Wizard
Base Class: Wizard

You draw your strength from the Earth Mother, and through dedicated study have unlocked the secrets of nature's magic. Water, earth, the sun, and the moon guide you, and through your magic you are able to defend nature's creations against those who would destroy and exploit them for personal gain. Wizards of Pachamama see themselves as perpetual students as well as teachers, and are often called to a life of adventure. Usually trained in remote regions where distractions are scarce, they are more likely to be found wandering through small villages and towns rather than frequenting great cities, but ultimately will gravitate toward where the balance is most disrupted in hopes of correcting it.

Nature Magic

Your chosen field of study grants you access to spells from the druid class. When your Spellcasting feature lets you learn or replace a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the druid spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.

In addition, choose an affinity for the source of your nature power: water, earth, sun, or moon. You learn an additional spell based on that affinity, as shown below. It is a wizard spell for you, but it doesn’t count against your number of wizard spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Earth Affinity

Though you are in tune with all of nature, it is the spirits of the earth with whom you share the strongest bond.

Longstrider

1st-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Moon Affinity

Though you are in tune with all of nature, it is the spirits of the moon with whom you share the strongest bond.

Faerie Fire

1st-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Sun Affinity

Though you are in tune with all of nature, it is the spirits of the sun with whom you share the strongest bond.

Guiding Bolt

1st-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Water Affinity

Though you are in tune with all of nature, it is the spirits of the water with whom you share the strongest bond.

Cure Wounds

1st-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Inti's Guardian

Call on the power of the Earth Mother's son Inti, the sun, to guide your attacks. As a bonus action, you can summon or dismiss a tiny sun which slowly orbits your head, shedding bright light in a 10 ft. radius and dim light another 10 ft. beyond that. A number of times per day equal to your proficiency modifier you can beseech the tiny sun to lend you its power, granting you or an ally advantage on the next spell attack OR temporarily blinding an opponent who fails an INT save against your Spell DC. This ability will not work on creatures who cannot see. The sun is unsummoned if you are incapacitated or killed.

Master of Ecology

You have gained a seldom-achieved level of intellectual understanding of your world's ecosystems. You know how the land and its creatures interact with and depend on one another, and you are intimately familiar with your magic's place in the world.

• You gain advantage on all Intelligence (Nature) checks related to identification.

• You may cast the 8 hour version of the spell Plant Growth in 1 hour a number of times equal to your Intelligence modifier per long rest.

• Once per in-game week, you may cast the spell Awaken without the need for material components.

Embrace of the Mountain

A number of times per long rest equal to your Intelligence modifier, you may use a bonus action to call on the earth spirits nearby to grant you or an ally a protective suit of stone armor. The stone armor lasts one minute and grants temporary hit points equal to half of the caster's maximum hit points rounded up. The earthen armor will resemble local stone. If this ability is used on the ocean, the armor is made of enchanted ice.

Storm Guardian

Gain a storm spirit guardian granted by Viracocha, Aspect of storms, excellence, and the afterlife. In appearance it is a contained storm with lightning eyes, typically in the shape of a familiar creature. Common forms in Unu include moths/butterflies, bees, lightning bugs, microraptors, nemicoloptoruses, and compsognathuses.

Storm Spirit Guardian
Tiny or Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your wizard level
Speed: 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)
Damage Immunities: lightning
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Thundershock. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB lightning damage.
Thunderportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB lightning damage.

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