Wizard
Base Class: Wizard

Preservers practice their craft without draining the world. Preservers do not wield the raw power of Defilers, but they can hide among other people if they are careful. As preservers draw power from the land, they gain an affinity for it, and many come to champion the restoration of Athas, using their power to slowly heal the environment and reverse the damage of defilers.

Concealed Casting

Preservers do not harm Athas, but that will not save them from templar or angry mobs. At 2 level, you gain proficiency in Deception, if you do not already have it. You have established a cover of some kind, usually as a mystic, but maybe as a cleric. If you don’t give others a reason to suspect that you are a wizard, you automatically conceal your spells as mystic powers or cleric spells. When lying or dissembling to hide that you are a member of your cover class, or to hide that you are a wizard, you can make an Intelligence (Deception) check instead of a Charisma (Deception) check.

When you cast a spell that is not normally available to members of your cover class and a member of that class sees it, or when another wizard or a templar witnesses you casting a spell, you must take extra effort to conceal your casting, using a bonus action and making an Intelligence (Deception) checked opposed by the Wisdom (Insight) of the witness(es). If you succeed, you convincingly hide the spell as a mystic power, cleric spell, or other cover. If you have class levels in the class you are using for your cover, you gain advantage on the check, but suspicious characters actively scrutinizing your character as an action gain advantage on their Wisdom (Insight) check.

Since you draw energy from the land, how your class features are refreshed may vary depending on the terrain you draw spell energy from:

Terrain Type

Examples

Effects

Dead

Obsidian Planes
Defiled Land
Volcanic Slopes

Wizards cannot prepare spells, refresh Arcane Recovery spell levels, or use other class features, except for ones related to gathering energy.

Desolate

Salt Flats
Silt Sea

Wizards do not refresh their Arcane Recovery spell levels, and loses one spell slot per spell level, though Defilers defile an additional 10-foot radius of land.

Barren

Scrub Lands
Boulder Fields
Stony Barrens

Wizards refresh half the normal number of Arcane Recovery spell levels, and they lose a spell slot from their two highest spell levels. Defilers defile an additional 5-foot radius of land.

Infertile

City-State
Rocky Badlands
Scrublands
Stony Barrens

Normal Arcane Recovery and spell preparation.

Fertile

Verdant Plains Savannahs
Mud Flats
Swamps
Irrigated Fields

Wizards refresh an additional 3 levels of Arcane Recovery above their normal maximum.

Abundant

Gardens
Forests
Jungles
Oceans

Wizards refresh an additional 5 levels of Arcane Recovery above their normal maximum.

Solitary Research

It is often dangerous for preservers to find other wizards. They focus more on personal research. At 2nd level, and every level thereafter, you add 3 spells to your spell book instead of 2.

Preserver Bond

At 6th level, when you complete a long rest where you prepare spells, you form a bond with the land you drew your spell energy from. This bond provides the following benefits:

  • You gain advantage on Survival checks and on Animal Handling checks with creatures native to the terrain.
  • Your group cannot become lost except by magical means.
  • When foraging, you find twice as much food and water.
  • Once before your next long rest, you can cast Summon Beast without using a spell slot.
Careful Gathering

Your skill at gathering spell energy slowly and carefully makes your preparation more reliable. At 6th level, you consider the land one step more fertile for preparing spells, to a maximum of Infertile. This feature has no affect on Dead terrain.

Restore the Weary

At 10 level, your preserving becomes a catalyst, allowing you to share the land’s energy without draining the environment.

During a long rest, when you prepare your spells, you and a number of other creatures equal to your Intelligence modifier gain the following benefits:

  • Add your Intelligence modifier to any hit die rolled to recover hit points.
  • A creature at full hit points may spend a hit die and gain temporary hit points equal to the amount of that the die would have healed. These temporary hit points last until used or the creature’s next long rest.
  • The creature removes an additional level of fatigue. Even if they normally cannot reduce their fatigue due to starvation, dehydration, or other effects, they still remove one.

Those affected by this feature are not aware of it unless they are druids or preservers themselves.

Return to the Land

Your skill with Preserving has grown to the point that you can return energy to the land when you prepare spells, gaining the favor of the spirits. At 14 level, you can expend spell levels from your Arcane Recovery, to a maximum of seven, when you complete a long rest, using the energy to heal the land and gaining a boon from the spirits. 

For each spell level you spend from your Arcane Recovery feature, you can improve the terrain quality of a 5-foot square of land by one step, including turning Dead and defiled land into Desolate land. Restored land is subject to the environment, so unless the surrounding terrain can sustain the improved land (such as on the boarder of a more fertile terrain type), it will be degraded by surrounding conditions. However, a slow return of energy over the course of months and years can improve a region.

In exchange for this sacrifice, the spirits bestow a Druid spell on you. Choose a single Druid spell with a level equal to the number of spell levels you spent from your Arcane Recovery feature restoring the land, to a maximum of 7 level. You may cast that spell once, without using a spell slot, before your next long rest.

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