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Looking for a "Nature Wizard" Subclass [+]
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<blockquote data-quote="jgsugden" data-source="post: 9245392" data-attributes="member: 2629"><p>I think Transmutation does work with reskinning:</p><p></p><p>1.) The Minor Alchemy changes the natural makeup of something. That doesn't feel like a stretch at all.</p><p>2.) The Transmuter's stone seems like taking on natural elements. You could drop the stone and just allow the PC to give a boon with their magic that infuses someone with nature forces - Speed of a Cheetah, Darkvision of an Owl, Endurance of a Rhino, or Body of Fire/Ice/Storm...</p><p>3.) Shapechanger is clearly turning into beasts.</p><p>4.) Master Transmuter ... again, these all feel very nature and life oriented to me. </p><p></p><p>However, you can just build one if you want. I'd go with:</p><p></p><p>Level 2: </p><ul> <li data-xf-list-type="ul">Expanded Spell List: All druid spells are added to your spell list. When copying a spell that is on the druid spell list into your book, it is half cost.</li> <li data-xf-list-type="ul">Enhanced Basic Familiar: You gain Find Familiar in your spellbook and when you can cast it you can choose any beast with a CR 1/2 or below to be your familiar. It can attack.</li> </ul><p></p><p>Level 6: </p><p>* Natural Affinity: When you deal fire, cold, lightning or thunder damage with a spell you may add your proficiency modifier to the damage. When you cast a spell that deals fire, cold, thunder or lightning damage, you can protect plants and beasts of your choice from the spell’s effects. A chosen creature is treated as having been immune to the spell.</p><p></p><p>Level 10: The Natural Order: As an action, you target one plant, animal or elemental creature you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this ability again. A beast, plant or elemental whose challenge rating is equal to or greater than your wizard level is immune to this effect.</p><p></p><p>Level 14: One with Nature: When you roll initiative, you may elect to infuse yourself with the power of nature. If you do, until the ability ends, you can’t cast spells (but may continue to concentrate on spells), and you gain the following benefits:</p><p></p><p>You gain 50 temporary hit points. If any of these remain when the ability ends, they are lost.</p><p>Your strength increases to 22.</p><p>Your size increases to huge and your reach increases to 10 feet.</p><p>You gain a natural attack. If the attack hits, it deals 3d12 damage (plus your strength modifier as normal).</p><p>You have advantage on attack rolls that you make with natural attacks.</p><p>You gain the benefits of the barkskin spell.</p><p>You have proficiency in Strength and Constitution saving throws.</p><p>You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.</p><p>You gain resistance to fire, cold, lightning and thunder damage.</p><p></p><p>You can use this feature twice, and you regain all expended uses of it when you finish a long rest.</p><p></p><p>The ability ends when you choose to end it, or when you become incapacitated (including when you are paralyzed, petrified, stunned or unconscious.)</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9245392, member: 2629"] I think Transmutation does work with reskinning: 1.) The Minor Alchemy changes the natural makeup of something. That doesn't feel like a stretch at all. 2.) The Transmuter's stone seems like taking on natural elements. You could drop the stone and just allow the PC to give a boon with their magic that infuses someone with nature forces - Speed of a Cheetah, Darkvision of an Owl, Endurance of a Rhino, or Body of Fire/Ice/Storm... 3.) Shapechanger is clearly turning into beasts. 4.) Master Transmuter ... again, these all feel very nature and life oriented to me. However, you can just build one if you want. I'd go with: Level 2: [LIST] [*]Expanded Spell List: All druid spells are added to your spell list. When copying a spell that is on the druid spell list into your book, it is half cost. [*]Enhanced Basic Familiar: You gain Find Familiar in your spellbook and when you can cast it you can choose any beast with a CR 1/2 or below to be your familiar. It can attack. [/LIST] Level 6: * Natural Affinity: When you deal fire, cold, lightning or thunder damage with a spell you may add your proficiency modifier to the damage. When you cast a spell that deals fire, cold, thunder or lightning damage, you can protect plants and beasts of your choice from the spell’s effects. A chosen creature is treated as having been immune to the spell. Level 10: The Natural Order: As an action, you target one plant, animal or elemental creature you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this ability again. A beast, plant or elemental whose challenge rating is equal to or greater than your wizard level is immune to this effect. Level 14: One with Nature: When you roll initiative, you may elect to infuse yourself with the power of nature. If you do, until the ability ends, you can’t cast spells (but may continue to concentrate on spells), and you gain the following benefits: You gain 50 temporary hit points. If any of these remain when the ability ends, they are lost. Your strength increases to 22. Your size increases to huge and your reach increases to 10 feet. You gain a natural attack. If the attack hits, it deals 3d12 damage (plus your strength modifier as normal). You have advantage on attack rolls that you make with natural attacks. You gain the benefits of the barkskin spell. You have proficiency in Strength and Constitution saving throws. You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. You gain resistance to fire, cold, lightning and thunder damage. You can use this feature twice, and you regain all expended uses of it when you finish a long rest. The ability ends when you choose to end it, or when you become incapacitated (including when you are paralyzed, petrified, stunned or unconscious.) [/QUOTE]
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