Nature Magic - Arcane Tradition

by Xyrlian

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Nature Magic

Arcane Tradition

Some wizards have a fascination with mystical magic found in nature, and devote their time to its study. These wizards, known as naturalists, ecomancers, or green mages, are often mistaken for druids. However, unlike druids, they harness the power of nature through deep arcane study.

Secrets of Nature

When you choose this arcane tradition at 2nd level, you gain proficiency in the Nature skill, and your proficiency bonus is doubled for any ability check you make that uses it.

You learn to speak, read, and write Sylvan. You also can cast speak with animals at will, without expending a spell slot.

Natural Arcana

Beginning when you select this tradition at 2nd level, your study of the natural world has granted you access to druidic magic. You gain two cantrips of your choice from the druid spell list. For you, these cantrips count as wizard cantrips.

Additionally, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with any spell from the druid spell list. A spell you choose must not restore hit points or deal damage, and must be of a level for which you have spell slots.

Any druid spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy druid spells from your spellbook into their own spellbooks.

Beast Form

You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast as shown in the Beast Shapes table.

At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Shapes
Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
6th 1/2 No flying speed Crocodile
10th 1 Giant Eagle

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest.

Land's Stride

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 as those created by the Entangle spell.

Adaptation

Starting at 10th level, you can infuse yourself with nature magic, altering your physicality. When you finish a short or long rest, choose a benefit from the following options:

Aquatic Adaptation


You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe Underwater and gain a swimming speed equal to your walking speed.


Bestial Claws


You gain a more bestial appearance and grow claws. Your unarmed strikes deal 1d6 magical slashing damage, and you have a +2 bonus to the attack and damage rolls you make using it. Additionally, you have climbing speed peed equal to your walking speed.

Beastial Senses


Your senses are enhanced. You have Darkvision out to a range of 60 feet. If you already have Darkvision. its range is increased by 60 feet. Additionally, you have advantage on all Wisdom (Perception) checks

You gain the chosen benefit until you choose a different one with this feature.

Call of the Master

Starting at 14th level, you can use magic to bring beasts and plants under your control. As an action, you can choose one beast or plant creature that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes charmed by you and obeys your commands.

You can have a maximum number of creatures under your control as determined by the Controlled Creatures table.

Controlled Creatures
Max CR Creatures Controlled
5 One beast or plant creature
3 Two beast or plant creatures
1 Four beast or plant creatures
1/2 Eight beast or plant creatures

A creature remains under your control until you release them from your control (no action required), it is no longer within 120 feet of you, the charmed condition is removed from it, or if you try to exceed your maximum.

Refer to the Controlled Creatures table when you gain control of a new creature. Your maximum number of creatures under your control is determined by the highest CR creature under your control. If you exceed your maximum number of creatures controlled for the corresponding Max CR, you choose which creatures remain under your control, not exceeding the maximum, and dismiss the rest.


  • Art: Mwonvuli Beast Tracker by Jason A. Engle