Wizard
Base Class: Wizard

The wilds of the world are teeming with magics and phenomenon unexplained. Some would study it by immerging themselves into it entirely. These practitioners are known to follow the School of the Wilds. Arcanely gifted, and full of the endless wonder of the lands that few walk, these wizards are rare to be seen but are found in the most remote reaches of the lands of the world. 

Growing with an understanding and respect for the natural order of life and the wilds, these wizards are known to be conscious of the effects that their magic has on the world around them and strive to be one with the nature that surrounds them. These wizards are known to search out the mysteries of the lands, ancient runes, rare species, and are rarely seen in regions with large populations. Commonly, practitioners of this school are protectors of regions of the wilds and use their magics to bring life to the lands while bringing destruction on those threatening their lands. While others wield their magics in efforts to become one with the nature around them.  

Student of the Wilds

Beginning when you select this school at 2nd level, your time in the wilds have granted you a greater understanding of the land, you can now add your intelligence modifier to Survival and Animal Handling checks.

Spare the Natures

Beginning at 2nd level, you can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. And when the spell would affect plants or organic material in an area, you can choose for them not to be affected. 

Land of Origin

At 6th level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.

Choose one terrain as your land of origin: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your land of origin, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

When in your land of origin, you are not slowed by non-magical difficult terrain, such as thick underbrush, low standing waters, or icy surfaces. 

Teaching of the Lands

Your intimate knowledge of the land teaches you to cast certain spells. At 6th, 8th, and 10th level you gain the knowledge to spells connected to the land where you became a wizard. Based on your land of origin — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark —  the associated list of spells is below.

Once you gain access to a spell of the land, you can add it to your spellbook at no cost of gold, but still must spend half the needed time to inscribe the spell. 

Arctic
Coast
Desert
Forest
Grassland
Mountain
Wizard Level Spells
   

6th

lightning bolt, meld into stone, spike growth

8th

stone shape, stoneskin

10th

passwall, wall of stone

Swamp
Underdark
Wizard Level Spells
   

6th

web, gaseous form, stinking cloud

8th

greater invisibility, stone shape

10th

cloudkill, insect plague

Primeval Awareness

When you reach 10th level, you can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your land of origin): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

 

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You have an innate understanding of the spell, it is always prepared and does not count to your total prepared spells.

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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