Wizard
Base Class: Wizard

Most schools of magic are dedicated to the study of the arcane, natural philosophy focuses on the natural world. Both masters in subject of the natural world and the arcane, wizards of natural philosophy, or natural philosophers, spend their time secluded from busy metropolises. Philosophers poke and prod the limits of mortal understanding, looking for new spells, new forms of life, new explanations of the natural world.

Field of Study

At 2nd level, when you join this class, you focus on a specific aspect of the natural world. You are proficient in nature and your proficiency bonus is doubled for any ability check you make with this skill. You also gain benefits and learn a cantrip from your chosen field of study.

Astronomy

You gain darkvision out to a range of 60 feet. If you already have [sense]darkvision/[sense] from your race, its range increases by 30 feet.

You learn the light cantrip.

Botany

You are proficient in Herbalism kit and you can speak Druidic and use it to leave hidden messages.

You learn the druidcraft cantrip.

Geology

You know the location of precious metals and stones, such as coins and gems, within 60 feet of you.

You learn the mold earth cantrip.

Medicine

You are proficient in the Medicine skill and can use your Intelligence modifier instead of your Wisdom modifier for Medicine checks.

You learn the spare the dying cantrip.

Zoology

You are proficient in the Animal Handling skill and can use your Intelligence modifier instead of your Wisdom modifier for Animal Handling checks.

You learn the druidcraft cantrip.

Field Spells

Your study of the world infuses you with the ability to cast certain spells. When you reach 2nd, 4th, 6th, 8th, and 10th level in this class, you gain a field spells.

When you gain a field spell, you add that spell and a wizard spell to your spellbook instead of two wizard spells. You always have the field spell prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the wizard spell list, the spell is nonetheless a wizard spell for you.

Astronomy

Wizard Level Spell
2nd faerie fire
4th moonbeam
6th daylight
8th arcane eye
10th scrying

Botany

Wizard Level Spell
2nd entangle
4th locate animals or plants
6th plant growth
8th freedom of movement
10th tree stride

Geology

Wizard Level Spell
2nd earth tremor
4th spike growth
6th erupting earth
8th stone shape
10th transmute rock

Medicine

Wizard Level Spell
2nd detect poison and disease
4th protection from poison
6th revivify
8th death ward
10th mass cure wounds

Zoology

Wizard Level Spell
2nd speak with animals
4th locate animals or plants
6th conjure animals
8th dominate beast
10th awaken

Experimenter

Starting at 6th level, your scientific mind stretches arcane boundaries. You have a pool of d4s called experimental die that you spend to fuel these experiments. The number of dice in the pool is equal to your wizard level. While you have one die remaining, you can add a 1d4 to Nature, Medicine and Animal Handling checks you make. When you cast a spell of 1st level or higher, you can expend a number of these dice to power one of the experiments, outlined below. 

Embolden. If a spell requires a saving throw, you can expend three experimental dice and increase the DC by 1d4.

Quicken. You can expend an experimental die and cast a spell that has a casting time of an action as a bonus action.

Remote. If a spell has a range greater than 5 feet, you can expend two experimental dice and increase the range of the spell by 1d4x10 feet.

Surge. If a spell deals damage, you can expend any number of experimental dice to increase the damage by the number rolled.

Warp. If a spell deals acid, cold, fire, lightning, or thunder damage, you can expend one experimental die and substitute that damage type for another one from that list.

Field Experiments

Beginning at 10th level, you gain an experiment based on your field of study.

Astronomy

As an action, you can change the sky in a 1 mile radius of you. Astronomical bodies may appear, disappear, or move, the color of the sky can change. The light does not change. These changes last for ten minutes or until you remove them with a bonus action.

Botany

If you cast a spell with yourself as a target, you can expend an experimental die and for the next minute, you ignore difficult terrain created by plants and while you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Geology

If you cast a spell with yourself as a target, you can expend an experimental die and for the next minute, you can move through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you moves through. If you end your turn in earth or stone, you take 2d8 bludgeoning damage and are expelled to the nearest unoccupied space.

Medicine

If you target a creature with a spell, you can choose to expend any number of experimental dice and cause a target of the spell to regain hit points equal to 5 times the number rolled.

Zoology

When you cast a spell that targets humanoids, you may expend an experimental die and affects beasts and monstrosities with an Intelligence score of 3 or lower.

Experiment Master

At 14th level, your experiments are well researched and you can perform them with greater potency. Your experimental die increases to a d6. Also while you have one experimental die remaining, you can add a 1d6 to Nature, Medicine and Animal Handling checks you make.

Nature's Calling

At 14th level, your connection with nature allows you to speak directly to it. You can cast commune with nature once per long rest without using a spell slot.

Previous Versions

Name Date Modified Views Adds Version Actions
2/7/2019 7:23:18 PM
4
0
--
Coming Soon
2/12/2019 2:08:18 AM
8
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes