Naturalist (3.5e NPC Class)

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Author: Eiji-kun (talk)
Date Created: 3-17-16
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Naturalist[edit]

Abilities: Naturalist's spells run off Wisdom, and they need Dexterity and Constitution to survive danger, and Strength if they plan to do melee.

Races: Any.

Alignment: Any.

Starting Age: As rogue.

Table: The Naturalist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +2 +0 +2 Wild Empathy 4 2
2nd +1 +3 +0 +3 5 2
3rd +2 +3 +1 +3 5 3
4th +3 +4 +1 +4 Animal Companion 5 3 2
5th +3 +4 +1 +4 6 3 2
6th +4 +5 +2 +5 6 3 3
7th +5 +5 +2 +5 6 4 3
8th +6 +6 +2 +6 Wildshape 1/day 6 4 3 2
9th +6 +6 +3 +6 7 4 3 2
10th +7 +7 +3 +7 7 4 4 3
11th +8 +7 +3 +7 7 5 4 3
12th +9 +8 +4 +8 Wildshape 2/day 7 5 4 3 2
13th +9 +8 +4 +8 8 5 4 3 2
14th +10 +9 +4 +9 8 5 5 4 3
15th +11 +9 +5 +9 8 5 5 4 3
16th +12 +10 +5 +10 Wildshape 3/day 8 5 5 4 3 2
17th +12 +10 +5 +10 9 5 5 4 3 2
18th +13 +11 +6 +11 9 5 5 5 4 3
19th +14 +11 +6 +11 10 5 5 5 4 3
20th +15 +12 +6 +12 Wildshape 4/day 10 5 5 5 4 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).


Class Features[edit]

All of the following are class features of the Naturalist.

Weapon and Armor Proficiency: Naturalists are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Naturalists are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A naturalist may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Naturalists are proficient with shields (except tower shields) but must use only wooden ones.

A naturalists who wears prohibited armor or carries a prohibited shield is unable to cast naturalists spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A naturalist casts divine spells, which are drawn from the naturalist spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A naturalist must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the naturalist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a naturalist’s spell is 10 + the spell level + the naturalist’s Wisdom modifier.

Like other spellcasters, a naturalist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Naturalist. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A naturalist prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A naturalist may prepare and cast any spell on the naturalist spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

0— Any 0th-level spell on the druid spell list.

1st—calm animals, charm animal, cure light wounds, detect animals or plants, detect snares and pits, endure elements, faerie fire, goodberry, hide from animals, jump, longstrider, magic fang, magic stone, pass without trace, produce flame, speak with animals, summon nature's ally I,

2nd—animal messenger, animal trance, barkskin, chill metal, delay poison, dispel magic, fire trap, flame blade, flaming sphere, gust of wind, heat metal, hold animal, lesser restoration, reduce animal, resist energy, soften earth and stone, spider climb, summon nature's ally II, summon swarm, tree shape, warp wood, wood shape

3rd—call lightning, contagion, cure moderate wounds, daylight, diminish plants, dominate animal, greater magic fang, meld into stone, neutralize poison, plant growth, protection from energy, quench, remove disease, snare, speak with plants, spike growth, stone shape, summon nature's ally III, water breathing, wind wall

4th—antiplant shell, blight, command plants, control water, cure serious wounds, greater dispel magic, giant vermin, reincarnate, repel vermin, rusting grasp, spike stones, summon nature's ally IV

5th—animal growth, awaken, baleful polymorph, call lightning storm, commune with nature, control winds, cure critical wounds, insect plague, stoneskin, summon nature's ally V, transmute mud to rock, transmute rock to mud, tree stride, wall of fire, wall of thorns

Wild Empathy (Ex): A naturalist can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The naturalist rolls 1d20 and adds her naturalist level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the naturalist and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A naturalist can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Animal Companion (Ex): At 4th level a naturalist gains an animal companion like a ranger, using half of her level as her effective druid level.

Wild Shape (Su): A 8th level naturalist gains wild shape like a druid of half her level. Unlike a druid, she never gains forms beyond her initial medium and small forms. She gains one use of it at 8th level, and an additional use at 12th and every four levels beyond.

Ex-Naturalists[edit]

A naturalist who ceases to revere nature or changes to a prohibited alignment loses all spells and naturalist abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a naturalist until she atones (see the atonement spell description).


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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
Allowed AlignmentsLawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil + and Chaotic Neutral +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Spellcasting + and Divine Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e NPC Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Diplomacy +, Handle Animal +, Heal +, Knowledge +, Listen +, Profession +, Ride +, Spellcraft +, Spot +, Survival + and Swim +
Skill Points4 +
SummaryThe NPC druid, they are hippies who follow the rules of nature. +
TitleNaturalist +
Will Save ProgressionGood +