Base Class: Wizard
Not many wizards study the natural world, apart form its magic, but those that do can become attuned to it in ways similar to druids and shamans. They learn the patterns of weather and where animals reside, they learn about the innate magics stored in many creatures, and they learn to attune to the natural world and care for its magical beasts.
A school of nature wizard may be taught by an old druid, or may just be from studying the forests and trees and tapping into their magic potential. The school of nature is generally seen as a strange departure from the wizardly ways, Why not become a druid? Many many ask, but those that keep with the study discover the true potential of both the arcane and the natural world.
Natural Savant
Beginning when you select this school at 2nd level, you learn to mimic the words and gestures used by natural spellcasters and adjust them to meet your spellcasting style. You may spend 2 hours observing and interviewing a willing caster to learn a Druid spell to add to your spellbook. If the spell has a casting time greater than 1 minute, you must spend 2 hours plus the time it takes to cast the spell. The spell must be of a level that you can prepare and may not contain the ritual tag. If the spell has a material cost, you cover the cost of the casting, unless otherwise dictated by the caster.
Furthermore, the process of copying the spell into your book is not a precise one. In addition to the standard gold cost of transcribing the spell, the process of transcribing a nature spell requires 4 hours per spell level, instead of 2 hours, and a successful Intelligence (Arcana) check to master the spell. The DC of the check is 10 + twice the spell's level. If you fail your check, you may reattempt to transcribe the spell after a long rest. On the successive attempts, you reduce the gold cost by half and the process takes 2 hours rather than 4. On each successive failure, the DC reduces by 1 for spells of 5th level or below. For example, transcribing the entangle spell requires 2 hours of interview, 50gp, 4 hours of study, and a successful Intelligence (Arcana) check of 12. If the check fails, you may try again after a long rest for 25 gp, 2 hours, and a successful Intelligence (Arcana) check of 11.
You may not use this feature to learn cantrips.
Attuned to Nature
Starting at 2nd level when you select this school, you can manipulate the natural world around you. You are proficient in the Animal Handling, and you learn the druidcraft spell and can cast it at will.
Find Monstrous Steed
Starting at 6th level, you gain the ability to summon beast of unusual size and power. You are able to cast the find steed spell without expending a spell slot, once per long rest. Your steed isn't limited to the normal list, but any beast or monstrosity of a CR less than or equal to half your wizard level, rounding down. You can also cast the spell using any spell slots you have of the appropriate level.
Summon Natural Allies
Beginning at 10th level, you can call on the creatures of the natural world without focusing on maintaining the call. While you are concentrating on a druid or wizard spell that conjures or summons creatures, your concentration can’t be broken as a result of taking damage.
Durable Natural Allies
Starting at 14th level, any creature that you summon with a druid or wizard spell has 30 temporary hit points.
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