Wizard
Base Class: Wizard

Magical creatures have fascinated you for as long as you can remember. You've devoted your life to understanding the secrets behind their magic.

Bonus Proficiencies 

At 2nd level, you gain proficiency in Nature and Animal Handling. 

Creature Specialization

Beginning at 2nd level, you have significant experience studying, tracking, and observing certain types of creatures.

Choose 2 creature specializations: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

You have advantage on Wisdom (Survival) checks to track these creatures.

You choose one additional creature specialization, at 6th and 10th level. As you gain levels, your choices should reflect the types of creatures you have encountered on your adventures.

Aberrations

Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, and slaadi.

Beasts

Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.

Celestials

Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.

Constructs

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.

 

Dragons

Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

 

Elementals

Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.

 

Fey

Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.

 

Fiends

Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.

 

Giants

Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.

 

Humanoids

Humanoids are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.

Monstrosities

Monstrosities are monsters in the strictest sense -- frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.

 

Oozes

Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.

 

Plants

Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.

 

Undead

Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.

 

Shared Information

You shout out critical details on the vulnerabilities you've learned in your studies.

Starting at 6th level, allies that can hear you, within a 30ft radius have advantage on attack rolls and saving throws against one of your creature specializations for 1 minute.

At 10th level attack rolls made against the chosen creature type deal an additional 1d6 damage. Every 4 levels after attacks deal an additional 1d6 damage (2d6 at 14th, 3d6 at 18th)

You can use this a number of times per day equal to your proficiency modifier. 

Personal Bestiary

By 6th level, you have spent a significant amount of time researching the tomes, scrolls, and other writings surrounding creatures, including myths and legends. When you encounter a creature you can use your action to make an Intelligence (Nature or Arcana) check (DC equals 7 + the creature's CR, minimum 1) to consult your notes in an attempt to quickly find pertinent information. If you have access to a library, university, scriptorium, or observe a creature outside of combat for at least an hour, the DC is lowered by 1 for each hour you devoted to research. If you are successful, you learn whether the creature has any known damage immunities, resistances, condition immunities, or vulnerabilities and what they are. You may also learn other significant information relating to the creature’s combat ability (CR), lore, habitat, harvesting, and other statistics.  Once information is recalled in this way, the creature is recorded in your Field Notes and you no longer need to make an Intelligence check to recall information about this creature in the future.

You have advantage on these checks if the creatures are from your creature specializations.

Theory to Practice

At 10th level, you gain one of the following features of your choice.

 
Escape the Horde

Opportunity attacks against you are made with disadvantage.

Multiattack Defense

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will

You have advantage on saving throws against beinfrightened.

Cram Session

At 10th level, you can quickly teach an ally some of your defensive techniques.

As an action, you can expend a spell slot of 3rd level or higher to grant an ally or allies the use of your Theory to Practice for 1 minute. for every spell level higher than 3rd you can choose an additional ally.

At 15th level, you can grant the use of your Practice Makes Perfect.

Practice Makes Perfect

At 14th level, you gain one of the following features of your choice.

Evasion

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Signs of Attack

When a hostile creature misses you with a melee attack, its next attack against you is at disadvantage.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Previous Versions

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