Base Class: Wizard
This subclass was inspired by the D&D 3.0 Geomancer originally presented in the following sources:
- Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
- Complete Divine variant, p. 41
First World Initiate (Druid Circle)
You can cast prepared wizard spells using WIS as your spell-casting modifier. If you know Prestidigitation, add the list of available effects from the Druidcraft cantrip. You learn one additional druid cantrip of your choice, and you gain access to circle spells for your associated land. A circle spell counts as a wizard spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
At every level when you would normally learn two new wizard spells, you may replace one wizard spell with a spell from the druid spell list. This spell is a wizard spell for you, but other wizards cannot copy this spell from your spell book unless they too are First World Initiates.
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you learned to tap Ley Lines. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the wizard spell list, the spell is nonetheless a wizard spell for you.
Arctic
| DRUID LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Coast
| DRUID LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Desert
| DRUID LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Forest
| DRUID LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Ley Lines (Natural Recovery)
Starting at 2nd level, you tap into the coursing rivers of mystical energy that run throughout the world. This reservoir is represented by a Ley Line pool equal to half your level, which you can expend to bolster your spells. This pool refreshes after a long rest.
You can use your Ley Line pool to increase the effective spell slot used to cast a spell. For example, if you cast a 1st level spell with a 1st level spell slot, you could use a point from your Ley Line pool to treat the spell as if cast with a 2nd level spell slot. You can't raise the level of the spell beyond what you could normally cast, and you can't raise the level of the spell beyond 5th level. Example #1 , a 6th level First World Initiate could spend 2 points from his Ley Line pool to cast cure wounds as a 3rd level spell, but he could not spend 3 points to raise the spells level to 4th level as he cannot yet cast 4th level spells. Example #2 a 14th level First World Initiate could spend 2 points from his Ley Line pool to cast fireball as a 5th level spell, but he could not spend more than 2 points from his Ley Line pool as that would push the spells level beyond 5th.
Drift (Shape Change)
Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of animals and plants as time goes by. You experience drift at levels 2, 6, 10 and 14.
Drift is divided into stages. You must choose one drift from stage 1 the first time you experience the phenomenon. Thereafter, you may choose from a higher stage only after you have acquired at least one drift from the previous stage. For example, a stage 4 drift may be chosen only after you have at least one stage 1 drift, one stage 2 drift, and one stage 3 drift. You may, however, choose drifts from stages below your maximum whenever you wish. For example, you if you have one stage 1 drift, you may choose a second stage 1 rather than a stage 2, if desired.
(Stage 1) You become as swift as an elk.
You become as swift as an elk. (Your land speed increases by +5 feet.)
(Stage 1) You sprout leaves and become photosynthetic.
You sprout leaves and become photosynthetic. (You can subsist on 1 hour/day of sunlight in lieu of food, though you still require the same amount of water as before.)
(Stage 1) Your eyes become as sharp as a rat's.
Your eyes become as sharp as a rat's. (You gain darkvision 30'.)
(Stage 2) Your eyes become as sharp as a bird's.
Your eyes become as sharp as a bird's. (You gain advantage with Perception.)
(Stage 2) Your fingers grow hawk-like talons.
Your fingers grow hawk-like talons. (You can make two claw attacks per round for 1d4 points of damage each. Your claws have the finesse weapon property)
(Stage 3) You are as relentless as a boar.
Relentless (Recharges after a Short or Long Rest). If you take {{(classlevel/5)@roundup*7+7}} damage or less that would reduce you to 0 hit points, it is reduced to 1 hit point instead.
(Stage 4) You are as graceful as a pixie.
You are as graceful as a pixie. (You gain Proficiency with Dexterity saves.)
Land’s Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature’s Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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.
Comments