The Wizard of the Coast - 5E Homebrew Wizard Arcane Tradition

by Nines, V999.999.999

The Beginning and The End

The wizard of the coast watches as a countless array of worlds stretches out before him. Heroes, villains, triumphs, tragedies.

And in the blink of an eye, they recede, like the tides against the shore.

But just like the oceans, another wave always comes, bringing with it stories old and new.

Creations, at once eternal and ephemeral, immutable and yet ever-changing. A chosen few seal themselves within the Wizard’s memory, and the rest disappear into the foam.

What a sad existence.

What a wonderful existence.

Subclass Features

Anything is Possible

At 2nd level, you gain a glimpse of the infinite worlds on the edges of reality. As an action, you can go to a random homebrew subclass from DANDWiki. For 1 minute, you gain access to the abilities of a character of that subclass with a level equal to your wizard level, including any spells, class abilities, and limited use abilities.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

“It’s Fair That I Can Do What You Spent Your Entire Build Doing Because I Had to Spend a Spell Slot”

At 6th level, your experiences allow you to perfectly replicate anything within the creations you have witnessed. As an action, you can expend a spell slot of 3rd level to force a creature within 60 feet to make a Charisma saving throw. On a failed save, you replicate the effects of its last turn, down to the targets and dice rolls. If the target expended any spell slots during its last turn, you must expend spell slots of an equivalent level to replicate its last turn. A creature can willingly fail this saving throw.

Lay Down the Law

At 10th level, you gain the authority to shape the nature of magic itself. When you see a spell being cast within 60 feet of yourself, you can use your reaction to send a tweet that redefines how that spell works. If the creature is casting a spell of 3rd level or lower, its casting fails and instead has the effect of a different spell of your choice.

If it is casting a spell of 4th level or higher, make an Intelligence (Arcana) check. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and instead has the effect of a different spell of your choice.

When you replace a spell in this way, the new spell must be of an equal level to the spell that was cancelled.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Whiteroom of Balancing

At 14th level, you rebalance the world to better suit your tastes. When you roll for initiative, you gain the benefits of a long rest.

In addition, when you roll for initiative, you can choose for the area in a 100 foot cube around yourself to become perfectly flat and featureless. These changes last for 1 minute, or until you end them as a bonus action.

Image Credit

WIZARD by Hitesh Sharma

 

 

This subclass is also available on DNDBeyond here: https://www.dndbeyond.com/subclasses/1484017-wizard-of-the-coast

… I don’t know why you’d ever want to actually use it, but if you did. Here you go.