A fun selection of wizard subclasses:
- School of Antimagic: A wizard that specializes in combating other wizards. Interesting and flavorful, and manages to have a different approach from the official abjuration wizard.
- School of Chronomancy: A wizard with the ability to manipulate time. Another interesting and flavorful option; Temporal Stutter is probably my pick of the abilities.
- School of Hemomancy: A wizard that converts their life force into extra magical power. Neat mechanics, but this feels like it could be too powerful in campaigns that aren't pretty strict about long rests, especially since you can convert spell slots into temp HP and burn that up instead.
- School of Magnetomancy: A wizard that can manipulate electromagnetism. Cool abilities, but the flavor is a bit too science-y; would be fine in settings with magitech elements, however.
- School of Metamagic: A wizard with variations on the sorcerer's metamagic abilities. I sympathize with the desire to give wizards metamagic, but as designed this just stomps too much on sorcerers' turf. (The Metamagic Adept feat from Tasha's is a better way to go.)
- School of Psionics: A wizard with mental powers. Neat and flavorful abilities, though they might be a bit underpowered. (Also, I would have called this something else, like "School of Mentalism".)
All in all, a neat product with four pretty good subclasses (antimagic, chronomancy, magnetomancy, and psionics) and two with issues (hemomancy and metamagic).
Note, this is a bit overpriced ($2.99 for just eight pages of mostly rules content), but it may be worth picking up as part of a bundle or on sale.
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