Talk:Floraturgy (5e Subclass)

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Hi. I'm the "author" of this attempt at a subclass.
The core ideas behind this were:
1. Making a plant-centric subclass.
2. Give the wizard even more spells.
3. And to make a healer subclass for the wizard.

The first feature gives the character their druid spellbook, plus proficiency in nature and druidcraft.
I think the idea of an adventurer walking around with a potted plant slung over one shoulder is fun and could look very cool, albeit pretty unrealistic.
Other versions of this could be letting vines grow over a shoulder or carrying a sapling in a backpack. Honestly, I don’t know.
I just want plants man! As for the proficiency and cantrip. The former is to mechanically show that, however smart the character might be, they wore taught or learned about nature and biology.
That’s what wizards are all about. And the latter is mostly for druidcraft’s ability to sprout flowers and the fact that other subclasses of similar “power level” give two things.
I might change it to a proficiency with alchemy- or cartographers’ tools.

I read a reddit thread about giving wizards access other classes spell lists, and they seemed verry displaced about the ide. I don’t think it’s that broken though.
Wizards gain 6 spells at level 1 and 2 more for every level. That is not enough to take all the good wizard spells, which forces the player to forgo some spells that are by every right really good, just not useful in the short term.
Then if the amount of options increase, it leads to more interesting choices. And to be fair, wizards already have access to at least a third, if not half, of the druid spell list.

The 6th level feature I’m a lot more unsure of. It’s loosely inspired of Healing Spirit. I’d say it’s better, probably too much so.
I’m not willing to compromise on it being a bonus action or the lack of concentration. I’d like it to stay relatively big, but I’ll admit that it might be a bit too big.
I’d love help in fleshing this out and polishing. -TerraEternal (talk)

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