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Switch to Forum Live View How I'd Fix the Wizard
3 months ago  ::  Feb 18, 2013 - 7:43PM #1
Chameleon-X
Date Joined: Apr 11, 2009
Posts: 449
These are the changes I would make to bring the Wizard up to the level of the other classes.


Ability Adjustment:
+1 to Intelligence, Wisdom, or Charisma.

Class Features
Level 3: Tradition Adept
Level 5: Implement Expertise
Level 7: Knowledge is Power
Level 9: Tradition Expert
Level 11: Scolarly Research
Level 13: Wizard's Presence
Level 15: Overpowering Magic
Level 17: Tradition Master
Level 20: Arcane Overdrive

Spells per Day
Level 18: +1 5th level spell, +1 6th level spell
Level 19: +1 6th level spell, +1 7th level spell
Level 20: +1 7th level spel, +1 8th level spell

Tradition Adept: You gain a benefit associated with your tradition of Wizardry:

Scholarly Wizardry: You gain one additional spell slot if your intelligence modifier is +4 or higher, or two additional spell slots if your intelligence modifier is +5 or higher. These spell slots are of the highest and second highest level you can cast, respectively.

School of Evocation: When you use an evocation cantrip, or an evocation spell up to 3rd level, and that spell deals one of the following types of damage, you may change the damage type dealt by that spell to one of the other types on the list; acid, cold, fire, lightning, poison, or thunder.

School of Illusion: When a creature makes a saving throw against one of your illusion spells, you may choose to impose disadvantage on that creature's saving throw. If you do, you grant advantage to other creatures until the end of your next turn.

Implement Expertise: You may choose an implement (such as a crystal ball or a magic tome) or weapon (such as a staff or dagger) through which you channel your spells. If the object is a weapon you must be proficient in its use. You gain a benefit associated with the type of implement you chose:

Wand: A wand is a small stick or pointing device which can be made of wood, bone, glass, metal, or other more exotic materials. Once when you make a magical attack through a wand and miss every target, you may reroll the attack roll against one target of that attack. This ability refreshes after a short rest.

Staff: A staff is a long, thin cylinder, often made of wood or metal, and usually decorated or embellished in some way. Once when you are hit with an attack while wielding a staff you may make a magical attack and compare the result to the opposing attack roll. If your result is equal to or higher than the opposing attack, you take no damage from the attack. Your magical attack has no other effect. This ability refreshes after an extended rest.

Orb: An orb is a small handheld object, usually spherical in shape, and typically made of crystal, glass, or a similar reflective or translucent substance. Once when you cast a spell through an orb which allows the enemy a saving throw, you may impose disadvantage on the enemy's saving throw. This ability refreshes after an extended rest.

Weapon: Once when you cast a spell through a melee or ranged weapon you may use the range of the weapon in place of the spell's normal range. A ranged attack made through a melee weapon is treated as a melee attack, and vice versa. If the attack produces an area effect, you may exclude yourself from the area. This ability refreshes after an extended rest.


Knowledge is Power: When you cast a spell that deals damage, you may add your Intelligence modifier to the damage roll.

Tradition Expert: You can a benefit associated with your Tradition of Wizardry.

Scholarly Wizardry: Choose one knowledge skill you are trained in. You have advantage to checks using that skill.

School of Evocation: The benefit of Tradition Adept applies to all evocation spells up to 7th level. In addition, if you change a spell's damage type to a type you have resistance against, you gain a +5 bonus to the damage roll.

School of Illusion: You gain training in the sneak skill, and may use your spellcasting bonus in place of your deterity modifier when making sneak skill checks.

Scholarly Research: You gain training in an additional skill from the list given in your Wizardly Knowledge class feature.

Wizard's Presence: Once per day when you make a Bluff, Intimidate, or Persuade skill check, you may add your spellcasting bonus to the result.

Overpowering Magic: Once per day, when you make a magical attack againt an enemy with magic resistance or an enemy with magic resistance makes a saving thow against your spell, you can choose to take take damage equal to your intelligence modifier to pierce its resistance (negating its advantage). If your spell targets multiple enemies with magic resistance, you must choose one of them.

Tradition Master: You gain a benefit associated with your Tradition of Wizardry.

