Base Class: Wizard
A wizard who has foregone all forms of natural magic to become one with the animals. Using what he knows of magic and combining it with his knowledge of animals. These unique arts help him in combat as he/she explores the world in hopes of expanding the teachings of this art.
Magical Anomaly
Beginning when you select this school at 2nd level, you are granted access to the Arcane Glitch action. This action requires you to roll a d6 to determine if you cast a bolt of lightning towards an enemy. This action can be used infinitely without any means of recharge.
Call of the Pack
Beginning at 2nd level, you can summon a pack of dire wolves to attack a target. The attacks does 1d6 piercing damage, and will go up by certain levels.
5th level: 2d6
7th level: 3d6
15th level: 5d6
20th level: 7d8
Tamer of the Wild
Starting at 6th level, you can attempt to tame any hostile creature that attempts to attack you by using the action Creature Tame.
(This action is inefficient on humanoid enemies)
Wild Poison
Beginning at 10th level, you can now spit out a magic poison at any enemy within sight of your character. The poison will do a value of 2d6 poison damage. At 20th level, it will increase to 3d8 poison damage.
Beast Magic
Starting at 14th level, you can use the unique actions of Arcane Roar, Iron Claws, and Natures Wrath.
Previous Versions
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1/31/2019 4:43:17 AM
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Posted Aug 26, 2019it would be good if you got the animal from the start