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Have you ever thought, “hey the wizard could use way more than the 13 subclasses it already has”? Well, then I’ve got a treat for you today! TEN additional Arcane Traditions for (probably) the most powerful class in 5e. As always, I’m open to any constructive criticism that you may have, especially for the new subclasses.

ARCANE TRADITIONS:

Hedge Magic (No Changes). This one is pretty complete in my book. Want to play a wizard that dropped out of school and is really good at low-level spells and magic?

Familiarist (NEW). Everyone knows that find familiar is one of the most fun parts of playing a wizard - that’s why all the other classes are always trying to steal it! This subclass allows you to go “all in” on your familiar. Is it overpowered? Is it woefully weak? I have no idea, let me know what you think!

Ritualist (No Changes). Another subclass I consider complete. Become a master of the patient art of ritual spellcasting.

School of Alchemy (NEW). Not to toot my own horn, but I’m (shockingly) a really huge fan of how I fixed the Alchemist in my [lternate Artificer without creating a whole new Alchemist class. This Arcane Tradition borrows from that concept.

School of Biomancy (No Changes). Become Doctor Frankenstein and graft your flesh onto other creatures and their flesh onto yours. Warning: body horror!

School of Chronomancy (Updated). I clarified the Master Chronomancer feature on this one. Play as the quintessential time wizard with this subclass!

School of Hemomancy (Updated). Another foray into Blood Magic from yours truly. Let me know what you think of the Blood Magic casting mechanics!

School of Hexcraft (No Changes). What if the wizard could cast all the cool warlock spells? Wonder no longer with this witchy subclass for the wizard.

School of Metallurgy (Updated). This metal magic subclass got some buffs at 2nd level to make it worth it to turn your spells into Arcanometal spells. Kind of a niche concept, but I think it could make for a really fun character!

School of Theurgy (NEW). My take on the ever-popular (but super broken) UA Theurgy subclass for the Wizard. You can’t learn to heal people wizard, stop trying to do everything in the game (I’m looking at you Bladesinger).

Want to talk shop? Stop by my Discord: https://discord.gg/kMA9WxKmvX

Files

Wizard Arcane Traditions by laserllama

At 2nd level, a wizard gains the Arcane Tradition feature. The following options are available to a wizard along with those in the Players Handbook: Hedge Magic, Familiarist, Ritualist, and the formal Schools of Alchemy, Biomancy, Chronomancy, Hemomancy, Hexcraft, Metallurgy, and Theurgy.

Comments

Anonymous

Quick question about the alchemy subclass: I don't see in the "Arcane Elixirs" feature that it requires you to expend spell slots to create elixirs, but it does say so in the "Efficient Arcana" feature. I imagine it's supposed to require a spell slot each time you make one regardless of which feature you're using? Also, it says that the drinker of the elixer is the one who concentrates on the spell. Is that true if they throw a concentration spell at a target too?

laserllama

Hey just realized I never got around to answering you. My bad! The Elixirs you make as part of your long rest (ie: the Arcane Elixirs feature) do not cost spell slots. The Efficient Arcana ones do. The creature who throws the Elixir would concentrate on the spell effect. I know it isn't perfect, but I think it's the best way to handle things.