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Check Out These D&D’s New Arcane Traditions for Wizards

Check Out These D&D’s New Arcane Traditions for Wizards

I have a confession to make when it comes to making characters for my D&D campaigns: I always pick magic users. Every time. In fact, our current campaign has me running a Wizard (School of Necromancy ’17, represent!) Due to this fascination with magic users in D&D, I am always excited to see new options for them.

This week’s Unearthed Arcana feels anemic compared to last week’s novella on Mystics but there are still two incredibly cool Arcane Traditions available to Wizards.

THEURGY

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The Arcane Tradition for Theurgy has been presented by Wizards of the Coast in an Unearthed Arcana for playtesting before and there are no changes between the first version and this one. The reason it is being presented a second time is for the designers to gather feedback with play testing. For those who aren’t familiar with it, let’s dive in.

The Arcane Tradition of Theurgy is designed for characters who have received a calling from a deity. Not everyone who was called into the service of a deity was meant for the priesthood or being a Cleric. This Arcane Tradition is for characters whose deity has pushed them into the study of magic.

When choosing this tradition, players must choose a deity to serve as their patron. The nature of this deity will then dictate the domain you serve. The best way to think about your Theurgy Wizard is as a hybrid Cleric/Wizard.

Theurgy Wizards can learn Cleric spells as if they are Wizard spells. The only catch is that non-Theurgy Wizards cannot copy your spell book and learn them. Theurgy Wizards receive the same benefits as a Cleric of their respective domain, the only difference being the levels at which they earn these abilities. Theurgy Wizards end up being slow-learners in the beginning, earning the Cleric skills at higher levels than a respective Cleric would but this is balanced out by learning the top-level Cleric ability 3 levels early, as well as having an additional option for their Channel Divinity. As an option, Theurgy Wizards can use their Channel Divinity to either add +2 to their Spell Attack roll or impose a +2 bonus to their Spell Save DC.

WAR MAGIC

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War Magic blends principles from the schools of evocation and conjuration, with a twist; everything is designed to push their combat effectiveness. The focus of this Arcane Tradition is to both increase the power of a War Mage’s spells, as well as improve their own defenses. As someone who regularly plays a Wizard, I can tell you that AC 10 is a terrible thing to rely on so this focus on defense should be celebrated.

This Arcane Tradition trades the benefits of the “Savant” ability that traditional schools have for a bonus to combat initiative equal to your INT modifier. Additionally, at second level, the War Mage’s can use their reaction to either boost their AC by 2, or the roll of a saving throw by +4. The catch for using this other ability? You can only cast cantrips during your next turn as you have focused your magic abilities on self-preservation. It’s a nice touch.

The next ability focuses on pushing damage. Whenever multiple creatures have to pass saving throws, you can choose to boost the damage of the spell by an additional 2 dice. These dice match the dice used for the spell, so a Fireball would roll 2 more D6.

The last two features of this Arcane Tradition focus on a Wizard’s survivability. The first grants a +2 to AC and all saving throws while you are concentrating on a spell and the last allows you to blast creatures within 10 feet of you, every time you use your Arcane Deflection reaction.

What’s your favourite D&D class? Let us know in the comments!

Image Credits: Wizards of the Coast

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