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|d={{/Description}}
|d=The enchanter of the woods, these wandering spell casters resemble Rangers in their wanderlust. More comfortable with animals than people, Nature Mages are always heading to the woods and keeping to themselves. Ever in defense of the land, Nature Mages are like environmentalists. Nature Mages are in tune with the world at all times. If you are playing a Nature Mage be reclusive, avoiding people if you can, happy in nature and eager to leave any civilization.
|r1=Empathic Ray, Treeform Ball,Oracle,Familiar
|r1=Empathic Ray, Treeform Ball,Oracle,Familiar Bond
Metadata.The enchanter of the woods, these wandering spell casters resemble Rangers in their wanderlust. More comfortable with animals than people, Nature Mages are always heading to the woods and keeping to themselves. Ever in defense of the land, Nature Mages are like environmentalists. Nature Mages are in tune with the world at all times. If you are playing a Nature Mage be reclusive, avoiding people if you can, happy in nature and eager to leave any civilization.
Restrictions
Armor Restrictions
Nature Mages lose all abilities they gain from this class if they wear armor.
As you cast Empathic Ray, choose either "damage" or "healing". The effect varies depending on what you choose. Empathic Ray only counts as a damaging effect if you choose "damage" and only as a healing effect if you choose "healing".
If you do not take any damage before the start of your next turn, you regain the HP you spent on Empathic Ray. This counts as a regeneration effect and a healing effect. This is the only part of Empathic Ray that counts as a regeneration effect.On critical hit:Double the damage dice dealt by this ability. Or, if you chose "healing", double the number of times that target heals.On hit:Deal 1d8magic damage to target or heal them (depending on what you chose).Heightened:For each additional MP spent, deal an additional 1d8magic damage or heal the target again (depending on what you chose).
Requirements:This ritual can typically be used only once.
Familiar Bond is a ritual that allows you to bond with an animal companion. As part of this ritual, you call an animal to you and it chooses whether or not to become your familiar. If it chooses to be your familiar, you and it are spiritually bonded. You can sense feelings and emotions from your familiar and speak to other animals of the same species. Your familiar can sense your feelings and emotions as well. You also gain an animal tamerfluency for your familiar's species. This does not grant you proficiency with animal tamer in general.If proficient:You also gain an ability chosen by the GM when your familiar is within 100 feet of you. The ability is something your familiar can do naturally, is symbolic of, or that is related to your relationship with it.
You may ask a question to a deity or other supernatural being with which you have a connection and receive a vision in response. There are limitations on how often you can do this and the strength of the answer you receive. Once per short rest, you may ask a question and get a minor vision in response. If you are at a place of great power or significance to the deity or entity you are asking, you will receive a full vision instead.If proficient:Once per long rest, you may ask a question and get a full vision in response. If you are at a place of great power or significance to the deity or entity you are asking, you will receive a greater vision instead.If fluent:Your short rest questions receive a full vision and your long rest questions receive a greater vision. If you are at a place of great power or significance to the deity or entity you are asking, your visions are made even more powerful at GM discretion.
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.If proficient:You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes.If fluent:In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorceryspells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own elder sorcery and rotator spells, you may only have a maximum of 2 × (MR - 1) of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared.
The rotator spells automatically available to you are Crown of Vines, Polymorph, Regeneration Touch, Unforge, and Wildborn.
When you attack with Empathic Ray or Treeform Ball, you may target an additional creature or the same creature twice. Any costs you pay must be paid twice and be the same for both attacks These incur attack penalties as though they were two separate attacks.
In addition to the custom rotator spells you create, you can learn spells created by others. When you come across a fully created spell using only words you are fluent in, can make a DC 12 + OP INTfeat save to attempt to learn it. If you succeed, you can add it to your rotator spell list. If you fail, you are incapable of attempting to learn that spell again. The GM may modify the DC based on the spell's complexity, your knowledge of the spell, any special training you receive, if the spell's creator is there to assist you, or for any other factors they see fit. You may also attempt to learn words that you come across as long as they are of elements you are fluent in. The GM may adjust the DC for these as they see fit as well, but the default is DC 15 + OP INTfeat save.On fail:You are incapable of attempting to learn that spell or word again.On success:You learn the spell or word.If proficient:You are fluent in Elder Sorcery Creation, Celestial Elder Sorcery Words, and Nature Elder Sorcery Words.
Once per short rest, you may cast a ritualnature spell in half the time it would normally take. Additionally, once per long rest, you may cast a nature spell as though you were adept at it.
You may select an additional target within 30 feet of the triggering spell's original target. Your spell targets them as well. Any attack rolls, feat saves, or other necessary rolls must be made for the new target as well.
Target takes the "on hit" effect of a conjuredmissile spell that you are proficient in. If the triggering hit was a critical hit, then the target takes the "on critical hit" effect instead.