Scholarly Wizardry: Choose one 1st-3rd level spell in your spellbook. That spell refreshes after a short rest, instead of an extended rest.

School of Evocation: Your Tradition Adept feature applies to all evocation spells. In addition, the bonus to damage rolls from your Tradition Expert feature increases to +10.

School of Illusion: When you cast the Invisibility or Mass Invisibility spell, the effect does not end the first time you attack or cast a spell while invisible. In addition, when a creature under the effect of a Mass Invisibility spell attacks or casts a spell, you may use a reaction to prevent the effect from ending on any other creatures affected by the spell.

Arcane Overdrive: Once per day when you cast a spell that deals damage, you may treat all damage dice from that attack as if you had rolled the maximum result. Once the damage has been dealt, you then take damage equal to one quarter of your maximum hit points.

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Naturally, these specific class features don't have to be added. My point is just that the Wizard should have class features after level one; spell-casting (especially in its currently nerfed form) is just not enough to make this class good enough to stand with the Monk and Barbarian.
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3 months ago  ::  Feb 18, 2013 - 11:25PM #2
Veggie-sama
Date Joined: Jun 17, 2011
Posts: 366
I do like many of these suggestions, especially emphasizing the wizard's Knowledge skills and giving the ability to refresh certain low-level spells after short rests. However, I do think class abilities should veer away from being too specific, such as modifying specific spells (Invisibility) or expecting the player to build the character in a certain way (+Cha to Sneak checks).

Another thing to be wary of is piles of minor class abilities. Once per day allowing a spell to be cast with a bonus +10 foot range is simply not interesting or useful enough to warrant a spot on the character sheet (IMHO). Keep in mind not every player will use a tactical grid where the difference of +/- 10 feet will matter. Significant changes, like doubling the range, might be another story...

Anyway, I have read that wizards are much better at higher levels, and the sheer amount of utility spells they get make some things unnecessary. Why get advantage on Knowledge checks if you can consult the gods, add +SpellBonus to bluff if you can charm person, or +Cha to sneak if you can go invisible?

Don't get me wrong: I would like to see more stuff for every class, and the wizard's entry in particular looks a bit bare. (What will they do about prestige/paragon-type classes?) I just think it's worth thinking about these things.
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3 months ago  ::  Feb 19, 2013 - 9:00AM #3
BlackPearl
Date Joined: Jan 21, 2013
Posts: 50
I have faith that they'll be balancing the wizard. Hopefully they bump up all of the damaging spells to at least double what they are now, and add the intelligence modifier to damage.

Unless your campaign starts at level 15 or above, a wizard is a frustrating and useless choice to be stuck with for months on end. 
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3 months ago  ::  Feb 19, 2013 - 11:12AM #4
Chameleon-X
Date Joined: Apr 11, 2009
Posts: 449

Feb 18, 2013 -- 11:25PM, Veggie-sama wrote:

I do like many of these suggestions, especially emphasizing the wizard's Knowledge skills and giving the ability to refresh certain low-level spells after short rests. However, I do think class abilities should veer away from being too specific, such as modifying specific spells (Invisibility) or expecting the player to build the character in a certain way (+Cha to Sneak checks).

Another thing to be wary of is piles of minor class abilities. Once per day allowing a spell to be cast with a bonus +10 foot range is simply not interesting or useful enough to warrant a spot on the character sheet (IMHO). Keep in mind not every player will use a tactical grid where the difference of +/- 10 feet will matter. Significant changes, like doubling the range, might be another story...

Anyway, I have read that wizards are much better at higher levels, and the sheer amount of utility spells they get make some things unnecessary. Why get advantage on Knowledge checks if you can consult the gods, add +SpellBonus to bluff if you can charm person, or +Cha to sneak if you can go invisible?

Don't get me wrong: I would like to see more stuff for every class, and the wizard's entry in particular looks a bit bare. (What will they do about prestige/paragon-type classes?) I just think it's worth thinking about these things.




I originally had something different for some of those, but I changed it because I thought it might be too good. As for the utility spells making things unnecessary, the intent was to provide more flavorful abilities to make the class scream "I am a wizard" more loudly than just a spell list.

