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<blockquote data-quote="cbwjm" data-source="post: 7165117" data-attributes="member: 6788732"><p><strong>Wizard subclass: Elven Tree-Keeper</strong></p><p></p><p>I'm sure I'm not the only one who noticed that the druid and the wizard share levels at which they gain subclass abilities which makes it a simple matter to swap subclasses between the two of them (although they may not always make sense). While looking at bringing parts of Mystara, one of my favourite campaign settings, into 5e, I wanted to bring in the elven tree-keeper. The easiest way to do so, simply bring over the circle of the land and attach it to the wizard.</p><p></p><p><u><span style="font-size: 12px"><strong>Tree-Keepers</strong></span></u></p><p>Elven tree-keepers are wizards that draw upon their knowledge of nature and the Feywild as part of their wizardly studies. This enables them to choose a circle of the land (generally forest, although elves living in other locations might choose a different terrain) and gain the circle’s abilities.</p><p></p><p><u><strong>Bonus Cantrip</strong></u></p><p>At 2nd level, you may choose a cantrip from the druid spell list, this cantrip counts as a wizard spell for you. When you gain a wizard level that allows you to choose a new cantrip, you may choose it from the wizard or the druid spell list.</p><p> </p><p><strong>Circle Spells</strong></p><p>At the levels listed, you add the circle spells to your spellbook in addition to the two chosen when you gain a level of wizard.* The Circle of the Forest spells are listed below for reference.</p><table style='width: 100%'><tr><td><strong>Wizard Level<br /> </strong></td><td><strong>Circle Spells</strong></td></tr><tr><td><strong>3rd<br /> </strong></td><td><em>barkskin, spiderclimb</em></td></tr><tr><td><strong>5th<br /> </strong></td><td><em>call lightning, plant growth</em></td></tr><tr><td><strong>7th<br /> </strong></td><td><em>divination, freedom of movement</em></td></tr><tr><td><strong>9th<br /> </strong></td><td><em>commune with nature, tree stride</em></td></tr></table><p>*Optionally, this functions as the arcane theurge, the wizard can gain 1 of their circle spells each time they gain a level and then choose any druid spell when they have completed learning their circle spells.</p><p></p><p><strong><u>Land’s Stride</u></strong></p><p>Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.</p><p> In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.</p><p></p><p><strong><u>Nature’s Ward</u></strong></p><p>When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.</p><p></p><p><strong><u>Nature’s Sanctuary</u></strong></p><p>When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom Saving throw against your wizard spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On A successful save, the creature is immune to this effect for 24 hours. </p><p> The Creature is aware of this effect before it makes its attack against you.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 7165117, member: 6788732"] [b]Wizard subclass: Elven Tree-Keeper[/b] I'm sure I'm not the only one who noticed that the druid and the wizard share levels at which they gain subclass abilities which makes it a simple matter to swap subclasses between the two of them (although they may not always make sense). While looking at bringing parts of Mystara, one of my favourite campaign settings, into 5e, I wanted to bring in the elven tree-keeper. The easiest way to do so, simply bring over the circle of the land and attach it to the wizard. [U][SIZE=3][B]Tree-Keepers[/B][/SIZE][/U] Elven tree-keepers are wizards that draw upon their knowledge of nature and the Feywild as part of their wizardly studies. This enables them to choose a circle of the land (generally forest, although elves living in other locations might choose a different terrain) and gain the circle’s abilities. [U][B]Bonus Cantrip[/B][/U] At 2nd level, you may choose a cantrip from the druid spell list, this cantrip counts as a wizard spell for you. When you gain a wizard level that allows you to choose a new cantrip, you may choose it from the wizard or the druid spell list. [B]Circle Spells[/B] At the levels listed, you add the circle spells to your spellbook in addition to the two chosen when you gain a level of wizard.* The Circle of the Forest spells are listed below for reference. [TABLE="width: 500, align: left"] [TR] [TD][B]Wizard Level [/B][/TD] [TD][B]Circle Spells[/B][/TD] [/TR] [TR] [TD][B]3rd [/B][/TD] [TD][I]barkskin, spiderclimb[/I][/TD] [/TR] [TR] [TD][B]5th [/B][/TD] [TD][I]call lightning, plant growth[/I][/TD] [/TR] [TR] [TD][B]7th [/B][/TD] [TD][I]divination, freedom of movement[/I][/TD] [/TR] [TR] [TD][B]9th [/B][/TD] [TD][I]commune with nature, tree stride[/I][/TD] [/TR] [/TABLE] *Optionally, this functions as the arcane theurge, the wizard can gain 1 of their circle spells each time they gain a level and then choose any druid spell when they have completed learning their circle spells. [B][U]Land’s Stride[/U][/B] Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. [B][U]Nature’s Ward[/U][/B] When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. [B][U]Nature’s Sanctuary[/U][/B] When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom Saving throw against your wizard spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On A successful save, the creature is immune to this effect for 24 hours. The Creature is aware of this effect before it makes its attack against you. [/QUOTE]
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