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Nerdarchy > Dungeons & Dragons  > Arithromancer Wizard Subclass (D&D 5e Homebrew)

Arithromancer Wizard Subclass (D&D 5e Homebrew)

Arcane Evolution: Comparing the 2014 and 2024 Wizard Core Classes

A Wizard Who Treats Magic Like Math

Most wizards in Dungeons & Dragons learn spells as fixed formulas—reliable, repeatable, and safe.

Arithromancers don’t.

The Arithromancer is a homebrew wizard subclass for D&D 5e built around a simple idea: magic is a system. Every spell has variables. Every casting introduces stress. And with the right knowledge, a wizard can push beyond normal limits—at a cost.

If you enjoy high-risk spellcasting, tactical decision-making, and wizard builds that reward system mastery, this subclass is designed for you.


What Is an Arithromancer?

An Arithromancer is a wizard who studies:

  • Magical energy flow

  • Arcane efficiency and waste

  • Spellcasting tolerances and failure points

Instead of asking “Can I cast this spell?”, an Arithromancer asks:

“How much can the system handle before it breaks?”

In-world, these wizards are often:

  • Experimental arcanists and arcane engineers

  • Controversial figures in magical academies

  • Responsible (or blamed) for unstable magic zones

This subclass pairs perfectly with campaigns that emphasize arcane consequences, magical environments, and wizard politics.


Arcane Tradition: Arithromancy (Wizard Subclass)

Level 2 Feature: Arcane Modeling

You understand spells as equations rather than static effects.

When you cast a wizard spell of 1st level or higher, you may choose one of the following benefits:

  • Increase the spell’s range by 50%

  • Increase the spell’s duration by 50% (rounded down, minimum 1 round)

  • Increase one damage die by one size (d6 → d8, etc.)

After the spell resolves, you take force damage equal to the spell’s level.

Design Intent:
This feature trades reliability for power. It scales naturally and reinforces the arithromancer’s risk-reward identity.


Level 2 Feature: Field Sensitivity

Your studies attune you to fluctuations in magical energy.

  • You gain proficiency in Arcana if you don’t already have it

  • You have advantage on Arcana checks related to:

    • Active spell effects

    • Magical terrain or anomalies

    • Ley lines, dead magic zones, or arcane instability

Additionally, when you cast detect magic, you perceive relative magical intensity, allowing the DM to describe areas of high or low magical pressure.


Level 6 Feature: Controlled Overload

You have learned how to safely exceed standard spell limits—briefly.

When you cast a spell, you may treat it as if cast using a spell slot one level higher, without expending a higher-level slot.

After casting, make a Constitution saving throw (DC 10 + the spell’s original level):

  • Success: No additional effect

  • Failure: You gain one level of exhaustion

You may use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest.

Why this Works:
Exhaustion is a meaningful cost that discourages abuse while enabling clutch moments.


Level 10 Feature: Arcane Feedback Loop

You can reclaim excess magical energy from nearby spellcasting.

When a creature you can see within 60 feet casts a spell of 1st level or higher, you may use your reaction to:

  • Gain temporary hit points equal to twice the spell’s level, or

  • Reduce the damage of that spell against one target by an amount equal to your wizard level

You are not countering the spell—only siphoning its inefficiencies.


Level 14 Feature: Reality as an Equation

At the peak of your studies, you briefly force magic into a perfectly predictable state.

Once per long rest, when you cast a spell:

  • Treat all dice rolled for the spell as their average value (rounded up)

  • Creatures making saving throws against the spell do so without advantage or disadvantage

For the next round, magical effects within 30 feet of you feel unnaturally stable and precise.

After using this feature, you immediately gain one level of exhaustion.

Narrative Payoff:
This feature creates unforgettable moments where magic feels too perfect—and reminds the table why such precision is dangerous.


Playing an Arithromancer at the Table

For Players

Arithromancers excel when players:

  • Track risk and resource management carefully

  • Lean into magical analysis during roleplay

  • Treat exhaustion and backlash as story tools

Common roleplay themes:

  • Meticulous preparation

  • Detached or clinical language

  • Moral tension over long-term magical harm


For Dungeon Masters

This subclass gives DMs:

  • Justification for unstable magic zones

  • Tools to escalate arcane consequences organically

  • A reason magical disasters have repeatable causes

Arithromancers are excellent:

  • Quest initiators

  • Problem solvers in magical crises

  • Foreshadowing tools for arcane catastrophes


Is the Arithromancer Balanced?

From a design standpoint:

  • Damage increases are limited and conditional

  • Exhaustion serves as a strong limiter

  • Power spikes are deliberate, not passive

This subclass sits comfortably alongside official wizard traditions while offering a distinct identity focused on system mastery and consequence-driven play.


Why This Wizard Subclass Resonates

Players gravitate toward the Arithromancer because it:

  • Makes spellcasting feel intentional

  • Rewards smart play over raw power

  • Encourages narrative consequences

For DMs, it turns magic from a background assumption into an active part of the story.


Final Thoughts: When Magic Becomes a Solvable Problem

The Arithromancer isn’t about breaking D&D’s rules.

It’s about understanding them deeply enough to know where they bend.

If your campaign treats magic as a living system—and if your players enjoy walking the edge between brilliance and catastrophe—this wizard subclass will feel right at home.

 

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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