Wizard, Alternative Variant (5e Class)

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W.I.P.

Wizard, Alternative Variant[edit]

Alternative Universe[edit]

Welcome to the universe where every class is alternative. Each class has alternative features and ability to mimic its switched counterpart. Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Fighters are dirty fighters and rogues are master of the blade. Druids are arcane casters meanwhile sorcerers tap into nature. Wizards use music to charm people and bards are masters of magic and skills. Paladins become more intuned to nature and rangers follow a strict oath. Artificers sacrifice their magic for blood power and blood hunters gain magic through forbidden technology.

Musical Wizards[edit]

Wizards from the alternative universe are very similar to bards with wizards features. These wizards practice music to the point that they are magical. Wizards use their expertise in music and magic to combined them into a greater force. At high levels, wizards only need music, not spell slots, to cast their most popular spells.

Creating a Wizard, Alternative Variant[edit]

Wizards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.

Did you serve an apprenticeship, studying under a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied wizard lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering wizard who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?

Quick build

You can make a Wizard, Alternative Variant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Entertainer background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Wizard, Alternative Variant you gain the following class features.

Hit Points

Hit Dice: 1d6 per Wizard, Alternative Variant level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Wizard, Alternative Variant level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Three musical instruments of your choice
Saving Throws: Wisdom, Charisma
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:

Table: The Wizard, Alternative Variant

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 4 2
2nd +2 Wizardic Inspiration 3 5 3
3rd +2 Bard College 3 6 4 2
4th +2 Ability Score Improvement 4 7 4 3
5th +3 4 8 4 3 2
6th +3 Bard College feature 4 9 4 3 3
7th +3 4 10 4 3 3 1
8th +3 Ability Score Improvement 4 11 4 3 3 2
9th +4 4 12 4 3 3 3 1
10th +4 Expertise 5 14 4 3 3 3 2
11th +4 5 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 15 4 3 3 3 2 1
13th +5 5 16 4 3 3 3 2 1 1
14th +5 Bard College feature 5 18 4 3 3 3 2 1 1
15th +5 5 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 19 4 3 3 3 2 1 1 1
17th +6 5 20 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 22 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 22 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

You know three cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard, Alternative Variant table.

Spell Slots

The Wizard, alternative Variant 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Wizard, alternative Variant table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see “Equipment”) as a spellcasting focus for your bard spells.

Arcane Recovery[edit]

At 1st level, you have learned to regain some of your magical energy through music. 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, alternative Variant level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level Wizard, alternative Variant, 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.

Wizardic Inspiration[edit]

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Wizardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Wizardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Wizardic Inspiration die is rolled, it is lost. A creature can have only one Wizardic Inspiration die at a time.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Bard College[edit]

At 3rd level, you delve into the advanced techniques of a bard college of your choice, such as the College of Lore. Your choice grants you features at 3rd level and again at 6th and 14th level.

Bard College features

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Expertise[edit]

At 10th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Spell Mastery[edit]

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level bard spell and a 2nd-level bard spell that you already know. You can cast those spells at their lowest level without expending a spell slot. 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.

Signature Spells[edit]

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level bard spells as your signature spells. 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.

Bard College[edit]

The way of a wizard is gregarious. Wizards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Wizards form strong associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

Bard Subclasses

Wizard, Alternative Variant's subclasses are exactly the same as normal Bard subclasses except the following;

Whenever you gain medium armor and shield proficiency, instead you gain light armor, medium armor, and shield proficiency.

Multiclassing[edit]

You cannot multiclass into or out to a class with Bard College (like bard)

Prerequisites. To qualify for multiclassing into the Warlock, Alternative Variant class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Warlock, Alternative Variant class, you gain the following proficiencies: 1 musical instrument proficiency.


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