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The Naturalist
Level Proficiency Bonus Features
1st +2 Natural Weapons, Nature Child
2nd +2 Acclimation, Infosynthesis
3rd +2 Aspect of Nature, Force of Nature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Aspect of Nature Feature, Nature's Magic
7th +3 Wild Advice
8th +3 Ability Score Improvement
9th +4 Nature's Wrath
10th +4 Aura of Acclimation
11th +4 Aspect of Nature Feature
12th +4 Ability Score Improvement
13th +5 Grasp of the Land
14th +5 Biome Stride
15th +5 Soul of Nature
16th +5 Ability Score Improvement
17th +6 Aspect of Nature Feature
18th +6 Terrain Mastery
19th +6 Ability Score Improvement
20th +6 Embodiment of Nature

Class Features

As an Naturalist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Naturalist level
  • Hit Points at First Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Naturalist level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shield
  • Weapons: Simple Weapons, Battleaxes, Blowguns, Longbows, Nets, Tridents, Warhammers, and Whips
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from the following: Athletics, Animal Handling, Nature, Perception, Persuasion, Stealth, Survival
 

Starting Equipment

You start with the following equipment, in addition to the equipment granted to you by your background.

  • (a) a battleaxe, (b) a warhammer, or (c) a whip
  • (a) a longbow and 30 pieces of ammunition, or (b) 10 javelins
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • Leather Armor

Natural Weapons

At 1st level, you can draw upon the elements of the earth to grant you natural weapons. As a bonus action, you can form a weapon, with which you are proficient in, from a non-manufactured material you can touch. The material used magically forms into your chosen weapon, and can be made of any tangible material produced by nature, such as a trident pulled from the water's surface or a battleaxe ripped from the base of an oak tree.

The natural weapon lasts for 1 hour, or until you choose to end its magical transmutation as a bonus action on your turn. Upon ending the transmutation, the material reverts back to its original material.

Once per turn, whenever you successfully hit a creature with your natural weapon, you can cause the fury of nature to expand in a 10-foot radius centered on the target. For the next hour, the area is difficult terrain as your natural energy engulfs it.

You can use this ability a number of times equal to your Charisma modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Nature Child

Beginning at 1st level, nature smiles upon you, as you are a budding child of it. Any beast with a CR equal to or less than your level within 60 feet of you regards you as a friendly creature. You can communicate very simple messages with any friendly creature affected by this feature.

A creature still becomes hostile to you if you or any of your allies attack, cast a spell, or act in any aggressive manner towards a friendly creature.

Additionally, you have advantage on animal handling checks to calm a beast that is hostile towards you or any of your allies.

Acclimation

Starting at 2nd level, moving through nonmagical difficult terrain or difficult terrain made from your natural weapon costs you no extra movement.

Additionally, You can tolerate temperatures as low as -50 degrees Fahrenheit and as high as 150 degrees Fahrenheit without any additional protection or enhancement.

Infosynthesis

At 2nd level, you can draw in your natural surroundings to learn more about the area. By spending 10 minutes quietly communing with the natural world, you can learn one of the following about the area within 1 mile of you.

  • The general ecology of the area, such as local beasts, plant life, and terrain.
  • The location of any natural cavern openings.
  • Frequently traversed trails by local creatures in the area.

You can use this ability a number of times equal to your Charisma modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Aspect of Nature

When you reach 3rd level, you focus your natural heritage to nature on a specific aspect of it. Choose the aspect of beasts or seasons. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th levels.

Force of Nature

Beginning at 3rd level, you can transfer the raw energy of nature's terrain into your natural weapon attacks. Whenever you successfully hit a creature in the area of difficult terrain with an attack from your natural weapon, you deal an extra d8 force damage.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Nature's Magic

Starting at 6th level, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Wild Advice

Starting at 7th level, your ability to commune with the natural world through your infosynthesis grows more powerful. Once per long rest, whenever you use your infosynthesis feature, you can choose to augment its power and ask for advice from the wild. This feature functions much like the commune with nature spell, except that you may only gain knowledge on one fact.

