Talk:Warmage Fix (3.5e Class)

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Author's Notes

Obviously, these changes suggest changes that could be made to the Beguiler and the Dread Necromancer as well. Certainly, I personally consider the fact that of the three classes which get Advanced Learning, no two have the same progression, to be offensively stupid and would recommend you pick some centralized progression to use. But the Beguiler and Dread Necromancer are honestly quite reasonable as printed, and you would be entirely justified in deciding they don't need any additional power.

I've re-written the Warmage's "Spells" ability to clarify that the Rainbow WarSnake type tricks explicitly work. I personally consider these to be RAW already, but as there is some debate, I figured I'd make it explicit how this fix is assuming things will work.

I've combined Advanced and Eclectic Learning into a single class feature for simplicity. I also made Eclectic Learning slightly better, because I feel that the RAW version is a little too punishing. Forcing you to cast a spell out of a higher level slot pushes you towards either downtime spells (where the slot doesn't matter) or broken ones (where the effect is worth it). Instead, you get the same set of spells, but out of correctly leveled slots. Sticking it at odd levels gives you a gradual progression, with new spells and Advanced Learning coming in at different points. It does push you towards Mindbender-type tricks, but I think that's an acceptable level of system mastery to support.

Source

The Warmage: a Transmutation spell[edit]

This class appears in the Homebrew Transmutation School section. --The bluez in the dungeon (talk) 11:41, 1 July 2021 (UTC)