As for an answer to the question, it's always cool to be able to save a spell slot by rising up on a dude and going, "I can liquify your innards with a single gesture, and then incinerate your house and turn your children into kobolds! I would seriously think about telling my buddy with the sword what he wants to know RIGHT now, or spend the last seconds of your life in searing agony!"

Basically, what Gandalf did when Frodo/Bilbo got a little too mouthy.

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3 months ago  ::  Feb 19, 2013 - 12:32PM #5
Koga305
Date Joined: May 31, 2008
Posts: 178
This is actually really good. I would enjoy playing a Wizard with these features. Particularly Wizard's Presence.
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3 months ago  ::  Feb 20, 2013 - 8:26PM #6
Chameleon-X
Date Joined: Apr 11, 2009
Posts: 449
I altered the Implement Expertise thing, but I'm not sure if it's better this way. Anyone have any thoughts?
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3 months ago  ::  Feb 24, 2013 - 8:42PM #7
xladyfayre
Date Joined: Dec 21, 2012
Posts: 709
I like alot of these but I hate how scholar gets an extra slot. It just screams pick me over everything else, honestly. I'd like to see something else for scholar instead of that. However, I enjoy your fixes much much much much more than the WoTc wizard. 
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3 months ago  ::  Feb 26, 2013 - 2:53PM #8
Admiral-JCJF
Date Joined: Jul 3, 2009
Posts: 1,580
I've been playing a Wizard from the latest packet (going back to my D&D roots) and I'm still not convinced that they actually NEED any help.

Between the at-wills (which are great for generating roleplaying and improvised actions) the kick of the Vancian dailies and the utility of rituals I just don't think that the Wizard IS underpowered.

These aren't bad ideas overall, but I think that the extra spell slots (in particular) are certainly not needed.   
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3 months ago  ::  Feb 28, 2013 - 4:45AM #9
wemn
Date Joined: Jul 13, 2008
Posts: 98
100% agree with above post, but for the sake of this argument lets throw out, the wizards advantage over the monk and barbarian in skills, utilility spells and rituals and just get to the brass tax of combat. 

Lets take a look at the class's main stat. Ah yes intelligence. Now if I'm going to try and roleplay a guy with a big ole brain it would seem like at a minimum i should be crafty in my approach to problems ie not fireball fireball fireball the hobgoblins for over 9000 damage like the barbarian/monk would.

What if I say color sprayed the hobgoblins? 18 int, illusion focus, dc 17 wis save for them? Sounds like they fail that save 80% of the time and then will need to roll two 12's (about 20% chance, cutting avg dmg by 1/2) to hit my fighter/barb/monk's 17 ac on their next turn.

2nd level web? Again you'll be catching 40-70% of the mobs while the party laughs with adv on their ranged attacks well out of reach of affected mobs while they struggle their way through with disadv on attacks.

3rd level haste? I'll just double my barb's likelyhood of landing his MDD and god forbid he hits twice and gets to see that rage dmg two times a round.

lvl 4 polymorph? muther f'ing wis save? O yeah remember that rampaging giant we were fighting? Yeah he's a cute little bunny rabbit now, barbarian you got it from here. Sound pretty save or die to me btw.

In conclusion you're not supposed to be solving problems with brute force the way monks and barbs do, you're meant to be the dm's worst nightmare as you turn encounter after encounter on it's head with a few mumbled words and a flick of your wrist. But I digress, all of this talk reminds me of a legendary joke amongst the group i play with. The group half-orc barbarian walks into a bar to pick up a girl. He approaches one of the patrons and makes his charisma check "ugh, i rolled a 5, I failed. Well, thats fine, I make a strength check..." Just like strength is the back up Charisma, Intelligence is the back up strength.
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3 months ago  ::  Feb 28, 2013 - 2:13PM #10
Keendk
Date Joined: Apr 12, 2010
Posts: 349
I don't think the OP is calling for a more powerful wizard. Just a wizard that isn't a 100% copy of 3.5 that adds some more flavors to their leveling up process....just like the fighter is more interesting now than in 3.5. Its not about power but innovation so the NEXT wizard is not a PAST wizard while everyone else has moved on
Great initiative. and good implementation
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