School of Honey
You are a material mage, a type of wizard that focuses on unlocking the potential of a single substance. It might be organic or inorganic, mundane or priceless. Other practitioners of the arcane arts find your obsession curious or even absurd, but you know that your chosen material contains real power.
School of Honey
You admire the School of Enchantment, but put your own twist on it. You prize honey for its flexibility – it can tempt the unwary, sweeten food, and even heal. Best of all, it’s made by your favorite animal, the hardworking honeybee. In time, you become a most fearsome apiarist.
Bee Friend
At 2nd level, you can communicate with bees, and they treat you as one of their own. You gain a +10 bonus to any Animal Handling or Nature check involving bees. Starting at 3rd level, you can cast the spell Animal Messenger as a ritual spell, but only with bees.
Honeyed Words
Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
Savor the Sting
Starting at 6th level, when you damage a creature with a wizard spell, you can cause the spell to deal extra damage to the creature as an ethereal giant bee momentarily appears and stings it. The extra damage equals your wizard level and is force damage. The target must also succeed on a Constitution saving throw against your wizard spell DC or be poisoned until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest
Fast and Slow and Healthy
At 10th level, you master the physical properties of honey, a sugar-rich substance that is also very sticky and has medicinal uses. You add the spells Lesser Restoration, Haste, Slow, and Greater Restoration to your spellbook, if they are not already there.
When you cast Haste, the target suffers no ill effects once the spell ends.
When you cast Slow, you can force the targets to make a Strength saving throw instead of a Wisdom saving throw as sticky honey surrounds them.
When you cast Lesser Restoration or Greater Restoration, the target’s speed increases by 5 feet for 1 hour.
Bee Keeper Supreme
By 14th level, you have learned much honey lore. When any creature succeeds on a saving throw against your Slow spell, one of your enchantment spells, or Honeyed Words, your wrath is stirred. You can have the creature take damage and make a Constitution saving throw as if affected by Savor the Sting. Once you affect a creature with this feature, you can’t affect the same creature again until you finish a short or long rest.
Creatures that are normally immune to poison and the poisoned condition are still affected by Savor the Sting.
You add the spell Insect Plague to your spellbook. When you cast it, it summons a swarm of bees, and it does additional poison damage equal to your Intelligence modifier. You can also expend a 4th level or higher spell slot to cast Giant Insect on up to five bees. Giant bees have the same statistics as giant wasps.
Art Credit: Phil Foglio