Wizard
Base Class: Wizard

There exists a handful of wizards who believe that there exists a fifth element, wood, that stands alongside the traditional elements of fire, air, earth, and water. Known as arbormancers, or wood mages, these wizards view wood as embodying warmth, cooperation, and strength, and favor spells that incorporate wood. Many of these wizards study in forests, sometimes working alongside druids or fey.

Wooden Familiarity

Starting at 2nd level, you have spent a considerable time studying the power of the element of wood. You gain proficiency in woodcarver's tools and you learn the shillelagh cantrip, and it does not count toward the total number of cantrips you know.

Additionally, you learn how to speak, read, and write Sylvan.

Arborous Magic

Beginning at 2nd level, you have unlocked the magic of nature and wood. Whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a druid spell, provided it that it belongs to the schools of conjuration or transmutation. The spell must be of a level for which you have spell slots.

Any druid spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy druid spells from your spellbook into their own spellbooks.

Note: You cannot acquire the [spell]healing spirit[spell/] spell with this feature.

Forested Strength

By 6th level, much like the trees in the forests, you work best when in cooperation with your allies. Whenever you or one or more of your allies within 15 feet of you is subject to an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to grant you or your allies to add your Intelligence modifier to the saving throw. You can use this ability a number of time per long rest equal to your Intelligence modifier. This range increases to 30 feet at 10th level.

Wooden Elemental

At 10th level, you have learned how to summon creatures made of wood and bark to aid you in battle. As an action, you use several pieces of bark and leaves as the material components to summon either a shambling mound or a wood woad. This summoned creature cooperates with you and your allies with the same rules for [spell]conjure elemental[spell/]. At 20th level, you can use this feature to summon a treant.

Once you have used this feature, you cannot do so again until you finish a long rest.

Woodcraft Mastery

At 14th level, you have a mastery over the element of wood. Whenever you use your Forested Strength feature, your allies become covered in a protective layer of bark that provides them with a bonus to their AC equal to your Intelligence modifier until the end of their next turn.

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