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Looking for a "Nature Wizard" Subclass [+]
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<blockquote data-quote="Laurefindel" data-source="post: 9245376" data-attributes="member: 67296"><p>I'm throwing this here if you're willing to homebrew or use homebrew content.</p><p></p><p>[SPOILER="Hedge-Magician"]</p><p><strong>Hedge Magician</strong></p><p>You were born out of the corpse of a talented wizard. Like some of your folk, you have inherited part of your birth corpse’s memories and skills – in your case, the ability to prepare and cast wizard spells, a rare gift among your kind. While you could not thoroughly understand the intricacies of recording magic in a spellbook, you managed to make it thus far and adopted a method with which you are much more comfortable.</p><p></p><p><strong>Gri-Gri Talisman</strong></p><p>Beginning when you select this school at 2nd level, you replace your spellbook with a gri-gri; a shamanistic pouch in which you store your spell foci and material components. From this point on, every wizard spell you cast has an inexpensive material component attached to it (in addition to the expensive component, if applicable). In all other respects, your gri-gri functions both as a wizard spellbook and a spell component pouch. You prepare the list of wizard spells that are available to you as you normally would with a spellbook – in your case, by gathering and sorting your components in your gri-gri. As with a spellbook, you can change your selection of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent gathering and organizing ingredients for your gri-gri; at least 1 minute per spell level for each spell on your list.</p><p></p><p>You can copy wizard spells of level 1 or higher in your gri-gri from a scroll or a spellbook as indicated in the “Your Spellbook” sidebar on page 114 of the Player’s Handbook. Since most ingredients can be gathered in nature, the gold you must spend to copy a new spell in your gri-gri is halved but the time required to do so is doubled as you forage for your spell’s material components.</p><p></p><p><strong>Twigs and Bones</strong></p><p>Starting a 2nd level, you gain the ability to cast <em>augury</em> but only as a ritual, as described in chapter 10.</p><p></p><p>In addition, you can spend 10 minutes to perform a special ritual and read the fortune of one of your companions. Choose a creature with whom you’ve completed a long rest. If the creature is a player character, ask them to choose between an ability check, an attack roll, or a saving throw. If the recipient creature isn’t a player character, you choose the type of roll affected by this feature. Then, roll a d20.</p><ul> <li data-xf-list-type="ul">On a result of 1-10, you predict that the creature will fail on the chosen roll.</li> <li data-xf-list-type="ul">On a result of 11-20, you predict that the creature will succeed on the chosen roll.</li> </ul><p></p><p>At any time from this moment on when the recipient creature makes an ability check, an attack roll, or a saving throw within 30 feet of you, you can choose to use your prediction instead of rolling the dice. If the recipient creature is a player character, they get to choose whether to use your prediction or make the ability check, attack roll, or saving throw normally. Player characters do not need to be within 30 feet of to use your prediction.</p><p></p><p>When the recipient creature uses your prediction to fail on the chosen roll, a sense of dread is immediately lifted and the next roll of the same type is made with advantage.</p><p></p><p>You can only divine the fortune of one creature at a time. Before you can use this feature again, you must finish a short or long rest, and the first prediction must come to pass.</p><p></p><p><strong>Nature’s Secrets</strong></p><p>At 6th level, you learn two spells from the druid spell list. The spells you choose must be of a level you can cast, as shown on the Wizard table, or a cantrip. These spells are automatically added to your gri-gri at no extra cost. The chosen spells count as Wizard spells for you and use your Intelligence as their related spellcasting ability. You learn two additional druid spells when you reach 12th level, and two more at 18th level.</p><p></p><p><strong>Ritual Dancer</strong></p><p>Staring at 10th level, you gain the ability to cast any spell you know up to 5th level as a ritual. For a spell to be cast as a ritual this way, it must have a duration other than instantaneous and once the ritual is completed, the spell’s duration is doubled. Once you cast a spell as a ritual using this feature, you can’t do so again until you finish a long rest.</p><p></p><p><strong>Naturalize</strong></p><p>Upon reaching 14th level, you can use nature to cure fatigue and flush detrimental enchantments. You gain the ability to cast <em>greater restoration</em> as a ritual without expending a spell slot or using material components. You must have free access to nature in order to complete this ritual.</p><p></p><p>Once you’ve cast <em>greater restoration</em> with this feature, you can’t do so again until you complete a long rest.</p><p>[/SPOILER]</p><p></p><p>It's a subclass I've made for a homebrew setting a few years back (so ignore the Vegepygmy stuff). It <em>looked</em> balanced at the time, and was one of the few classes that actually got playtested. The "cast any one spell as a ritual" things sounds very powerful at first but was actually kind of underwhelming in play. There might be a broken combo that we haven't seen but that might be obvious to you, especially considering druid multiclass which wasn't the case in playtest.