D&D 5e Tweaks & Fixes
Wizard Revised v1.0
By KireExion (a.k.a, u/Kire-Ikasu)
Preface
This document contains homebrew material that has been developed from my own observations as well as common player criticisms and suggested fixes made by various players and dungeon masters alike. However, this material has not been completely play-tested and should be carefully considered before implementing it into your own game. My hopes are simply to address features and traits that are considered lackluster and poorly balanced by the community and help by offering alternatives so that Players will suffer less frustration and gain more enjoyment out of the game.
Use as many or as little of these revisions as you like while keeping the overall balance of your game in mind. The Dungeon Master has final say on whether or not any of this material can be implemented into your game.
Base Class Features
Source: Player's Handbook.
- Spellcasting: Re-Written
Spellcasting
(Rewritten 1st level feature)
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
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 might find other spells during your adventures. 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 library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
For each level of the spell up to 5th level, the process takes 1 hour and costs 25 gp and for each level of the spell that is above 5th level, the process takes 4 hours and costs 100 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.
Arcane Traditions
Source: Player's Handbook.
School of Magic Savant
(Re-written 2nd level feature)
Beginning when you select your school at 2nd level, during a short rest you can exchange a number of spells equal to your proficiency bonus that you have prepared for different spells in your spellbook that are not prepared so long as the spells exchanged are from your chosen school of magic and are no higher than 5th level.
School of Conjuration
Source: Player's Handbook.
- Conjuration Savant: Unchanged
- Minor Conjuration: Re-Written
- Benign Transposition: Improved
- Focused Conjuration: Improved
- Durable Summons: Re-Written
Minor Conjuration
(Improved 2nd level feature)
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object or 10 pieces of ammunition in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be an adventuring gear item with a gold cost less than or equal to 5 times your wizard level or any object no larger than 5 cubic feet that weighs no more than 25 pounds. Either way the form must be that of a non-magical object that you have seen that can not be consumed.
The object is visibly magical, radiating dim light out to 5 feet. Ammunition created this way is considered magical for the purposes of overcoming immunities and resistances. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
Benign Transposition
(Improved 6th level feature)
At 6th level, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Focused Conjuration
(Improved 10th level feature)
At 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Furthermore, whenever you cast a spell that summons a single creature, you can choose to cast it without material components. If you do so, the spell's duration becomes 1 minute for that casting.
Durable Summons
(Re-written 14th level feature)
Starting at 14th level, any creature that you summon or create with a conjuration spell has temporary hit points equal to twice your wizard level.
School of Enchantment
Source: Player's Handbook.
- Enchantment Savant: Unchanged
- Hypnotic Gaze: Improved
- Instinctive Charm: Unchanged
- Split Enchantment: Unchanged
- Alter Memories: Improved
Hypnotic Gaze
(Improved 2nd level feature)
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 15 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 15 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
Alter Memories
(Improved 14th level feature)
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Intelligence modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
School of Evocation
Source: Player's Handbook.
- Evocation Savant: Unchanged
- Sculpt Spells: Unchanged
- Potent Cantrips: Improved
- Empowered Evocation: Unchanged
- Overchannel: Clarified
Potent Cantrips
(Improved 6th level feature)
Starting at 6th level, your damaging cantrips become more potent and affect even creatures that avoid the brunt of the effect. You can add your Intelligence modifier to the damage you deal with any evocation cantrip. Additionally, when a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Overchannel
(Clarified 14th level feature)
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with the first damage roll of that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it.
Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
School of Transmutation
Source: Player's Handbook.
- Transmutation Savant: Unchanged
- Minor Alchemy: Re-written
- Transmuter's Stone: Unchanged
- Shape Changer: Unchanged
- Master Transmuter: Unchanged
Minor Alchemy
(Re-written 2nd level feature)
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one non-magical object. You can choose to either change it from one substance into another, or transform its shape.
You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials or transforming it's shape into one of identical weight. You can also apply both of these changes simultaneously, allowing you to change a pebble into an iron key as an example. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. The material reverts to its original substance or shape after 1 hour or when you use this feature to transform a material again.
War Magic
Source: Xanather's Guide to Everything.
- Arcane Deflection: Unchanged
- Tactical Wit: Unchanged
- Power Surge: Improved
- Durable Magic: Unchanged
- Deflecting Shroud: Unchanged
Power Surge
(Improved 6th level feature)
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. You keep the power surges you've gained until you spend them.
Graviturgy Magic
Source: Explorer's Guide to Wildemount.
- Adjust Density: Re-written
- Gravity Well: Improved
- Violent Attraction: Improved
- Event Horizon: Unchanged
Adjust Density
(Re-written 2nd level feature)
As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute. Only one target can benefit from this effect at a time
While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has advantage on Dexterity checks and Dexterity saving throws.
While the weight of a creature is doubled by this effect, the creature can't be knocked prone unless it chooses to be or falls unconscious, and it has advantage on Strength checks and Strength saving throws.
Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.
Gravity Well
(Improved 6th level feature)
You've learned how to manipulate gravity around living beings.
Whenever you cast a spell on one or more creatures, you can select a number of creatures up to your Intelligence modifier (minimum of one) and move each target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.
If the spell you cast requires concentration then you can move targets this way once per turn while you maintain concentration (no action required).
Violent Repulsion
(Replaces 10th level "Violent Attraction" feature)
As a bonus action, you can push any number of creatures of your choice within 10 feet of you back by 15 feet, dealing 1d10 force damage to each target when you do.
Additionally, attack rolls have disadvantage against you as a lingering gravity field repels incoming strikes until the start of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Event Horizon
(14th level feature)
As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use it again.
Credits
- Made with GM Binder