 

Nature's Wrath

Beginning at 9th level, whenever you use your natural weapon to form difficult terrain, you can choose to make that difficult terrain infused with the wrath of nature. Until the difficult terrain ends, a creature takes an amount of damage equal to half your naturalist level + your Charisma modifier for every 5 feet they move through the difficult terrain. The damage type of this feature is your choice of one the following: acid, cold, fire, lightning, poison, or thunder

When moving through difficult terrain created by your natural weapon, you take no damage.

Aura of Acclimation

At 10th level, your ability to adapt to the natural world affects your allies as well. Creatures of your choice within 30 feet of you gain all the benefits of your acclimation feature.

Additionally, creatures of your choice in the area take no damage from your nature's wrath feature.

Grasp of the Land

Starting at 13th level, your natural weapons can engulf a creature with the grasp of the land. When a creature starts its turn in difficult terrain created by your natural weapon, the target must succeed on a Strength saving throw, with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is restrained. A creature restrained by this ability can repeat the saving throw at the start of each of its turns, ending the effect on a success.

Biome Stride

Beginning at 14th level, you can unleash the hidden powers of the earth to shift you and your allies across biomes to different locations. By spending 1 hour inscribing natural runes into non-manufactured surfaces, such as the side of a tree or the face of a large boulder, you magically form a bond with the land in a 30 foot radius area.

You can only ever have up to three bonds with the land. To end a bond with the land, you must spend 1 hour in quiet concentration.

Once per long rest, you and up to 8 other willing creatures within 10 feet of you can magically transport across biomes to an area to which you have bonded with.

Soul of Nature

At 15th level, your soul becomes fully one with the natural world around you, and its embrace sustains you. You can no longer die of old age and cease aging. If you are elderly, you suffer no frailty from your old age.

Additionally, you no longer need to eat, drink, or breathe.

Terrain Mastery

Starting at 18th level, moving through any difficult terrain costs you no extra movement, and you gain a climbing, swimming, and burrow speed equal to your current walking speed. If you already possess one of these movement speeds, it increases by 30.

Additionally, you can shape the world with the raw energies of nature once per long rest. As an action, you can begin terraforming. For the next 8 hours, you can begin to change the world around you. For every 1 minute you can alter a non-manufactured 10-foot-cube area. The alterations can be anywhere from digging out the earth, filling an area with water, or transmuting dirt into stone or stone into sand, or any combination of the like. You can only create natural substances, and cannot created anything manufactured. Anything you alter stays intact for the duration. Anything you terraform is not magically held aloft, and may collapse or break apart after the duration.

Creatures are not harmed or effected in any way if they are in the area of this feature.

Embodiment of Nature

At 20th level, you've reached the pinnacle of your relationship with the natural world. If you start your turn with less than half your hit point maximum, you regain 10 hit points.

Additionally, choose one cantrip, 1st-level spell, and 2nd level spell from the druid spell list. You can cast those spells innately at will, using Charisma as your spellcasting ability.

Aspect of Nature

Naturalist are imbued with the powers of nature which give them incredible powers over it. Naturalist eventually hone their abilities into a specific aspect of nature, such as the aspect of beasts, which gift them unique abilities and grow them closer to nature's embrace by familiarizing themselves with the chosen aspect.

Aspect of Beasts

You focus your tie to nature through the beasts and creatures that inhabit it. Often times, natural animals are peaceful towards you, and your abilities reflect the constant motion of the circle of life. Your focus grants the grace of the deer who roam forests, as well as the ferocity of the wolf which stalks it.

Call of the Wild

Starting at 3rd level, you can call upon the spirit creatures of the wild as an action. You can conjure up to three beasts at a point within 30 feet of you. These beasts cannot have a combined challenge rating higher than half your naturalist level.

Any beast summoned is considered a fey creature, and magically disappears when it drops to 0 hit points or when an hour passes. Any beast summoned also remains friendly to you and any of your allies, and obey any verbal commands you issue them. A summoned beast rolls its own initiative and acts on its own. If several beasts are summoned, roll for all beasts as a group, using the highest initiative among the summoned beasts.

If you don't issue any commands to the summoned creatures, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' Statistics.

Once you use this feature, you must finish a long rest before using it again.

Grace of Nature

Beginning at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Medicine, Nature, Persuasion, Stealth, or Survival.

Additionally, once per long rest you may cast the spell animal messenger, using Charisma as your spellcasting ability.

