Base Class: Wizard
The natural world is awash in mana, magic and curiosities. Brilliant beasts and horrific monsters lurk in every thicket and forest, drawing in prey and adventurer alike. Those that seek knowledge from the natural world, those that form a connection with it, come in a vast variety of flavours. Most notably druids and rangers, but a few clerics and even some paladins wield the strength of such primal forces. It is a rare sight indeed, however, to witness a wizard harnessing such power. Those rare few have been aptly named Grove Scholars.
Natural Caster
Beginning when you select this school at 2nd level, you can choose from an expanded spell list. You do not need to learn these spells, and are added to the wizard spell list for you.
Grove Scholar Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Beast Bond, Speak with Animals |
| 2nd | Moonbeam, Spike Growth |
| 3rd | Conjure Animals, Speak with Plants |
| 4th | Conjure Woodland Beings, Dominate Beast |
| 5th | Awaken, Commune with Nature |
| 6th | Transport via Plants, Wall of Thorns |
| 7th | Fire Storm, Regenerate |
| 8th | Animal Shapes, Earthquake |
| 9th | Storm of Vengeance, True Resurrection |
Kindred Spirit
Also at 2nd level, you share a druids fascination with nature, driving your studies and goals. You can speak, read and write Druidic, and gain proficiency in the Wisdom (Nature) skill. You also have proficiency with the Herbalism Kit, light armor, clubs and sickles.
Ward of the Woods
At 6th level, you can call upon the essence of nature to generate living armor for yourself and your allies. As a reaction, you coat yourself or a willing creature within 30 feet of you in thick bark, slithering vines or toxic mushrooms. These last for 1 minute, and a creature can only have 1 at a time. This ability can stack with regular armor. You can use this ability a number of times equal to your proficiency bonus per long rest. The effects can be found below:
Flesh of the Oak Mother:
- Your AC increases by 2.
- You have advantage on Strength (Athletics) checks and Strength saving throws.
- You have resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.
- You have vulnerability to fire damage.
Hide of the Jungle Serpent:
- You gain a climbing speed equal to your walking speed.
- You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
- You have resistance to lightning and thunder damage.
- You have vulnerability to necrotic damage.
Stalker of the Underdark:
- You gain Darkvision out to 120 feet, and can see through magical darkness.
- You have advantage on Dexterity (Perception) checks and Wisdom saving throws.
- You have resistance to poison and acid damage.
- You have vulnerability to radiant damage.
Inner Sanctuary
At 10th level, the mana infused within nature begins to flow through you, increasing your physical and mental defences. You are immune to disease, poison damage and the Poisoned condition. You are also immune to being Charmed, Frightened and Petrified. In addition, magic cannot put you to sleep.
Guardian of Nature
At 14th level, you learn to weave the primal magics with perfect precision, enhancing your conjuring capabilities. The armor created by your Ward of the Woods are no longer subjected to vulnerabilities. In addition, you gain the permanent benefit of one of your armors, and you can change which armor you have at the end of a long rest. If you summon a different armor for yourself, you will lose your permanent benefit until the new armor is gone.
Flesh of the Oak Mother
- Your AC increases by 2.
- You have advantage on Strength (Athletics) checks and Strength saving throws.
- You have resistance to bludgeoning, piercing and slashing damage.
Hide of the Jungle Serpent
- You gain a climbing speed equal to your walking speed.
- You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
- You have resistance to lightning and thunder damage.
Stalker of the Underdark
- You gain Darkvision out to 120 feet, and can see through magical darkness.
- You have advantage on Dexterity (Perception) checks and Wisdom saving throws.
- You have resistance to poison and acid damage.
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Posted Jul 6, 2025Hey is there any way you can make this but for the 2024 wizard? I really want to use this for a campaign but my dm only lets us use stuff from 2024