TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Nature’s Ally introduces summoner-focused archetypes for both the druid and wizard classes. Each of these 
  two subclasses has much in common with the other, and it’s not surprising, given all the similarities druids and 
  wizards share. Druid circles are an order intended to safeguard secret knowledge shared among their 
  members. Meanwhile, arcane traditions are areas of specialized study and instruction shared among their 
  school. Nature’s Ally imagines what would happen if nature priests and mages combined their talents to create 
  a new order for each class. 
   
  In addition to in-game similarities, druids and wizards have a mirrored game mechanics design. They both 
  have full spellcasting progression, class features gained at 2nd level that continue to scale in power with more 
  class levels, and new subclass features at 2nd, 6th, 10th, and 14th levels. 
   
  The following pages provides one version of the Nature’s Ally archetype for druid, one for wizard, and also 
  explore a unique dual-progression for characters that multiclass as both druid and wizard.  
   
   
  In days long past, a team of druids and wizards took interest in the art of summoning. While the druids 
  commanded the spirits of nature to take physical form, the wizards would study the resulting entities and the 
  primal energies that bring them forth.  
   
  Through experimentation, the team began to manipulate the primal forces, summoning creatures of far greater 
  awareness than those before. The spirits became sentient, and both the wizards and druids found meaningful 
  dialogue with them. Over time, mutual trust cemented a bond, and these awakened allies vowed to not harm 
  their summoner while the summoner would act in kind.  
   
  As the druids and wizards further developed their techniques, the line between arcane and primal magic began 
  to blur. Soon after, the druids and wizards learned to share the energies connecting spirit and summoner with 
  each other. To the befriended entities, there was no difference—the summoners had all become nature’s ally 
  and the spirits were willing to aid their befriended spellcasters by simple request instead of primal energies 
  compelling them. 
    
  The summoned spirits grew stronger as they absorbed more and more powerful magics furnished by the 
  spellcasters.  
   
  The wizards, steeped in sentient primal magic for a lifetime of study, had become spirits themselves, 
  sometimes taking the form of natural beasts.  
  The druids, refined in their casting and precise in their control, learned to collect the energies that clung to 
  them after spellcasting to be used later. 
   
   
   
  These techniques are now taught to new apprentices of the circle tradition to infuse their budding powers with 
  the primal energies of the spirits, teaching them that form is spirit, and that the energies are all around to 
  infuse their casting.  
   
  In time, the apprentices also learn to use this energy to strengthen their summoned spirits, to release them 
  from other summoners’ control, to infuse them with self-awareness, and to become awakened allies as their 
  mentors had done before them. 
   
  Through these studies, the Circle and Tradition of Nature’s Ally continues to grow and thrive. 
   
  
   
   
   
  Druids that identify with the Circle of Nature’s Ally strengthen their connection to summoned creatures. Some 
  do so to commune with the spirits of the world around them, while others simply seek to strengthen the 
  creatures summoned to aid them.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you choose this circle at 2nd level, you learn 
  to regain some of your magical energy by 
  meditating and communing with nature. Once per 
  day when you finish a short rest, you can choose 
  expended spell slots to recover. The spell slots can 
  have a combined level that is equal to or less than 
  half your druid level (rounded up), and none of the 
  slots can be 6th level or higher. 
   
  For example, if you’re a 4th-level druid, you can 
  recover up to two levels worth of spell slots. You 
  can recover either a 2nd-level spell slot or two 1st-
  level spell slots. 
   
   
  At 6th level, creatures you summon are more 
  resilient. Any single creature that you summon 
  gains 5 temporary hit points for each level of the 
  spell cast.  
   
  When you reach 10th level, you can bring beasts, 
  elementals, fey, and plants under your control, even 
  those summoned by other spellcasters.  
  As an action, you can choose one beast, elemental, 
  fey, or plant with a challenge rating equal to or less 
  than your casting level that you can see within 60 
  feet of you. That creature must make a Charisma 
  saving throw against your druid spell save DC. If it 
  succeeds, you can’t use this feature on it again until 
  after you finish a long rest. If it fails, it becomes 
  friendly to you and obeys your commands until you 
  use this feature again or begin a long rest.  
   
  If taking command of a summoned creature, the 
  controlling spellcaster makes the spell save instead 
  of the target. If the means used to summon the 
  creature requires concentration, you must maintain 
  the spell yourself for the remaining duration of the 
  spell. You may only command one creature, even if 
  the spell summoned more than one.  
   
  Intelligent creatures are harder to command this 
  way. If the target has an Intelligence of 8 or higher, 
  it has advantage on the saving throw. If it fails the 
  saving throw and has an Intelligence of 12 or 
  higher, it can repeat the saving throw at the end of 
  every hour, ending the effect on a success.  
   
  You can command one creature at a time this way. 
  Choosing a new target to command ends the effect 
  of this ability on any other creature.  
   
  You can use this feature a number of times equal 
  to your proficiency bonus. You regain any expended 
  uses after you finish a long rest.  
   