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9245376, member: 67296"] I'm throwing this here if you're willing to homebrew or use homebrew content. [SPOILER="Hedge-Magician"] [B]Hedge Magician[/B] You were born out of the corpse of a talented wizard. Like some of your folk, you have inherited part of your birth corpse’s memories and skills – in your case, the ability to prepare and cast wizard spells, a rare gift among your kind. While you could not thoroughly understand the intricacies of recording magic in a spellbook, you managed to make it thus far and adopted a method with which you are much more comfortable. [B]Gri-Gri Talisman[/B] Beginning when you select this school at 2nd level, you replace your spellbook with a gri-gri; a shamanistic pouch in which you store your spell foci and material components. From this point on, every wizard spell you cast has an inexpensive material component attached to it (in addition to the expensive component, if applicable). In all other respects, your gri-gri functions both as a wizard spellbook and a spell component pouch. You prepare the list of wizard spells that are available to you as you normally would with a spellbook – in your case, by gathering and sorting your components in your gri-gri. As with a spellbook, you can change your selection of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent gathering and organizing ingredients for your gri-gri; at least 1 minute per spell level for each spell on your list. You can copy wizard spells of level 1 or higher in your gri-gri from a scroll or a spellbook as indicated in the “Your Spellbook” sidebar on page 114 of the Player’s Handbook. Since most ingredients can be gathered in nature, the gold you must spend to copy a new spell in your gri-gri is halved but the time required to do so is doubled as you forage for your spell’s material components. [B]Twigs and Bones[/B] Starting a 2nd level, you gain the ability to cast [I]augury[/I] but only as a ritual, as described in chapter 10. In addition, you can spend 10 minutes to perform a special ritual and read the fortune of one of your companions. Choose a creature with whom you’ve completed a long rest. If the creature is a player character, ask them to choose between an ability check, an attack roll, or a saving throw. If the recipient creature isn’t a player character, you choose the type of roll affected by this feature. Then, roll a d20. [LIST] [*]On a result of 1-10, you predict that the creature will fail on the chosen roll. [*]On a result of 11-20, you predict that the creature will succeed on the chosen roll. [/LIST] At any time from this moment on when the recipient creature makes an ability check, an attack roll, or a saving throw within 30 feet of you, you can choose to use your prediction instead of rolling the dice. If the recipient creature is a player character, they get to choose whether to use your prediction or make the ability check, attack roll, or saving throw normally. Player characters do not need to be within 30 feet of to use your prediction. When the recipient creature uses your prediction to fail on the chosen roll, a sense of dread is immediately lifted and the next roll of the same type is made with advantage. You can only divine the fortune of one creature at a time. Before you can use this feature again, you must finish a short or long rest, and the first prediction must come to pass. [B]Nature’s Secrets[/B] At 6th level, you learn two spells from the druid spell list. The spells you choose must be of a level you can cast, as shown on the Wizard table, or a cantrip. These spells are automatically added to your gri-gri at no extra cost. The chosen spells count as Wizard spells for you and use your Intelligence as their related spellcasting ability. You learn two additional druid spells when you reach 12th level, and two more at 18th level. [B]Ritual Dancer[/B] Staring at 10th level, you gain the ability to cast any spell you know up to 5th level as a ritual. For a spell to be cast as a ritual this way, it must have a duration other than instantaneous and once the ritual is completed, the spell’s duration is doubled. Once you cast a spell as a ritual using this feature, you can’t do so again until you finish a long rest. [B]Naturalize[/B] Upon reaching 14th level, you can use nature to cure fatigue and flush detrimental enchantments. You gain the ability to cast [I]greater restoration[/I] as a ritual without expending a spell slot or using material components. You must have free access to nature in order to complete this ritual. Once you’ve cast [I]greater restoration[/I] with this feature, you can’t do so again until you complete a long rest. [/SPOILER] It's a subclass I've made for a homebrew setting a few years back (so ignore the Vegepygmy stuff). It [I]looked[/I] balanced at the time, and was one of the few classes that actually got playtested. The "cast any one spell as a ritual" things sounds very powerful at first but was actually kind of underwhelming in play. There might be a broken combo that we haven't seen but that might be obvious to you, especially considering druid multiclass which wasn't the case in playtest. [/QUOTE]
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