School of Nature (5e Subclass)
School of Nature[edit]
Druid and Rangers draw their magical essence from Mother Nature. They worship nature and its creator. The School of Nature is not seen as an official school by many academic wizards. They see their members as school dropouts, slow learners, eccentric, or social weirdos. But nevertheless some wizards far and near are drawn to the wild and untamed nature. They have their own reason to escape into the wilderness, either going in hiding or study magic in nature in solitude. Some of them exchange or interact with druids and rangers. Many of them live as hermit outside civilization and protect their habitat against evil or trespassers. Some do welcome travelers or lost souls but they remain skeptical or reserved. The years of isolation make them more like druids.
- Druidic nature
Starting at 2nd level, you adapt your lifestyle in the wild. You gain one skill proficiency of you choice; Nature, or Survival
Also you gain some additional proficiency with light armor, hide armor, clubs, sickles, spears, and with Herbalism kit.
You learn an additional cantrip from the druid spell list of your choice. This does not count against your wizard cantrips. The cantrip count as a wizard cantrip and you use your spellcasting ability for any necessary rolls, saving throws or checks.
- Harmony with nature
Starting at 6th level, you can cast speak with animals a number of times equal to your Intelligence modifier without expending a spell slot or material. This spell does not count against your wizard cantrips. You regain expended uses when you finish a long rest. Also you gain advantage with Animal Handling when speaking with animal this way.
Your time in the wilderness gives you a better understanding of the natural order and its environment. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.
W hen you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or m ore in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• W hen you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
- The Wild, my Mentor
Starting at 10th level, you learn one additional spell from the druid spell list for every wizard level you gain from this level onward. Choose a spell for which you have spell slots. The gold and time you must spend to copy a druid spell into your spellbook is halved. The spells count as wizard spells and you use your spellcasting ability for any necessary rolls, saving throws or checks.
You choose additional favored terrain types at this level.
- Nature's wrath
Starting at 14th level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature a number of times equal your Intelligence modifier. You regain expended uses when you finish a long rest.
Your wizard level equal half(rounded down), determines the beast you can transform into, as shown in the Beast Shape table for the Druid in the PHB.
You can stay in a beast shape for 1 hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom , and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• W hen you transform, you assume the beast’s hit points and Hit Dice. W hen you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. A s long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You cast cantrips or many of your spells you have prepared in any shape you assume using this feature. The level of spells you can use, is equal half your Intelligence modifier (rounded down). You can perform the somatic and verbal components of a wizard spell while in a beast shape, but you aren’t able to provide material com ponents.
• Your have the ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any o f your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to w ear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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