Wizard
Base Class: Wizard

School of Ecomancy is an arcane tradition for the wizard. Ecomancers treat the living world as a school of magic in its own right. Where other wizards bind formulae to ink and gesture, an ecomancer studies the grammar of root, beast, and season, setting the druidic arts into a spellbook without surrendering a wizard’s discipline.

Ecomantic Savant

2nd-level School of Ecomancy feature

The druid spell list is added to the wizard spell list for you. Whenever you learn a wizard spell — including the spells you gain when you reach certain levels in this class — you can choose that spell from the wizard spell list or the druid spell list. A spell you learn this way counts as a wizard spell for you.

The gold and time you must spend to copy a druid spell into your spellbook is reduced to nothing. You can copy such a spell at no cost.

Another wizard can’t copy a spell from your spellbook unless that spell appears on a spell list that wizard can already learn spells from.

You can use a druidic focus as a spellcasting focus for your wizard spells.

You can attune to a magic item that requires attunement by a druid, even if you are not a druid.

You learn Druidic and Sylvan. You can also communicate with beasts and plants as if you shared a language.

You gain proficiency in the Animal Handling, Nature, and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses one of those skills, and you have advantage on those checks.

Wild Shape

2nd-level School of Ecomancy feature

As a bonus action, you magically assume the shape of a beast you have seen before. You can use this feature twice, and you regain expended uses when you finish a short or long rest.

Your wizard level sets the beasts you can become, as on the Beast Shapes table. You use your wizard level anywhere a druid would use druid level.

Wizard Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 — Giant eagle
 
 

You can stay in a beast shape for a number of hours equal to half your wizard level (rounded down). You can revert early as a bonus action. You revert automatically if you fall unconscious, drop to 0 hit points, or die.

While transformed:

  • Your game statistics are replaced by the beast’s, but you keep your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You keep your skill and saving throw proficiencies and add the creature’s. If both apply, use the higher bonus. You can’t use legendary or lair actions.
  • You assume the beast’s hit points and Hit Dice. When you revert, you return to the hit points you had before transforming. Excess damage from dropping to 0 hit points carries over to your normal form.
  • You can’t cast spells, and speech or actions that need hands are limited to what the form can do. Transforming doesn’t break concentration on a spell already cast. Beast Spells changes this.
  • You keep class, racial, and other features if the form can use them. You don’t keep special senses the form lacks.
  • Equipment falls to the ground, merges into the form, or is worn by it. The DM decides what the form can wear. Merged equipment has no effect until you leave the form.

Beast Spells. At 18th level, you can cast spells in any shape you assume with Wild Shape. You can perform somatic and verbal components in that shape, but not material components unless a feature lets you ignore them.

Endless Shape. At 20th level, you can use Wild Shape an unlimited number of times.

Kindred of the Wild

6th-level School of Ecomancy feature

You add your Intelligence modifier to any ability check you make that uses Animal Handling, Nature, or Survival.

In addition, beasts and plants aren’t hostile to you unless you have acted in a hostile manner toward a beast or plant. A creature that has seen you do so is no longer bound by this effect. The DM determines whether other beasts and plants become hostile as a result.

Floral Polymorph

10th-level School of Ecomancy feature

You can cast polymorph at will, without expending a spell slot. When you cast the spell in this way, you can transform the target into a plant instead of a beast. A plant you choose this way must otherwise meet the spell’s requirements for the new form.

When you use your Wild Shape, you can assume the shape of a plant you have seen before instead of a beast. The plant must abide by the challenge rating and movement limitations in the Beast Shapes table, and every other rule of Wild Shape applies to the transformation.

Timeless Wild

14th-level School of Ecomancy feature

When you cast a spell on the druid spell list, you don’t need verbal, somatic, or material components for it. If that spell would require concentration, it doesn’t require concentration for you, and it doesn’t end if you cast another spell that requires concentration.

In addition, you no longer age. You can’t be aged magically, and you can’t die of old age.

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