Wizard
Base Class: Wizard

A practitioner of this school is a devotee of nature and traffics in the same circles as druids. Ecomancers study natural lore and magic. They often prefer elemental and nature spells to other spells, but will leverage the tools they possess to protect the wilds.

Druidic Magic

You're studies in the natural magics has brought you to druidic magic. At 2nd level, you learn two cantrips from the druid list of choice. In addition, you can add druid spells to your spellbook and use a druidic focus for your spellcasting. These spells count as wizard spells for you and use your Intelligence, rather than Wisdom.

Natural Knowledge

At 2nd level, you gain proficiency in Intelligence (Nature) and learn druidic as a language.

Senses of the Wild

Through your studies, you start to adapt to the creatures that live in the wilds. At 6th level, you gain proficiency in Intelligence (Investigation) or Wisdom (Perception or Survival), if you haven't already. In addition, you gain a darkvision of 60 ft. If you already have darkvision, your darkvision is extended by an extra 30 ft.

Senses of the Wild: Investigation proficiency

You gain proficiency in Intelligence (Investigation).

Senses of the Wild: Perception proficiency

You gain proficiency in Wisdom (Perception).

Senses of the Wild: Survival proficiency

You gain proficiency in Wisdom (Survival).

Bestial Form

Studying the beasts of the wild, you gain such an understanding of them that you can transform into one. At 10th level, you add the polymorph spell to your spellbook, if it is not there already.

In addition, you choose one beast, which you can shapeshift into. This beast can have a maximum challenge rating of 1. You can assume the form of this beast by using your action, like with the polymorph spell, but you keep your Intelligence, Wisdom and Charisma scores. You can do this once per short or long rest.

Connection with Plants

Starting at 14th level, you can channel your senses and magic through plants. Once per short rest, you can establish a magical connection with a plant within 60 feet of you, which isn't a creature nor bigger than a 10 foot cube. When you do so, you can perceive via the plant. For this, the plant has a blindsense of 30 feet.

In addition, when you cast a spell of 1 action, you can let it originate from a plant within 60 feet of you, which isn't a creature nor bigger than a 10 foot cube. When this is a spell with the range of Touch, you can attack a creature within 5 feet of the plant. You can use this feature an amount equal to your Intelligence modifier per long rest.

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