Wizard
Base Class: Wizard

Phytomancy - The use of magic to manipulate plants to a caster's own advantage. Phytomancers specialize in casting plant related spells, and more importantly, controlling plants to help them. These druid-like wizards can manipulate plants so powerfully to make them as powerful a caster as any other school of wizardry, with as large an army of plants as a necromancer can raise up an army of undead.

Although similar in effect to druidic casting, Phytomancy is very different in nature than it's druidic counterpart. Phytomancy, just like other arcane arts, is learned through study and practice, whereas druids gain their magic through becoming attuned to nature. Phytomancers can also learn other arcane spells, where druids are restricted to just casting their nature magic.

Phytomancy

At level 2 when you choose this school, you learn an anthology of nature spells, boosting your ability to manipulate plants. You add a number of druid spells of your choice to your spellbook equal to your proficiency bonus, which count as wizard spells for you, and follow the same rules as your wizard spells for preparing and casting them. Whenever your proficiency bonus increases, you can add more druid spells to your spellbook to match your proficiency bonus.

Whenever you gain a level in wizard, you can choose up to two of your druid spells and switch them out for different druid spells.

Additionally, whenever you cast one of your druids spells of first level or higher learned in this way, you can gain a number of temporary hit points equal to twice the level of the spell.

Army of Vegatation

Starting at 2nd level, you can create a force of living plants to fight for you. While their are living plants within 10 feet of you, you can spend a minute and expend a spell slot to rise up a plants army. When you do this, choose a monster of the plant monster type of challenge rating 1/2 or lower. A number of these plants equal to the level of spell slot you expended appear. These plants follow your orders, and do their best to serve you. In combat, plants summoned in this way take their turn on your initiative, right after your turn. They follow your orders (no action required by you) to the best of their ability.

These plants last for 8 hours. When one is reduced to 0 hp, it disappears.

You can only use this feature once, regaining use after a long rest. At certain levels, this feature becomes more powerful. When you reach level 5, you can instead choose a plant of challenge rating 1 or lower. When you reach level 11, you can choose a plant of challenge rating 2 or lower. When you reach level 17, you can choose a plant of challenge rating 3 or lower.

Attuned to Nature

At 6th level, you become more attuned to nature. As an action when you are in an environment other than urban, you can gain one of the following benefits of your choice:

  • Your hit points and hit point maximum each increase by an amount equal to twice your intelligence modifier. This benefit lasts or 8 hours.
  • You gain an advantage on your next ability checks made in the next 8 hours. The number of ability checks you can gain advantage on from this feature equals your intelligence modifier.
  • Your regain a spell slot. This spell slot must be a level equal to or lower than your intelligence modifier.
  • Your armor class increases by 2 and your walking speed increases by 20 feet. These benefits each last for an hour.
  • Choose a skill. You gain proficiency in this skill and can add twice your proficiency bonus to any checks made with it. This lasts or 8 hours.

You can only use this feature once between long rests. Additionally, after you gain a benefit from this feature, the next time you use this feature you must choose a different benefit.

Widened Senses

Beginning at level 10, your sense are widened to that of the many plants in nature. While in contact with a plant, you gain a tremorsense of 60 ft. Additionally, while in contact with a plant you can cast the commune with nature spell without expending a spell slot. You can do this only once between long rests.

Nature's Wrath

When you reach level 14, your summoned plants become a a true force of destruction. When you create plants with your army of vegetation feature, the plants created each gain a number of temporary hit points equal to half your wizard level. Additionally, while within 50 feet of you, they gain a bonus to their attack and damage rolls equal to your intelligence modifier, and score a critical hit on a roll of 18, 19, or 20.

When you cast a spell that effects yourself and only yourself, you can cause it to effect your plants summoned by your army of vegetation feature in addition.

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