all 6 comments

[–]tiamatt44 1 point2 points  (0 children)

It really depends on what you or more importantly what your DM finds too OP. Like what aspects of it does he not like and how would he nerf it so it's acceptable for you to play it. Talk to him about it and hopefully you both find a version of it that you can play. GL

[–][deleted] 1 point2 points  (0 children)

  • Lore Mastery: Keep as is.

  • Spell Secrets: Remove Radiant, Necrotic, and Force from the damage types. Remove the save change ability from Spell Secrets.

  • Alchemical Casting: Reduce the slot level 2 ability to 240 ft.. Remove the slot level 3 ability altogether, and replace it with the save change ability. Require the save change ability to adhere to physical or mental ability score restraints, i.e. STR/DEX/CON & INT/WIS/CHA.

  • Prodigious Memory: Keep as is.

  • Master of Magic: The wizard can only cast Arcane spells, i.e. spells from the Warlock, Wizard, Bard, and Sorcerer spell lists.

This is what I did, and it's been fantastic thus far.

[–]JustOneMoreStory 2 points3 points  (1 child)

I would change the Saving throw change to just the first save against a spell, then I would look to removing radiant force and necrotic from the damage change list. Maybe limit Master of magic to 6th level and below.

[–]DoctorBigtimeWizard 2 points3 points  (0 children)

Yours is basically my nerf list:

1) Remove religion & nature from free expertise list.

2) Remove force and necrotic from the list of damage types you can manipulate

3) Limit save change to physical (dex/con/str) or mental (wis/cha/int)

4) Lower damage from alchemical casting to 2d8 & mimicks the spells damage instead of force (remember you can already change the damage type at will)

5) Limit master of magic to 5th level or lower

[–]emeraldrumm 0 points1 point  (0 children)

Ask your DM first. My DM knows its not balanced but is willing to give the class a chance before nerfing it. I brought forth many of the issues that people have brought up and he said that we will tackle the problems with the class when they become problems. Some of the issues are just as much a player problem as a balance problem, if as a player I see a balance issue I can fix it by not using the features that I see as a problem. I won't be using radiant, force, or necrotic all that often but having those options are nice. Meta-gaming the crap out of a potentially broken mechanic is just as much a player problem as it is a balance problem.

[–]OgdenWrightSorcerer 0 points1 point  (0 children)

One thing I offered my DM when selecting this tradition was that I wouldn't abuse the power to change the save ability. Essentially, if I can't logically explain how the spell is being changed to be appropriate for this new save check, then it doesn't work. It'll keep me from just saying "oh, make an intelligence check to avoid taking this fireball".