Base Class: Wizard
A druid based subclass for the wizard
Wild Weapon
2nd-level Wildsing feature
You gain proficiency with one Martial melee weapon of your choice.
You also gain proficiency in the Nature skill if you don’t already have it.
Wildcall
2nd-level Wildsing feature
You can invoke an Ancient magic called the Wildcall, provided that you aren’t wearing armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Call, which lasts for 5 minutes. It ends early if you are incapacitated, or if you don armor or a shield. You can also dismiss the Call at any time (no action required).
While your Call is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Intelligence (Nature) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
6th-level Wildsing feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Wooden Parry
10th-level Wildsing feature
You can direct the land to absorb damage while your Call is active. When you see an enemy attack you, you can use your reaction to expend one spell slot and add an amount of AC equal to the spell slot's level.
Call of the Earth
14th-level Wildsing feature
You can add your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks and attack spells while your Call is active.
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