I've made a subclass for Wizard, hoping to make a sort of spellmancer (manipulating and changing spells). I wanted to capture some of the feelings of Sorcerer and their Metamagic, but repurposed for Wizard, having it rely much more on the magic around you and not within you.
Also, since I haven't made much homebrew myself, I'm worried how this stacks up compared to the other subclasses, whether some of the features might be a bit (or even a lot) too powerful. Finally, I'm unsure exactly what order the features should be acquired in, if a different ordering would make more sense or be more balanced, that would be appreciated input.
The existence of the Weave has long been known, it is a great well of magic from which Arcane casters carefully pluck strands to maneuver, smooth, and shape into the spells they desire. Many believed that to be the full extent of spellcasting, that is, until the first Weavers; Wizards who stared so deep into the Weave, the Weave stared back. These Wizards find themselves communicating constantly with the Weave, their spells forever changed, forever changing still.
Starting at 2nd level, you can repurpose the threads of recent magic to better suit your own spells. Any time you cast a spell, you can change its damage type to match the last spell that targeted or was cast from an area within 30 feet of you. If the spell dealt multiple damage types, you choose which one to use. This feature only works if the chosen spell was cast within the last minute. Until you finish a short or long rest, the same spell cannot borrow another thread and its damage type remains changed. Note that this works with spells cast by anybody, enemies, allies, even yourself; however, it's always only the most recently cast spell.
Starting at 6th level you’ve unlocked the ability to perfect the spells of others. Whenever a spell of 1st level or higher is cast from within 60 feet of you, you can use your reaction and a spell slot whose level is equal to or greater than the target spell, causing it to have no effect. You now have that spell prepared if you did not already and can cast it as normal; counting it as a Wizard spell for you. You cannot use this feature again until you finish a long rest, at which point the you lose your connection with the spell and no longer have it prepared.
Starting at 10th level, you are better able to deal with the harsh reality that sometimes, when you cast a spell, everything goes wrong and the Weave does not seem to respond to your skill. If a spell you cast has no effects, you can immediately recast the spell using another spell slot (no action required). The second slot need not be the same level as the first, and need not target the same creature(s). You cannot cast this spell again until you finish a long rest.
A spell "has no effects" if it results in no damage being dealt and it has no lingering effects. With a spell such as hold monster, all the targets would have to succeed on their saves. With a spell such as fireball, all the targets would have to be immune to fire damage. With a spell such as wall of stone, counterspell would have to be cast (counterspell always makes a spell eligible for Correcting Misthreadings)
Pieces of the Tapestry:
Starting at 14th level, you have become a friend to the Weave and can thus carry pieces with you. Each time you complete a long rest you obtain three pieces of the Weave; you can never carry more than three pieces at a time. You can shatter a Piece of the Weave as an action, returning it to the Weave and providing one of the following effects:
- You cast dispel magic as a 6th level spell.
- You cast any cantrip, it counts as a Wizard spell for you.
- For 1 minute, you gain resistance to damage from spells and magical effects.
There are some thing I'm worried about in particular:
- Whether this subclass benefits too much from spellcasting allies, such as by obtaining a spell with Reweaving Techniques.
- Whether Correcting Misthreading's cost is too high (no reaction, but you lose a spell slot and the ability to cast that spell).
- Whether the Pieces of the Tapestry's options are balanced amongst themselves, the cantrips offer great versatility, but then I'm unsure what level dispel magic would be best at, and whether the third option is too strong. I'd be perfectly happy having it just be the first two options anyhow.
- Does this step too much on the toes (mechanics and flavor) of Sorcerer?