Base Class: Druid
scientists, biologists, collectors of nature, gardeners, preservation and curators
Biologist
Due to your studious pouring over books, as well as samples from nature, you are very knowledgeable. At 2nd level, you can add your Wisdom modifier to Intelligence(nature) checks. Similarly, you can add your Intelligence modifier to Wisdom(medicine) and Wisdom(survival) checks. You also gain proficiency in your choice of medicine, nature or survival.
Additionally, you always have the Detect Poison and Disease prepared, which does not count towards the amount of spells you can prepare. You can cast this spell at will, without expending a spell slot or material components.
Stable Environment
The conditions for growth and preservation must be perfect, which is why you learned how to create it anywhere. At 2nd level, you carry around a plant or specimen collection that needs great care. Some examples: a bonsai tree on a floating rock; an orchid that gets brighter when feeding on blood; a rose under a stolp that is tied to your life force; a collection of highly volatile minerals; a fractal pocket dimension with fragile insect pinned within them. You can use this as your arcane focus, gaining the following benefits.
While it is within 30 feet of you, you can choose whether the spell originates from you or from the place of the focus.
As a bonus action, you can cause the collection to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
Using this focus, you can ritually cast spells from the druid list that you do not have prepared. The extra time for casting it becomes 1 minute instead of 10 minutes. You can do this an amount of times equal to your proficiency modifier.
Additionally, you can place it on the ground within 5 feet of you using an action, after which it starts stabilizing the air around it in a 10 ft radius. This area are not affected by weather conditions from outside, as the inside has the perfect condition for your specimen, which is comfortable for most creatures. You can also choose whether this area is brightly lit, dimly lit or dark (but not magically dark), regardless of the light conditions outside of this area. This effect last until you recall your focus (no action required), which you can do from anywhere, as long as you are on the same plane of existence.
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Refreshing Respite
Your specimen exude a calm and cleansing aura. At 6th level, Tiny Hut is added to the druid spell list for you and you always have it prepared at no cost to your total number of prepared spells. Additionally, creatures who finish a short or long rest within 10 ft of a planted specimen can remove one of the following conditions: blinded, deafened, paralyzed, poisoned or one (extra) level of exhaustion.
Shelter From the Storm
At 10th level, your preserving aura grows even stronger. While the collection is planted, creatures in the area have advantage on saving throws against acid, cold, fire, lightning, poison, radiant and thunder damage. When you are within 30 feet of your collection while a creature in the area has to make such a saving throw, you can use your reaction to grant one creature half the damage on a failure or no damage on a success.
Collector's Stasis
At 14th level, your fervor in collecting everything is unmatched. The radius for the planted collection and Refreshing Respite become 30 feet, while the range in which you can cast your spells through it or for the Shelter from the Storm reaction becomes 60 feet.
When a creature within 30 feet of the planted respite drops to 0 hit points, you can use your reaction to place them in a stasis and add them to your collection. They are stable, cannot die, become undead, decay or age while in stasis. They are absorbed into your collection focus (flavor it however you like). The stasis lasts indefinitely or until someone casts Dispel Magic on your focus to free a single creature or you use an action to free them, causing them to appear in an unoccupied space within 5 feet of the collection with 0 hitpoints.
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