   
  Beginning at 14th level, any summoned beast, 
  elemental, fey, or plant benefits from the effects of 
  the awaken spell while under your command.  
  Furthermore, summoned creatures that would 
  normally become hostile when you break 
  concentration are indifferent to you and won’t harm 
  you unless you or an ally attacks or harms them.
  
   
   
  Wizards who study the tradition of Nature's Ally 
  learn to apply their control over the forces of magic 
  to enhance their connection to the creatures they 
  summon.  
   
  Some do so to commune with the spirits of the 
  world around them, while others seek to strengthen 
  their creatures’ combat prowess. Still others just 
  like to make new friends.  
   
   
  Starting at 2nd level, you gain the Wild Shape class 
  feature, identical to the druid class feature of the 
  same name.  
   
   
  At 6th level, you add the spell conjure animals to 
  your spellbook. This is a wizard spell for you. 
  Furthermore, any single creature that you summon 
  gains 5 temporary hit points for each level of the 
  spell cast.  
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you reach 10th level, you can bring beasts, 
  elementals, fey, and plants under your control, even 
  those summoned by other spellcasters.  
  As an action, you can choose one beast, elemental, 
  fey, or plant with a challenge rating equal to or less 
  than your casting level that you can see within 60 
  feet of you. That creature must make a Charisma 
  saving throw against your wizard spell save DC. If it 
  succeeds, you can’t use this feature on it again until 
  after you finish a long rest. If it fails, it becomes 
  friendly to you and obeys your commands until you 
  use this feature again or begin a long rest.  
   
  If taking command of a summoned creature, the 
  controlling spellcaster makes the spell save instead 
  of the target. If the means used to summon the 
  creature requires concentration, you must maintain 
  the spell yourself for the remaining duration of the 
  spell. You may only command one creature, even if 
  the spell summoned more than one.  
   
  Intelligent creatures are harder to command this 
  way. If the target has an Intelligence of 8 or higher, 
  it has advantage on the saving throw. If it fails the 
  saving throw and has an Intelligence of 12 or 
  higher, it can repeat the saving throw at the end of 
  every hour, ending the effect on a success.  
   
  You can command one creature at a time this way. 
  Choosing a new target to command ends the effect 
  of this ability on any other creature. 
    
  You can use this feature a number of times equal 
  to your proficiency bonus. You regain any expended 
  after you finish a long rest.  
   
   
  Beginning at 14th level, you add the spell conjure 
  fey to your spellbook. This is a wizard spell for you.  
  In addition, any summoned beast, elemental, fey, or 
  plant benefits from the effects of the awaken spell 
  while under your command.  
    
  Furthermore, summoned creatures that would 
  normally become hostile when you break 
  concentration are indifferent to you and won’t harm 
  you unless you or an ally attacks or harms them. 
  
   
   
   
  When Nature’s Ally is chosen as a subclass for either a druid or wizard, individually there are no changes to 
  multiclass rules. When a character has at least two levels in both druid and wizard, Instead of progressing 
  Nature’s Ally as two individual subclasses, druid-wizard characters combine the total class levels to progress 
  the features of Nature’s Ally, as detailed below. 
   
   
   
  At 2nd level, when the druid gains the Natural 
  Recovery feature, the two classes combine their 
  total levels when determining the number of spell 
  slots regained during a short rest. You can use this 
  feature once before finishing a long rest. 
   
   
  At 2nd level, when the wizard gains the Wild Shape 
  feature, the two classes combine their total levels 
  when determining the form you can assume and the 
  duration. You can use this feature twice before 
  finishing a short or long rest. 
   
  When your character gains 6 levels between druid and wizard, you add the spell conjure animals to your 
  spellbook and you may prepare it as either a druid or a wizard, even if you can’t otherwise prepare 3rd-level 
  spells as either class. Furthermore, you gain the benefits of the Durable Summons subclass feature even if you 
  don’t have 6 levels of druid or wizard individually. 
   
  When your character gains 10 levels between druid and wizard, you add the spell conjure minor elemental to 
  your spellbook and you may prepare it as either a druid or a wizard, even if you can’t otherwise prepare 4th-
  level spells as either class. Furthermore, you gain the benefits of the Befriend Nature subclass feature, even if 
  you don’t have 10 levels of druid or wizard individually. 
   
  When your character gains 12 levels between druid and wizard, you add the spell conjure elemental to your 
  spellbook and you may prepare it as either a druid or a wizard, even if you can’t otherwise prepare 5th-level 
  spells as either class. 
   
  When your character gains 14  levels between druid and wizard, you add the spell conjure fey to your spellbook 
  and you may prepare it as either a druid or a wizard, even if you can’t otherwise prepare 6th-level spells as 
  either class. Furthermore, you gain the benefits of the Awakened Allies subclass feature even if you don’t have 
  14 levels of druid or wizard individually. 
   
  When your character gains 18 levels between druid and wizard, you gain the benefits of the druid Beast Spell 
  class feature, even if you don’t have 18 levels of druid. 
   
   
   
   
  Design, Art, and Layout by Fil Kearney 
  Development and Editing by Adam Hancock 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other 
  countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 
  2020 by Fil Kearney and published under the Community Content Agreement for Dungeon Masters Guild 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Nature's Ally - Archetype for Druids and Wizards.pdf