Wizard
Base Class: Wizard

You've spent time studying tomes and practicing magic, but have found an affinity for the elements and the natural world. Your studies have mimicked that of the druids, though instead of influencing the world, you have learned to bend it to your will.

Green Thumb

2nd Level Green Order Feature

At 2nd level, your affinity for wildlife has honed your skills. You get proficiency with the Herbalism Kit, along with your choice of the Nature or Animal Handling skills.

Additionally, you gain access to the cantrip Druidcraft, it counts as a Wizard cantrip for you and it doesn't count against your cantrips known.

Animal Handling

Proficiency in Nature or Animal Handling

Nature

Proficiency in Nature or Animal Handling

Natural Casting

2nd Level Green Order Feature

Your studies have given you access to the Druid Spell List. Additionally, any familiars you summon via Find Familiar can appear as a faerie dragon, awakened bonsai, or a sprite.

Oak Hide

6th Level Green Order Feature

At 6th level, you've become so attuned to the natural world that you have learned to adapt your body to your environment. You get a boost to your Armor Class equal to your Constitution Modifier while not wearing armor. Some wizards of the Green Order have learned to thicken their skin into a tough hide, others have transmuted parts of their skin into rough bark.

Flood of Flora and Fauna

10th Level Green Order Feature

At 10th level, you've become quite skilled in bending the natural world to your whim. You are able to speak in a way that plants and animals can understand you, though you can't understand them.

Additionally, you are able to add Plant Growth and Conjure Animals to your spellbook. You can cast each once per day without expending a spell slot, and can use available spell slots to cast them multiple times afterward.

Elemental Master

14th Level Green Order Feature

At 14th level, you have mastered the elements and can bend them to your will with ease. You can add your Intelligence modifier to any spell you cast that deals acid, fire, cold, lightning, or thunder damage. 

Additionally, as an action, you can enter an Elemental Avatar form. While in this form, you gain resistance to acid, fire, cold, lightning, or thunder damage, chosen when you enter the form. Any spell cast in this form that deals damage of a similar type to your resistance ignores resistances of that kind. (ex. if you chose resistance to fire, your fire spells ignore resistances.) Furthermore, for any spell you cast with the above damage types you get temp HP equal to the spell level + your Intelligence modifier.

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