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Hedge Magic (Updated). One of my most popular homebrews returns in its final version. Master the “low-magics” of the world with this rugged road wizard.

Ritualist (New). A popular homebrew concept that I’ve put my own spin on. Collect ALL the ritual spells and be ready for any challenge (as long as you have prep time).

The School of Biomancy (New). For those of you that want to play Dr. Frankenstein! I tried something new here, adding a list of “Biomancy Spells”, and I’m wondering if people think it works as a way to make more thematic Wizard subclasses.

The School of Chronomancy (Updated). Time Wizard! Every homebrewer’s right of passage is taking a crack at time magic. Here’s my take. (I know there is a time wizard in the Wildemount book, but I’m not a huge fan of how powerful those subclasses are).

The School of Hemomancy (New). Blood Magic! Piloting my idea for a Blood Magic system for 5e here, so I’m very interested in feedback. Does it seem balanced? (It is definitely dangerous for the player, draining your own maximum hit points…)

The School of Hexcraft (Updated). Formerly known as the School of Witchcraft, this is for wizards who want to dabble in warlock. (It also allows you to play a “normal” caster warlock if that’s something you wanted).

The School of Metallurgy (Returned). Brought back from my homebrew graveyard, this subclass is a mix of the Forge Domain, College of Creation, and Magneto from X-Men.

Files

Wizard Arcane Traditions by laserllama

At 2nd level, a wizard gains the Arcane Tradition feature. The following options are available to a wizard in addition to the options in the Players Handbook: Hedge Magic, Ritualist, and the formally recognized wizard Schools of Biomancy, Chronomancy, Hemomancy, Hexcraft, and Metallurgy.

Comments

VibraphonicMarxism

I really really love the idea of the metallurgy arcane tradition but I feel that mechanically it needs abilities that more affect spellcasting. The constructs are cool but that's mostly it. And magical bludgeoning damage is SO MUCH MORE Powerful than force damage that the capstone is a nerf. What would be really cool is if you could construct constructs that modified spells directly, like a liquid mirror that could change damage types or a pipe splitter that can make a spell target two creatures at half it's effectiveness etc.

Anonymous

School of Hexcraft's "Forbidden Arcana" feature is missing how many of the Eldritch Invocations you learn! The last sentence of the first paragraph says "...you learn of the Eldritch Invocations..." but is missing the number.

laserllama

It should be two... Do you believe I proofread these things? Because I usually do (twice)!