School of the Wild

Nearly all the innovation and advancement in bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and homunculi in search of the perfect union between nature and civilization.

Druidic Magic

Your link to nature and the Feywild allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the druid spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.


At 2nd level, you know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Empowered Healing.

Starting at 6th level, the natural energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can use your reaction to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.

School of the Wild

Merovia demonickin0