Wizard
Base Class: Wizard

Being part of the school of nature you are determined to make the biggest and best creatures. You will ignore life and morals to achieve your goal of creating the biggest and meanest race of new creatures. 

Druidic Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Druid spell into your spellbook is halved.

Beastual Monstrosity

At 2nd level, you gain the ability to summon beast of unusual size and power. You are able to cast the Find steed spells at any point in time without expending a spell slot But only once per short. But yours is any creature of cr 1 or lower instead of the usual creatures. Your creatures maximum cr improves at every two levels by one cr rating. So at level 4 you can summon a creature of cr 2 or lower using this feature.

Improved Monstrosites

At 6th level, you creatures you craft have additional benefits. But these creatures must be of at least cr 1 or higher to gain these benefits.

Whenever you create a being, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature’s attacks are considered magical for the purposes of overcoming resistances. 
  • The creatures deal additional damage equal to your wizard level on each of there attacks.

Savage Monsters

Beginning at 10th level, you command you creatures to go into a bloodlust frenzy and gain these benefits and flaws until you command you beast hoard to stop. 

Monstrosity Resilience.They have resistance to all damage except psychic damage.

Savage Attacks. When it makes its first attack on its turn, it does it recklessly. Doing so gives it advantage on melee weapon attack rolls during this turn, but attack rolls against it have advantage until it’s next turn.

Bloodthirsty. At the start of the creatures turn, if it has taken any damage since the beginning of its last turn, you must make a Concentrate check to maintain control of that creature. The DC equals 10, or half of the total damage you’ve taken from attacks since its last turn, whichever number is higher. On a failed save, it must move directly towards the nearest creature to it and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control of it for the remainder of its turn.

Become the Beast

Starting at 14th level, you can once per longrest you can assume the form of the monsters you have been given access to from your Beastualy Monstrosity feature, you retain your ability to cast spells and use your equipment in this new form as well as the ability to speak. You keep your intelligence score if it is higher than that of your new form. You return to normal whenever you choose to or if your new form runs out of hit points.