than a chimeric multiclass in exchange for d8 hit dice seems a bad trade and it is what you get below level 5(the chimeric multiclass gets more skills and also more save proficiencies and get second level spell slots for upcasting purposes at level 3).

Jervis
2022-08-07, 08:31 AM
I don’t mean to sound rude but this class is having trouble justifying it’s existence. A halfcaster who doesn’t bring anything else notable besides the bless spell and ritual casting to the table all while also babysitting a spellbook doesn’t really bring much to the table. Yes at level 5 from most of these you get to poach spells and yes, it’s great, but really is a second level spell gained from elsewhere so useful that it justifies not being a cleric or wizard and dropping fireballs or spirit guardians? Granted this class has more class features but I really can’t see anything that makes me say “I want to play this”. Yeah their list is big, but halfcasters just have the fundamental problem of scaling so slow that their spells rarely matter that much in comparison. As a thought experiment off artificers the cleric list in exchange for their ability to make infusions and you’ll see what I mean. Half casters rely on other class features to be good; their casting is very secondary to what they do. Making a half caster that goes hard on spellcasting isn’t impossible but I fail to see why exactly you would play it instead of a lore bard. Most of your features are ribbons or can be replaced by the bless spell, which I remind you a peace cleric can stack with itself.