I've always had a problem with magic users in 5e and it started back when I played 3.5. Even though the newest edition of dnd tries to differentiate the magic users by giving them some fluff and such, there isn't that much of a different between interacting with the world as a warlock or a sorcerer. You can put this up to fluff vs. crunch, but I think a powerful tool in the world building of a class is how the crunch of it is used. The mix of fluff and crunch is what creates a compelling class and helps spur the inspiration of the player choosing that class.
So what makes an interesting class? There are two things:
1.) The tools that the class gets allow it to interact with the game world in a way other classes don't already do. Fighters get to beat people down, clerics get to heal, thieves get to sneak attack, all magic users cast spells. 5e tries to alleviate this with sorcerer bloodlines, warlock patrons, and wizards school specialty, and does a decent job, but these things are left to the player to make important. A sorcerers bloodline might never affect the game, a warlock's patron may never be heard from, a wizard might still be boring. I say push these things into the face of the game.
2.) They need to be fun.
Easier said than done, but I think I'm getting close, at least for my own campaign.
There are several magic users to choose from: wizard, witch/warlock, sorcerer, shaman.
Wizards study magic by taking on (or being stuck with) a familiar. These are based on GoblinPunch's popular post. YOU'RE DOING FAMILIARS ALL WRONG. Familiars are mysterious, powerful, and creepy figures that come from somewhere and have a direct connection to magic. Are they demons? No. That's laughable to them. Demons are so petty. Are they gods? Depending on what you worship. They know the secrets of magic, and how to wield it without fault. They are willing to teach in exchange for favors.
Why is this fun? It gives the player something to interact with. The tables that Arnold has in his post are fuel for the imagination. I want to expand on them and make familiars a tool for DMs and players to interact with magic.
Witches and Warlocks (the only spellcaster to have feminine and masculine nouns because it is in ancient practice) are dabblers in the diabolic. They wield dangerous magic because it's the magic of demons. Unlike a wizard they have no familiar to conduct this magic through. They just try to store it in their brains.
These spellcaster learn spells based on the book Wonder & Wickedness and follow Zak S's level up tables for wizards/witches. They can gain spells by reading from others spellbooks and attempting to copy them down in their own (which can cause a catastrophe), and by eating the brains of other spellcasters.
Why is this fun? It's chaotic. It's random. It's dangerous. You have to eat a brain to gain a level. Why is your character okay with this? It raises questions a player has to answer.
Shaman's are based on False Machine's Shaman. They learn their spells daily by hunting beasts in their dreams. My tables are slightly different and more random. A shaman can choose to hunt any creature they choose, the bigger they are the more powerful of spell they hold. Failing is much easier if you're hunting spells outside of your level and failing is dangerous.
Why is this fun? Hunting spirits in your dreams. I'm sold.
Sorcerers are ones I'm working on, but I'm basing them off of Magica Madoka. Sorcerers make a pact with a being (I haven't figure it out yet, but let's just say it's the little bastard from the anime). They make this pact in exchange for a wish. So yes, at the beginning of a campaign a sorcerer makes a wish, like the spell, and this wish comes true. It's not some bullshit wish that gets turned on its head. It's a true wish. It happens, and then the game begins.
In exchange for this wish, the being gives the Sorcerer access to magic to fight evil (or whatever the being perceives as evil, probably Liches). Sorcerers cast magic based on False Machine's article here: Narrativist Spellcaster. Also, much like in Madoka, when a sorcerer finally dies they cannot be resurrected. They become a Lich. This is how all Liches are made.
Why is this fun? The wish. The consequences of any wish happening are enough character development to last an entire campaign or more. Plus the fear of becoming a Lich.
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