Wizard
Base Class: Wizard

Explorers and students of the land and skies, caelurgists eschew the comforts of civil society and brave the wilds, cataloging and refining the magical secrets within. Caelurgist wizards have a special place in the world of Belgrend, since they by necessity have to live at least partially as hermits and nomads. These are the pioneers of elemental spells and often feel more comfortable delving into caves, sitting under waterfalls, watching the night sky and even visiting floating islands to commune with the ambient spirits that give the world life.

Adaptable Explorer

At 2nd level, you’ve learned how to adapt and withstand the harsh outdoors. You and any friendly creatures within 60 feet have advantage on saving throws against extreme cold, extreme heat, and nonmagical poisons.
You also gain proficiency in the Nature skill if you don’t already have it. If you do, you gain expertise in the Nature skill, which means your proficiency bonus is doubled for any ability check you make with it.

Terrain Resistance

At 2nd level, you magically adapt to wherever you are. You gain resistance to one damage type depending on the terrain you are in:

  • Cold for Arctic and Mountain
  • Lightning for Coast and Grassland
  • Fire for Desert and Forest
  • Poison for Swamp and Underdark

When you enter a new environment, the resistance you gain is replaced with the type for the new environment. If you already have resistance from another source, you gain advantage on saving throws against any effects that deal that damage type.

NOTE: When dealing with a more exotic environment such as an outer plane or alien world, the DM should decide what type of damage type would be most likely to occur from natural sources that aren't creatures, and grant the caelurgist that type of resistance.

Terrain Microcosm

At 6th level, you can directly manipulate the environment in a small area. As an action, you can change a 20-foot radius circle of land within 60 feet of you into a microcosm of one of the terrains in the following table. The terrain reverts to normal after 1 minute, if you are incapacitated or die, or if you create another microcosm. It has an additional effect depending on which terrain you choose:

  • For Arctic and Mountain, the area is difficult terrain.
  • For Forest and Grassland, nonmagical difficult terrain is erased. Plants bearing 2d4 healing fruits sprout. As an action, one of these fruits can be eaten or administered to another creature and restores 2 hit points. The fruits immediately expire when the microcosm ends.
  • For Coast and Desert, a 10-foot radius, 30-foot tall sandstorm kicks up in the area. The area it occupies is lightly obscured and can be moved to anywhere else within the microcosm as a bonus action.
  • For Swamp and Underdark, toxic spirits occupy the area. As a bonus action, you can force any creatures of your choice in the area to make a Constitution save (equal to your Wizard spell save DC) or be poisoned until the end of their next turns.

While standing in a microcosm, it qualifies as a new terrain for your Terrain Resistance. You can create 3 microcosms, and regain all expended uses when you finish a long rest.

Disastrous Microcosm

Starting at 10th level, your Terrain Microcosm feature becomes more powerful. Once at the start of each of your turns, or when you create a microcosm you can harm any creatures of your choice that are in it. When you do so, each creature in the area must succeed on a Constitution saving throw (equal to your Wizard spell save DC) or take 2d6 damage. The damage type is what your Terrain Resistance feature would grant you resistance to in the microcosm.

Easy Travels

Starting at 14th level, you are magically adept at travelling the wilderness. You gain the following benefits:

  • You can now breathe water.
  • You have a climbing speed of 30 feet. If you already have a climbing speed of 30 feet or higher, it increases by 5 feet.
  • You have a swimming speed of 30 feet. If you already have a swimming speed of 30 feet or higher, it increases by 5 feet.
  • Your movement is not affected by difficult terrain, magical or nonmagical.

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