Base Class: Wizard
Many spellcasters rely on the power of nature to manipulate the Weave and form magic. But how do they do this? Why are they able to cast spells that the learned are not? The Naturemancer seeks to answer these questions. Through the intense study of the wild, Naturemancers access the chaos of nature and attempt to bind it within the order of the arcane tradition, though things do not always go as planned.
Natural Savant
Beginning when you select this school at 2nd level, you learn to mimic the words and gestures used by natural spellcasters and adjust them to meet your spellcasting style. You may spend 2 hours observing and interviewing a willing caster to learn a Druid or Ranger spell to add to your spellbook. If the spell has a casting time greater than 1 minute, you must spend 2 hours plus the time it takes to cast the spell. The spell must be of a level that you can prepare and may not contain the ritual tag. If the spell has a material cost, you cover the cost of the casting, unless otherwise dictated by the caster.
Furthermore, the process of copying the spell into your book is not a precise one. In addition to the standard gold cost of transcribing the spell, the process of transcribing a nature spell requires 4 hours per spell level, instead of 2 hours, and a successful Intelligence (Arcana) check to master the spell. The DC of the check is 10 + twice the spell's level. If you fail your check, you may reattempt to transcribe the spell after a long rest. On the successive attempts, you reduce the gold cost by half and the process takes 2 hours rather than 4. On each successive failure, the DC reduces by 1 for spells of 5th level or below. For example, transcribing the Entangle spell requires 2 hours of interview, 50gp, 4 hours of study, and a successful Intelligence (Arcana) check of 12. If the check fails, you may try again after a long rest for 25 gp, 2 hours, and a successful Intelligence (Arcana) check of 11.
You may not use this feature to learn cantrips.
Arcanonatural Companion
Starting at 2nd level when you select this school, your communication with nature allows you to better interact with its magical creatures. You learn and memorize the find familiar spell. It no longer counts toward the spells you prepare, and you may cast it for half the cost of its material components (5gp worth of charcoal, incense, and herbs rather than 10gp worth). If you already know the find familiar spell, you may select a different wizard spell of 1st level to add to your spellbook.
Additionally, your familiar gains the following benefits:
- Improved Health. Instead of the standard hit point value for the form your familiar takes, your familiar's hit points now equal half your wizard level rounded down + your intelligence modifier (minimum of 1).
- Attack Action. Your familiar may now take the attack action on its turn. When it does so, it attacks using your spellcasting attack modifier, and on a success, it deals 1d4 damage.
- Chaotic Weave Action. Once per short rest, you may attempt to manipulate the Weave to cast a ranged spell originating from your familiar instead of you. The spell must have a casting time of 1 action or 1 bonus action. You expend the spell's required spell slot and the spell is cast through your familiar as if it were an arcane focus. You gain 1 additional use of this action per short rest at 10th level.
Nature's Gift
At 6th level, your study of nature leads to a breakthrough. Without the aid of a natural caster, you manage to learn two spells of 3rd level or below from the Ranger or Druid spell lists and add them to your spellbook.
Nature's Entertainment
Starting at 6th level, Nature herself becomes aware of your tampering in the Weave and chooses to entertain herself with your efforts. Once per turn, when you cast a nature spell of 3rd level or higher, roll a d20. If you roll a 1, roll on the Nature's Entertainment table to create a magical effect. If that effect is a spell and it normally requires concentration, it doesn't require concentration in this cast; the spell lasts for its full duration.
Nature's Entertainment
|
D100 |
EFFECT |
|---|---|
|
01–02 |
The spell fails. Either you failed to understand the spell truly or nature has deemed you unworthy at this time. You lose the spell slot used in the attempt to cast the spell. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A dire wolf chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell at an enemy of your choice. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
Your spell succeeds, but you become stunned until the end of your next turn. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated, but invulnerable to all damage. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. If you attempt to cast a spell with a verbal component, the spell fails. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You cast the spell without the consuming a spell slot. |
Natural Protection
Beginning at 10th level, you have Nature's approval. When you cast a nature spell, you or your familiar gain temporary hit points equal to the spell's level. Your temporary hit points drop to 0 when you take a long rest.
Naturemancer's Shape
Starting at 14th level, your manipulation of nature and the Weave allows you to alter your humanoid form in dangerous and unexpected ways. As an action, you may fuse with your familiar to enter your Naturemancer's Shape for 1 minute. While in this shape, you and your familiar occupy the same space, your body appears as if a hybrid between you and your familiar, and you choose one of the following features to gain for the duration:
- Beyond Bipedal. Your movement speed increases by 10 ft and you gain a flying speed equal to your new movement speed. While flying, you have advantage on saving throws to maintain concentration.
- Hybrid Fortitude. Your familiar's hit points are added to your own and you are resistant to non-magical bludgeoning, piercing, and slashing damage.
- Twin Minds. You may concentrate on two spells at the same time, so long as neither of those spells exceeds 4th level; however, the DC to maintain concentration equals 15 or three-quarters the damage you take, whichever number is higher, rather than 10 or half the damage you take.
Once you have used this feature you must take a long rest before doing so again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/18/2019 9:36:13 PM
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27
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0
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v1
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Coming Soon
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10/22/2019 4:05:07 PM
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459
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8
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1.1
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Coming Soon
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