Wizard - Base Class

Duncehack Edition

So who are you?

Just some tosser with an over inflated sense of self importance.

Send verbal abuse via Minds.com

What is the Duncehack?

It emerged from a place of frustration. There's quite a number of areas where 5e could be improved but... it's not going to happen for various reasons.

The Duncehack is my attempt to fix these problems I have. Plan is to go through the whole game - all of it - and homebrew it into the game I think is should have been.

Feel free to disagree with me, but ultimately I think there's no harm in putting my thoughts out there, at the very least if even one DM decides to adopt these rules, then my job is done.

No DM Guild? No OGL Release?

I chafe under binding contracts and both of these are exactly that.

The DM Guild gives you more room to mess with established rules, but basically demands that all be under the service of flagship settings.

The SRD on the other hand gives more room for interesting settings but clamps down extremely hard on what established rules you're allowed to use. Their biggest contention is that they don't want someone to sell a sourcebook that removes the need for core books. Translation: they don't want Pathfinder to happen all over again.

More to the point, both assume money will change hands. I don't want money, I just want Wizards to fix their game.

Groundrules

Groundrules for the Duncehack are as follows:

  • No Nerfs: the goal is to bring weaker archetypes on the level of the stronger ones.

  • Remove Traps: incentives built into classes and archetypes should provide an active payoff, rather than be the suboptimal choice.

  • Frontload Agency, Backend Power: Generally speaking, people like having more options to do things, rather than more raw power. As a design rule: things that feel like core class features, or are defining class mechanics, should happen in the first ten levels, sheer numeric increases in power should come after that.


No money changed hands here

This is a passion project. I want to keep it that way.

I also want to avoid legal issues for self-evident reasons.

No UA?

Too much changes between UA and official release.

The fewer corrections I have the do between UA changes, the better.

Obligatory Natural Crit Plug

http://www.naturalcrit.com/

Someone else made a thing that lets me make homebrews without having to post them on pastebin or something. They deserve a lot of credit for that.

Obligatory /tg/ Plug

The feedback I got from various Anons on this helped me build it into something that wasn't bad and stupid.

I love you all in a way only abused spouse can possibly understand.

No Images?

Needed to get it under 8mb so I could upload it literally anywhere.

Isn't Wizard already overpowered?

Kinda.

It's in the same boat as Fighter (empty chassis designed for players who know what they're doing to get the absolute most out of it), but they do get the better end of the deal there.

It's power directly corresponds to player's game knowledge basically. In a weird, meta kind of a way, being good at a Wizard means understanding reality - so being a good Wizard player means being good at the fundamental realities of the Rules as Written.


What if I think this is too much?

You and everyone else?

Do nothing. Wizards are fine the way they are. I'm just being a pedant at this point.

WIZARD | DUNCEHACK

Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcane Recovery, Spellcasting 3 2 - - - - - - - -
2nd +2 Arcane Tradition Feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Arcane Tradition Feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Arcane Tradition Feature 5 4 3 3 3 2 - - - -
11th +4 Signature Spells 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Arcane Tradition Feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 - 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Arcane Mastery, Arcane Tradition Feature 5 4 3 3 3 3 2 2 1 1


Class Features

As a Wizard, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Wizard level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Bard level after 1st

Proficiencies


  • Armor: None
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: A gaming set of your choice

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook
  • Tools of a kind you are proficient in

WIZARD | DUNCEHACK

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

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

Cantrip Versatility

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the Wizard spell list.

Spellbook

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

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard 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 wizard spells, since you learn your wizard 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 wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.


Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see "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 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. A spellbook doesn't contain cantrips.

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 spell level you can prepare and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote 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.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

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 wizards 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.

WIZARD | DUNCEHACK

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.

You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition from the list of available traditions, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Your choices are: Abjuration, Bladesinging, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, and War Magic.

Ability Score Improvement

At 4th, 8th, 12th, 16th and 19th levels you gain +2 to one ability score, or +1 to two ability scores. You cannot raise an ability score above 20 this way.

Signature Spells

When you reach 11th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

You may change your Signature Spells when you gain another level in the Wizard class.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Arcane Mastery

At 20th level, your mastery over the arcane is apparent for all to see. You gain +4 Intelligence and you maximum for Intelligence is 24.



Signature Spells

Yeah I know it's the old capstone. The old capstone was also weaker than the 18th level feature.

"Signature" spells should be something you've used frequently and reliably for your whole Wizarding journey, not just a thing you decide it to be one day. It's not iconic if done on a whim.

Arcane Mastery

I mean... you are literally that which unfurls the mysteries of the cosmos...

Why Archetype constrained for the other half of the capstone?

Anything "broad strokes" or "general" you do with Wizards is begging for abuse. Constraining it to archetype features however, means that I have more control over how powerful the capstone actually becomes.

Why so few changes/so few class features?

Spellbooks. The fact you can scibble into your spellbook such a massive spell list. It is possible for a Wizard to have every spell on their list. Clerics technically are like this too, but their list is far smaller and restricted in utility.

WIZARD | DUNCEHACK

Cantrips
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Encode Thoughts
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Cantrip
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
    1st Level
  • Absorb Elements
  • Alarm
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Grease
  • Ice Knife
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Snare
  • Tasha's Hideous Laughter
  • Tenser's Floating Disk
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
    2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Flock of Familiars
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Melf's Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Phantasmal Force
  • Pyrotechnics
  • Ray of Enfeeblement
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Skywrite
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Suggestion
  • Warding Wind
  • Web
    3rd Level
  • Animate Dead
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Galder's Tower
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Speak with dead
  • Stinking Cloud
  • Summon Lesser Demons
  • Thunder Step
  • Tidal Wave
  • Tiny Servant
  • Tongues
  • Vampiric Touch
  • Wall of Sand
  • Wall of Water
  • Water Breathing
    4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Divination
  • Elemental Bane
  • Evard's Black Tentacles
  • Fabricate
  • Fire Shield
  • Galder's Speedy Courier
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Greater Demon
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Control Winds
  • Creation
  • Danse Macabre
  • Dawn
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Passwall
  • Planar Binding
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone
    6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Create Homunculus
  • Create Undead
  • Disintegrate
  • Drawmij's Instant Summons
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerability
  • Guards and Wards
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otiluke's Freezing Sphere
  • Otto's Irresistible Dance
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • Sunbeam
  • Tenser's TransformationE
  • True Seeing
  • Wall of Ice
    7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Sword
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
  • Whirlwind
    8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/SympathyB
  • Clone
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Telepathy
    9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Shapechange
  • Time Stop
  • True Polymorph
  • Weird
  • Wish