```metadata title: 'Wizard: School of Ecology' description: '' tags: '' systems: - 5e renderer: legacy theme: 5ePHB ```
### Wizard: School of Ecology ___ *You have dedicated your life to researching the magic present in ever facet of the natural world, from the oldest mountains to the youngest saplings. While other wizards prefer to conduct their research holed up in their towers, you aren't afraid to get down and dirty by immersing yourself in nature in order to study it. Through your research you learn how to manipulate the forces of nature to your benefit. Most wizards who pursue this path do so because they wish to escape from the restrictive conventions of modern society. Other wizards simply wish to uncover the secrets of the natural world and to solve the many wonderful mysteries of our world.* ___ #### Nature Magic Initiate ___ When you select this tradition at 2nd level, you begin to understand some of the fundemental aspects of the natural world. You learn the Druidcraft cantrip. It counts as a wizard cantrip for you, but does not count against the total number of cantrips you can have. Intelligence is your spellcasting ability for it. ___ Whenever you cast a spell of 1st level or higher that has a material component, you can choose to use materials found in nature (such as a leaf or stone) in place of the specificed component, even if it is consumed by the spell. If the spell has a material component that costs more than five times your wizard level in gold pieces, you must use the original material component requirements in order to cast the spell.
































#### Wilderness Explorer ___ At 2nd level, you've acquired the necessary skills to survive out in nature. You gain proficiency with the Nature and Survival skills. When you make a check using these skills, you can add double your proficiency bonus to the roll instead of your normal proficiency bonus. ___ #### Blossoming Petals ___ Also at 2nd level, you learn how to harness the innate magic in your surroundings in order to empower your allies. As an action, you can choose a creature that you can see within 60 feet of you. Glowing flowers sprout underneath the creature's feet before blooming into a flurry of petals the imbue the creature with one of the following effects of your choice: ___ ***Restorative Petals.*** Your petals imbue the creature with healing magic that mends their wounds. The chosen creature regains a number of hit points equal to 1d8 + your Intelligence modifier. When you reach 10th level in this class, the amount of hit points you restore increases to 3d8 + your Intelligence modifer. ***Invigorating Petals.*** Your petals imbue the creature with magical energy that quickens their pace. The chosen creature has their walk speed increased by 15 feet for 1 minute. When you reach 10th level in this class, you instead increase the creature's walk speed by 30 feet. ***Durable Petals.*** Your petals imbue the creature with magical resilience that allows them to endure strong attacks. The chosen creature gains a +2 bonus to their AC for 1 minute. When you reach 10th level in this class, the bonus increases to a +3. ***Soothing Petals.*** Your petals imbue the creature with cleansing magic that cures whatever is currently ailing them. You can end one disease or one condition afflicting the chosen creature. The condition can be blinded, deafened, paralyzed, or poisoned. When you reach 10th level in this class, the charmed, exhaustion, frightened, and petrified conditions are added to the list of conditions that you can end. ___ You can use your action in this way a number of times equal to your Intelligence modifier, regaining all expended uses on a long rest. ___ #### Path of the Wild ___ Starting at 6th level, you have learned how to transverse through the natural terrain of the world and can use your magic to assist your allies in this endeavor. You gain a climbing speed and swimming speed of 30 feet. As a bonus action, you can expend a 1st level spell slot to extend these speeds to one additonal creature of your choice that you can see within 60 feet of you. If you expend a spell slot higher than 1st level, the number of creatures you can extend these speeds to increases by 1 per spell level, to a maximum of five creatures. This effect lasts for 1 hour, ending early if you die or are incapacitated. \page








































#### One with Nature ___ At 10th level, through your studies you have managed to attune yourself to the forces of nature and can now communicate with it in a limited manner. As an action, you can cast the Commune with Nature spell without expending a spell slot. When you cast the spell in this way, you only learn two facts of your choice about any of the subjects as the relate to the area that you are in. Once you use your action in this way, you must complete a long rest before you can do so again. ___ #### Intrepid Globetrotter ___ Starting at 10th level, your have mastered the art of exploring nature, even its most remote locations, and can utilize the magic in your surroundings to help in this endeavor. You gain the following benefits: - The climbing and swimming speeds you receive from your Path of the Wild feature are increased to 60 feet. - As a bonus action, you can expand a spell slot of 1st level or higher to give yourself and a number of creatures equal to the spell slot expended the Amphibious trait. You and the chosen creatures retain this trait for a number of hours equal to your Intelligence modifier (minimum of 1). - You gain a bonus to your intiative rolls equal to your Intelligence modifier. ___































#### Sow the Seeds ___ At 14th level, your have learned how to turn the nature magic you draw upon into powerful druidic magic that can be used to create new druidic groves. You can cast Druid Grove once per day without needing its material components. Creatures of your choice gain a bonus to their attack and damage rolls equal to your Intelligence modifier as long as they remain in your druidic grove. While you are in your druidic grove, you can use your Blossoming Petals features as a bonus action instead of as an action. When you cast this spell in this way, it lasts for 8 hours instead of 24 hours. ___













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