Natural Wizards and Arcane Druids

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Natural Wizards and Arcane Druids

Wizards and Druids, some of the strongest casters in the game are both mighty powerhouses with highly varied skillsets, if only they could be bought together in a mighty way...

Ah, it turns out their subcclass progression is identical, and with minimal alteration, you can literally play a mixed wizard-druid, or druid-wizard depending on flavor desires.

All references to the original class on the 'stolen' abilities are changed to the new base class

Wizard-Druid, or Natural Wizards

With a spell list focused on the elements moreso than anything else, a player wishing to access the elemental side of magic may be tempted by a druid rather than a wizard, but may dislike the style of subclass druids offer. To achieve a Wizard-Druid, the following changes must take place.

Base Class

The base class is druid, with all expected progression.

Spellcasting

The Wizard-Druid still prepares spells like a Druid, selecting their spells from the druid spell list, but gains the ability to cast ritual spells outside of their prepared spells as per the Wizard spellcasting trait.

If you learn a spell through an ability, it is assumed to be a druid spell and also always prepared for you

Variant

Wzard Druids gain a ritual spellbook at level 1. It contains knowledge of all ritual spells and is the focus for ritual casting, but does mean that this ability can be lost. A new book canbe gained by the druid returning to their circle, or by performing a 4 hour ritual over a long rest.

Wildshape

The Wizard-Druid loses the ability to Wildshape as they gained ritual versatility.

Druid Circle

In place of a druid circle, a Wizard-Druid selects an Arcane Tradition from the Wizard class

Beast Spells

In place of the Beast Spells feature, a Wizard-Druid gains the Spell Mastery feature from the Wizard Class

Archdruid

The spell components aspect of the Archdruid feature remain, but all abilities tied to Wildshape are ignored. The ability to ignore spell components is already potent enough to not lose.

Druid-Wizard, or Arcane Druid

A player wishing for a shapeshifting, trickster-like wizard, or to play a druid with more potent spells may wish to use this guide.

Base Class

The base class is wizard, with all expected progression.

Spellcasting

The Druid-Wizard still learns spells like a wizard, selecting their spells from the wizard spell list, but loses the ability to cast ritual spells outside of their prepared spells as per the Wizard spellcasting trait.

Arcane Recovery -

The Druid-Wizard loses the Arcane Recovery feature.

Wildshape

The Druid-Wizard gains the ability to Wildshape as they lost ritual versatility and spell recovery.

Arcane Tradition

In place of an arcane tradition, a Druid-Wizard selects a druid circle from the druid class

Spell mastery

In place of the Spell Mastery feature, a Druid-Wizard gains the Beast Spells feature from the Druid Class

Signature spells

The Signature spells ability remains, but gains the ability to cast spells during beast form, and allows the Druid-Wizard to provide all components in beast form, although they must still be provided if they have a cost.

 

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