Base Class: Wizard
While your fellow students preferred the safety of that the walls of an institution provided you never really felt at home in those towering walls and would often escape into the wilderness in your free time. You were more interested in finding a dragon egg, or even a baby dragon, then you were at just looking at their pictures in a book. You loved learning about all the magical creatures that were out there, taking as many field trips as you could to visit far off lands and, hopefully, meet new and exciting creatures.
Magical Zoology
At 2nd level your study of magical creatures has gifted you advanced knowledge on recalling information on them and interacting with them. Choose a Favorite Subject: Aberration, Beast, Celestial, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Plant, or Ooze. You gain advantage on any Intelligence skill checks to recall or learn information about them and you can add your Intelligence modifier to Wisdom or Charisma checks to interact with them. You choose another creature type at 10th level.
Additionally, you gain proficiency in one of the following skills: Arcana, Nature, or Religion, your proficiency bonus is doubled when making checks that involve this skill.
Outdoor study
At 2nd level your time fending for yourself on the road and in the wilderness gives you proficiency with light armor and shields. You also gain proficiency in Survival.
Anti/toxic aspect
- You gain resistance to poison damage and have advantage on saving throws against poison. You learn Primal Savagery.
Primal Element
- Choose one element: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder. You gain resistance to that damage type and you add your Intelligence modifier to one damage roll of spells that deal that damage type. This aspect can be taken more than once.
Overwhelming Element
- When you roll damage of your chosen type, you can deal maximum damage instead of rolling. You can use this once per long rest.
Biomancer Adept
At 10th level you have gotten better at manipulating the energy and magic you have absorbed through your studies to mold your own flesh. You learn Alter Self and can cast it once per short rest.
Empowered Niche
At 14th level your studies into the manipulation and transformation of form and energy has allowed you renewed focus. You have advantage on Constitution saving throws to maintain concentration on Conjuration, Evocation, or Transmutation spells(your choice, cannot be changed later).
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