5e Wizard Tradition - Wildcraft

AlmirEldignor

Explorer
Wildcraft
The tradition of Wildcraft includes spells that deceive, change, or control. Practitioners of this tradition are known by a wide range of titles, from witches to hedge wizards to occultists. They can change a creature's form or allow it to breathe underwater or make it soar through the air like a bird (or sometimes as a bird). Many practitioners of wildcraft find themselves excluded from larger communities, either as a result of their strange way of magic, or as a willing exile, although this is not always the case.

Wilds Savant
Beginning when you select this Tradition at 2nd level, the gold and time you must spend to copy a spell from the Wildcraft spell list into your spellbook is halved. You also learn the dancing lights and thaumaturgy cantrips.

Animal Form
At 2nd level, you can change your form between your normal form and an animal form at will. Choose a beast of CR 1/2 or lower for your animal form. You can change between your human and animal forms as a Bonus Action on your turn. Your forms share the same hit point pool (your original one), as well as your "mental" stats (INT, WIS, CHA), alignment, and personality. Your other game statistics are determined by which form you are in. While in your animal form, you can cast spells, but only if the spell does not require components that are consumed or have a listed cost in GP, and is on the Wildcraft spell list. When you are reduced to 0 hit points or fall unconscious, you revert back to your original form. You can choose a new beast of CR 1/2 or lower when you finish a long rest, replacing the old one.

Ritualist
By 6th level, you have mastered the art of casting your spells as rituals. At 6th level, and every four levels thereafter, you can add an additional spell to your spellbook from any class's spell list, as long as it has the ritual tag and is of a level for which you have spell slots. You can cast any spell added to your spellbook in this way as a ritual as if it were a Wizard spell, although you can't prepare the spell unless it is on the Wizard spell list.

Potion-maker
Starting at 10th level, you gain the ability to brew potions that carry the effects of your spells. When you brew a potion, you can imbue it with the effect of a spell you have prepared, as long as that spell meets the following criteria:
-It is of 1st level or higher.
-It only targets a single creature.
-It does not have a casting time of a Reaction.
-It does not require a saving throw or attack roll (as long as the target of the spell is willing).
As part of the brewing process, you expend a spell slot as if you were casting the spell (you also define any other parameters of the spell at this time, such as what form a polymorph potion changes the target into. If the parameters you specify when you make the potion are impossible when the potion is used, the potion is wasted.) To brew a potion, you have any material components the spell requires, and those components are consumed, even if the spell does not normally consume them. You can brew the potion in a cauldron, pot, or similar object.
You can only have four potions at a time. At 16th level, you can have five potions. A potion loses its effectiveness if it is ever on a different plane than you, or you die.
A creature can use its action to drink a potion. When it does, it is affected by the spell as if you had cast it on them using a spell slot of a level equal to the one expended in making the potion. If the spell normally requires concentration, its duration is halved, and cannot be more than one minute. If the spell does not require concentration, it lasts for its normal duration or 10 minutes, whichever is shorter.


Wildcraft Spell List

1st Level
Charm Person
Disguise Self
False Life
Longstrider
Protection from Evil and Good
Ray of Sickness
Sleep
Tasha's Hideous Laughter
Unseen Servant
Witch Bolt

2nd Level
Alter Self
Blindness/Deafness
Crown of Madness
Darkness
Enlarge/Reduce
Invisibility
Melf's Acid Arrow
Ray of Enfeeblement
Spider Climb
Web

3rd Level
Bestow Curse
Fear
Gaseous Form
Hypnotic Pattern
Remove Curse
Stinking Cloud
Tongues
Vampiric Touch
Water Breathing

4th
Blight
Confusion
Control Water
Evard's Black Tentacles
Greater Invisibility
Hallucinatory Terrain
Polymorph
Vitriolic Sphere

5th
Cloudkill
Dominate Person
Geas
Hold Monster
Modify Memory
Scrying

6th
Eyebite
Flesh to Stone
Programmed Illusion
True Seeing

7th
Etherealness
Mirage Arcane
Project Image

8th
Control Weather
Dominate Monster
Feeblemind

9th
True Polymorph
Weird

Let me know what you think :)
 
Last edited:

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UPDATE: Right after I posted this, I was browsing through the wizard traditions in the PHB looking for some new inspiration or something, and I realized that not only is this missing a 10th level feature, but also Shapechanger is Transmutation's 10th level feature with similar mechanics D: So I'll be working on that, but if anyone has any feedback on the other abilities that'd be great.
 


What about something like this. It's taken from the Principalities of Glantri supplement. You'd have to change it for the current edition, of course, wouldn't want them to be able to turn into some 14HD monstrosity. The best part about this is the ability to turn into several creatures.

Shapechange (Fourth Circle): Witches of
this circle have the ability of changing their
physical shape to that of another creature.
This ability is similar to the level 9 magic-user
spell of the same name, but the witch can
become any creature whose HD do not exceed
her total level. She cannot take the likeness of
a specific character.

I'd probably limit this to CR 1 creatures like the Transmuter ability.

This ability also allows her to become several
creatures at once, as long as the HD limitation
is respected. For example, a 10th level
witch could turn into 10 separate black cats, or
two different creatures (no more than 4 HD
per form). One of the forms must be designated
as the original. All forms are mentally
linked to the original and can cast spells (from
the original's pool; spells are not duplicated
for each form).

If limiting to a maximum of CR 1, this ability could enable her to become 1 brown bear (CR1); 2 black bears (CR1/2); 4 wolves (CR1/4); or 20 bats (CR0, worth 10xp which is 1/20th the xp of a CR1 creature. You'd probably want some sort of limit if turning into multiple creatures.

If any of these forms is "killed," it immediately
disappears. Upon regaining her human
shape, the witch suffers damage equal to the
lost form's hp. If the original form is killed,
the witch dies and all other forms turn into
ashes. On a 01, she cannot regain her former
human body nor recall her other forms. She
remains so until another witch dispels the
effect.

I wouldn't worry about the penalty at the end (after "On a 01...") since that was specific to how the secret crafts of magic worked.

It's an idea an would differentiate it from the transmuter ability.

Thanks for the ideas, great find :) gonna work some more on this today
 


I like it quite a lot.

Wonder if you could somehow manage to add a bestow curse type of ability. Where you get disadvantage on all actions till certain condition is met for example till you release a prisoner or something.
 

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