Wizard
Base Class: Wizard

The preserver is a wizard of the old, established school of magic. In the give and take of spell casting, preservers have mastered the balance. A preserver’s magical spells are cast in harmony with nature. When a preserver casts a spell, there is no damage to the nearby environment.

One With Nature

At 2nd level, you have learned to strike a balance with nature. You gain proficiency in the Nature and Survival skills. In addition, you can learn the create or destroy water spell. Using this feature, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. The spell counts as a wizard spell for you and uses Intelligence as your spellcasting ability as normal.

The Balance

At 2nd level, when you complete a long rest and you have spell slots remaining, you can convert the spell slots into a pool of healing power which you can use to restore hit points. Each unused spell slot creates 2 hit point per spell level.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.

Alternatively, you can expend 5 hit points from your pool of healing to cause plants to grow in a square measuring 5-feet on one side. You can cause plants to grow in multiple squares, expending hit points separately for each one.

Any unused hit points from your healing pool are lost when you finish another long rest.

Nature's Protection

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Inured to Defilement

Beginning at 10th level, your connection to nature protects you against the dark magic of defilers. You have resistance to necrotic damage, and your hit point maximum can’t be reduced.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

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