Base Class: Wizard
Some wizards have a fascination with mystical magic found in nature, and devote their time to its study. These wizards harness the power of nature through deep arcane study. our focus on the natural world gives you a special connection to the plant and animal kingdom. Nature wizards tend to dwell at the edges of society, often living isolated lives in the woods, gathering knowledge of the ways that nature can empower their magic.
Natural Arcana
Beginning when you select this tradition at the 2nd level, your study of the natural world has granted you access to druidic magic. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with any spell from the druid spell list. Any druid spells you gain from this feature are considered a wizard spell for you and you may use your Intelligence modifier for determining the Druid spells spell save DC or spell attack modifier when needed.
Nature Savant
Beginning when you select this school at 2nd level, you may copy Druid spells into your spellbook. The gold and time you must spend to copy a Druid spell into your spellbook is halved.
Beast Form
Starting at the 6th level, you may spend an action to magically transform into a beast that you have seen before. The creature must be a challenge rating of 1/4 or lower and does not have a swimming or flying speed. When you turn into a chosen beast, you follow the same rules as a Druid's Wildshape. Once you use this feature, you must take a long rest to regain the expended use.
WIldshape Rules:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Nature's Blessing
Beginning at the 10th level, your connection to nature allows you to imbue yourself or another creature with abilities tied to nature. As an action, you can touch a willing creature and for the next hour, give them one of the following benefits:
Reaching Vines
Vines begin to grow around the arms and hands of the creature. These vines cause the creature's reach to extend by 10 feet when attacking with a melee weapon. In addition, the creature can use an action to command the vines to rapidly stretch up to 30 feet to grab, place, or pick up something weighing up to 20 pounds.
Blooming Health
Vibrant flowers begin to bloom around the creature's head. Whenever the creature is healed by any source, the creature can roll an extra 1d6 + the creature's proficiency bonus when determining how many hit points they receive.
Charming Aroma
A soothing scent of many flowers emanates from the creature. They have an advantage on all charisma checks towards another creature. In addition, the creature may cast Charm Person once before this effect ends.
Land's Stride
Each of the creature's steps leaves a small grass patch that fades away after a couple of minutes. The creature's movement speed is increased by 10 feet and is also not affected by difficult terrain. In addition, they have advantage against being grappled or restrained.
A creature may have multiple benefits applied to them at once. You may use the feature twice before needing to take a long rest to regain expended uses.
Enhanced Beast Form
Starting at the 14th level, your Beast Form has become stronger and more versatile. When you magically transform into a beast, it may now be of challenge rating 1 or lower, it can also have a swimming speed and flying speed.
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