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Arcane Tradition: Magi of the Staff
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Arcane Tradition: Magi of the Staff

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Wizards ought to have an arcane tradition that encourages them to fight with, and use, a magical staff.

It is a core part of the classical archetype, and while you don't have to be an old man with a long white beard, your character might feel out of place wielding a sword. Surely an archetype could be found that would let you feel good about using a staff for combat, or in any capacity.

Look no further! Now you can turn any staff you wield into a magical staff, carve the adornments yourself, and make use of it both for melee combat and for magical power.

The price of this PDF is in your hands, so what are you waiting for?


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Discussions (3)
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JONATAN T July 02, 2019 6:53 am UTC
PURCHASER
(First note here, I'm from a pro class and archetype feature mind set, small or big. Mostly with fun intent with it)

A recommendation, Perhaps 1 restriction should be put on the staff Ac bonus: It only works if no shield is equipped, And if you use an staff that already a Ac bonus, you use only use the biggest one and don't stack them.

Then maybe, let the wizard Access to a similar long rest mechanic as the hex blade, or access to the Shillelagh cantrip. So that they may focus a portion of they mental concentration into arcane force, letting it guide their attacks over the use of pure brawn.
This suggestion is here to lower the strength score requirement, Not that i don't love the concept of strong wizards, have had one in a game and it was glorious. It's just that most games, especially the once you don't roll for your stats, will somewhat punish you to put a good stat in strength over any other.


Second maybe rework the 6th level feature? So many archetypes...See more
Customer avatar
Barney C June 15, 2019 1:00 pm UTC
I'm hardly knowlengable enough to make a proper review. However, I'm going to share a few thoughts. First, I like the concept.
Second, it feels slightly above the power level of standard subclasses. Lvl 2 having +1 weapon and +1 to AC more or less for free..yeah..that's tad too OP. Mind you, that while yes, druids have their magic club cantrip, it's just magical 1d8 club. No +1 to damage and to hit, no +1 to AC. Just a bigger club that can break the bones of even magical creatures. And takes a whole action to be equiped, and lasts only for 1 minute.
You may ask what I would do with that. Well, I would
a) get rid of the AC bonus.
b) make it usable [INT mod] per long rest, duration: 1 minute

As per the higher level abilities.. well, they still are tad too powerful, but hey, it's high enough level it probably doesn't matter too much. There might be ways to polish the wording, but I'm not really one fit to critize that, considering wording on my homebrews.
Customer avatar
Mark B June 15, 2019 1:24 pm UTC
CREATOR
Hey there! Thanks for sharing your thoughts.

I can understand your concern about the power level, I think it could be utilized to greatest effect by a character who dips 2 levels into wizard and was otherwise a more combat-oriented class. It isn't too strong in the hands of a straight wizard due to the limited amount of HP and AC available, but multiclassing might be another story (not unlike a character who takes 2 levels of warlock for a powered-up Eldritch Blast). If anyone should be able to have a magic staff, though, it's a wizard. ^_~

In general, the wizard class itself limits your melee abilities enough to give some extra oomph here. The d6 hit die is a severe limitation to melee, as well as armor and shield proficiency. What those +1 bonuses are doing is making the staff not only magical, but also giving you consolation prizes for not having better weapon and armor proficiencies. You take a proficiency you've already got (quarterstaff) and effectively make it somewhere...See more
Customer avatar
Mark B December 16, 2018 7:42 pm UTC
CREATOR
Hello, I notice someone has added a star rating! Any feedback is appreciated. ^_~
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File Last Updated:
July 27, 2018
This title was added to our catalog on July 27, 2018.