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Blackstaff's Tome of Wizardry
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===School of Floralmancy=== Naturally often confused with [[druid]]s, floramancy wizards hearken to Chinese Elementalism, being the '''Wood''' [[Elementalist]] subclass. At 2nd level, the Floramancer gains the features '''Nature Savant''' (free Proficiency in Nature, Advantage on Nature checks made to identify plants), and '''Nature Magic''', which adds the following spells to the wizard spell list for them: barkskin, commune with nature, detect poison and disease, druidcraft, grasping vine, locate animals or plants, plant growth, protection from poison, speak with plants, spike growth, thornwhip, transport via plants, tree stride, and wall of thorns. At 6th level, the Floramancer gains the '''Plant Camouflage''' feature, which is central to their further subclass features. This power can be used a number of times per day equal to the Floramancer's Intelligence modifier (minimum of 1), with all uses being recharged on a long rest. When triggered, the Floramancer sprouts various plant growths from their body, which lasts for 10 minutes and grants them Advantage on Stealth checks made to hide in, quote, "any natural terrain brimming with plantlife". At 10th level, the Floramancer gains the '''Thorns''' feature, which upgrades Plant Camouflage by letting the wizard choose to manifest defensive thorns whilst transformed. If they do, then whenever the Floramancer is targeted by a melee attack, the attacker takes 2d6 Piercing damage, which counts as Magical for damage resistance/immunity purposes. This damage increases to 4d6 at level 14. Finally, at 14th level, the Floramancer gains the '''Photosynthesis''' feature; when using Plant Camouflage, by spending 10 minutes or longer in direct sunlight, the Floramancer no longer requires food or drink for the day. Additionally, if they are reduced to zero hit points whilst both using Plant Camouflage and in direct sunlight, the Floramancer automatically stabilizes. Finally, once per day, whilst transformed and in direct sunlight, the Floramancer can heal 1d4 hit points per minute - if reduced to 0 HP whilst transformed and in direct sunlight, this ability automatically triggers if it hasn't already been used for the day.
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