Adaptation

At 6th level, your body adapts as the creatures of nature do. Choose one of the following adaptations.

Insulate. On your turn, you can call upon a shield of nature as a bonus action. This protection grows over your body, granting you resistance to one of the following damage types until the start of your next turn: acid, cold, fire, lightning, poison, or thunder.

Charge. On your turn, if you move at least 20 feet straight toward a target and then successfully hit it with an attack from your natural weapon, the target takes an extra 2d6 damage of the weapon's type.

Assault. Whenever you successfully hit a creature with an attack from your natural weapon, you can make one other attack as a bonus action.

Magical Beasts

Beginning at 6th level, attacks from your summoned creatures count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Bestial Roar

Starting at 11th level, you can let loose a bestial roar entwined with the powers of nature as an action. All creatures of your choice within 30 feet of you must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature is stunned until the end of your next turn.

Once you use this feature, you must finish a short or long rest before you can use it again.

Unleash the Beast

At 17th level, your soul becomes fully one with nature's creatures, allowing you to unleash the full force of beasts of nature. As an action, you can unleash the beast. For the next minute, you gain the following benefits.

  • You gain a flying speed of 60 feet.
  • You add your Charisma modifier to damage rolls with your natural weapons.
  • Any creature summoned by your call of the wild feature gains a bonus to damage rolls equal to half your naturalist level while within 30 feet of you.

Aspect of Seasons

Your soul and personality resemble that of the ever changing seasons. Timelessly watching over the passage of summer into autumn, autumn into winter, and the constant flow of the change of climate that comes with each passing season. This connection grants you with ever changing powers forged by nature's flow of time.

Wheel of Seasons

At 3rd level when you adopt this aspect, you learn to imbue the wheel of the seasons within you. As a bonus action, you can activate this tie to the seasons, which grants you one of the following benefits of your choice. Your choice lasts until you change your benefit with another of the following as a bonus action, or you end your tie with the wheel as an action.

Spring Renewal. The renewal of spring cleanses you and your allies of debilitating effects. Creatures of your choice within 30 feet of you have advantage on saving throws against spells and abilities that would poison, knock them prone, or restrain them.

Summer Warmth. You exude an aura of summer's warmth in a 10-ft. radius centered on you. As part of exuding this aura, and as a bonus action on each of your turns until this aura is changed or ended, a creature of your choice within the aura gains an amount of temporary hit points equal to half your naturalist level.

These hit points lasts until the start of your next turn, or until depleted.

Autumn Rot. Autumn's powers of decay allow you to create brief atrophy in your enemies. As part of activating this bond, and as a bonus action on each of your turns until this bond is changed or ended, you can force a creature within 30 feet of you to make a Constitution saving throw, with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature is poisoned until the end of your next turn.

Winter Chill. The bite of winter surrounds your natural weapons, striking enemies to the bone with frigid cold. Once per turn, when you successfully hit a creature with your natural weapon, you can choose to deal an extra d6 cold damage to the target.

Seasonal Synthesis

Starting at 6th level, you can draw more knowledge from nature with your infosynthesis feature. When you use your infosynthesis feature, you add the following to the list of questions you can ask of the area around you.

  • An area with altered weather from the norm of the region, such as a snowy area during the summer.
  • The presence of any fey in the region. This does not tell you the exact location of any fey.
  • The presence of illusions used to mask terrain or others aspects of nature.

Wheel of the Sage

Beginning at 11th level, the powers of your wheel of seasons are enhanced as your soul grows tighter with the change of seasons. Your wheel of seasons bonds gain the following improvements.

Spring Renewal. Creatures now have advantage on saving throws against being paralyzed, petrified, or stunned, in addition to the other stated conditions.

Summer Warmth. You way now target two creatures, instead of one, when using this feature.

Autumn Rot. You way now target two creatures, instead of one, when using this feature.

Winter Chill. You now add the damage to any damage roll made with your natural weapons.

Safeguard of Seasons

At 17th level, the seasons guard you and your allies against the harmful energies of the world. Upon completing a short or long rest, you gain resistance to one of the following damage types of your choice, choosing from acid, cold, fire, lightning, poison, and thunder. Creatures of your choice within 30 feet of you gain this resistance.