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Wizard: School of Dendromancy

Student of Nature

Starting at 2nd level, you are able to learn and cast spells from the Druid spell list as if they were Wizard spells.  

Sanctuary of Verdure

Starting at 2nd level when you choose this school, you are able to invoke the power of nature to protect you in battle. When you roll initiative, the ground within 5 feet of you rapidly grows plants that assist you in spellcasting for 1 minute. You can expend a spell slot to increase the duration of this feature by 10 minutes.   If underwater, this field of plants is represented as a 15-foot sphere centered around you.   While standing in this field of plants, your Armor Class increases by 1, and creatures of your choosing treat this field as difficult terrain. While underwater, you are able to breathe inside the sphere as normal.   As an action, you are able to move this field up to 10 feet along any applicable surface.   This feature does not activate if you are wearing armor.  

Nature's Tenacity

Starting at 6th level, moving your Sanctuary of Verdure only costs a Bonus Action, and you are able to move it up to 15 feet along any surface.   Your sanctuary's defensive capabilities also increase. While in your Sanctuary of Verdure, you have 3/4 cover.  

Reapparation

Beginning at 10th level, you are able to recall yourself into your sanctuary at a moments notice. As a Bonus Action, you can teleport into any space on your Sanctuary of Verdure.   You can also activate this ability as a reaction to being the target of a spell or attack that you can see, possibly causing the attack to miss.   You regain the use of this ability after completing a short or long rest.  

Overgrowth

At 14th level, you are able to manipulate your sanctuary with a finesse as if it were an extension of your own body. Your Sanctuary of Verdure's area increases to a ten-foot radius and you can move your sanctuary 30 feet along any surface.   Additionally, when you cast a spell that targets creatures that are within your Sanctuary of Verdure, you can choose to either have them automatically pass or have disadvantage on the saving throw, choosing separately for each one. You regain the use of this feature after completing a short or long rest.

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