Naturalist (3.5e Class)

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The Naturalist is unto a Wizard as the Druid is unto a Cleric. They are experts in the study of life and the woods and combine their intelligence, magical power, and love of the wilderness into one profession, cataloguing and researching every aspect and nuance of natural life explainable through scientific reasoning. Good naturalists use their knowledge to benefit both nature and civilization, while evil naturalists use their knowledge to exploit nature and use it to their own ends.

Making a Naturalist[edit]

Naturalists are trackers and spellcasters by trade. While they aren't terribly good at combat they excel at using their knowledge and spell too their advantage

Abilities: Naturalists rely on their Intelligence for being able to cast spells and their saves, the same goes for their Wisdom modifier. A good Dexterity and Constitution are also needed for being able to avoid and take hits. Strength is usually the least needed score since they don't fight, but should also be kept high so that they could easily traverse their enviroment.

Races: Humans and Elves generally are best suited for the life of a naturalist, as are Half-elves. It is also common for halflings and gnomes who are driven by their curiosity and thirst for knowledge. Also, while it is rare, it is not unheard of for Half-orcs to take the path of natural academics since they are naturally attuned to primal power.

Alignment: Any

Starting Gold: 4d4*10

Starting Age: Wizard

Table: The Naturalist

Hit Die: D10

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 + 0 + 2 Nature sense, Animal companion, Summon familiar, Scribe Scroll, Chosen Animal, Earth/Poison Magic, Natural Warrior,Wild Creature 4 2 1
2nd +1 +3 +0 +3 Woodland stride, Tricks of the Trade 5 3 2
3rd + 2 +3 +1 +3 Trackless step, Magical Animal Affinity, Lay on Hands 5 3 2 1
4th +3 +4 +1 +4 Resist nature's lure, Tricks of the Trade 5 3 3 2
5th +3 +4 +1 +4 Bonus feat 6 4 3 2 1
6th +4 +5 +2 +5 Tricks of the Trade 6 4 3 3 2
7th +5 +5 +2 +5 - 6 4 4 3 2 1
8th +6/+1 +6 +2 +6 Animal Speaking, Tricks of the Trade 6 4 4 3 3 2
9th +6/+1 +6 +3 +6 Venom immunity, Pack Leader 6 5 4 4 3 2 1
10th +7/+2 +7 +3 +7 Bonus feat, Tricks of the Trade 6 5 4 4 3 3 2
11th +8/+3 +7 +3 +7 Healing Body 6 5 5 4 4 3 2 1
12th +9/+4 +8 +4 +8 Tricks of the Trade 6 5 5 4 4 3 3 2
13th +9/+4 +8 +4 +8 Persuade Earth 6 5 5 5 5 4 4 3 2 1
14th +10/+5 +9 +4 +9 Tricks of the Trade 6 5 5 5 5 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Bonus feat 6 5 5 5 5 5 4 4 3 3
16th +12/+7/+2 +10 +5 +10 Tricks of the Trade 6 5 5 5 5 5 4 4 4 4
17th +12/+7/+2 +10 +5 +10 - 6 6 6 5 5 5 5 5 5 5
18th +13/+8/+3 +11 +6 +11 Tricks of the Trade 6 6 6 6 6 5 5 5 5 5
19th +14/+9/+4 +11 +6 +11 - 6 6 6 6 6 6 6 6 5 5
20th +15/+10/+5 +12 +6 +12 Bonus feat, Tricks of the Trade 7 7 7 7 6 6 6 6 6 6

Class Skills (8 + Int modifier per level, ×4 at 1st level)
class skills (Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), Wilderness Lore (Wis), Climb (Str), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Use Rope (Dex), Appraise (Int), Balance (Dex), Bluff (Cha), Decipher Script (Int, exclusive skill), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Read Lips (Int, exclusive skill), Sense Motive (Wis), Tumble (Dex) and Use Magic Device (Cha, exclusive skill)).

Class Features[edit]

Weapon and Armor Proficiency: All Armor and Weapons.

Spells: choose their spells from the following list:

0— Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue, Wereflame.

1st—Calm Animals, Charm Animal, Entangle, Goodberry, Faerie Fire, Magic Fang, Magic Stone, Shillelagh, Summon Nature's Ally I,Burning Hands, Bless Water, Animate Rope, Bless, Chill Touch, Create Water, Curse Water, Delay Poison, Detect Snares and Pits, Detect Secret Doors, Endure Elements, Faerie Fire, Hold Portal, Identify, Mage Armor, Magic Missile (Elemental), Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Resist Energy (Elemental Only), Shield, Shocking Grasp, Summon Monster I (Elemental or Elemental Kin Only), Unseen Servant

2nd—Animal Messenger, Animal Trance, Fire Trap, Hold Animal, Reduce Animal, Summon Nature's Ally II, Summon Swarm, Wood Shape, Acid Arrow, Arcane Lock, Continual Flame, Darkness, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Person (restricts movement by air or water), Hold Animal (restricts movement by air or water), Levitate (Uses Air), Make Whole, Protection from Energy (Elemental), Pyrotechnics, Resist Energy (Elemental), Scorching Ray, Shatter, Soften Earth and Stone, Sound Burst, Spike Growth, Summon Monster II (Elemental or Elemental Kin Only), Whispering Wind, Wind Wall. Aid, Protection from Arrows, Bear's Endurance, Blur, Bull's Strength, Whispering Wind, Calm Emotions, Fox's Cunning, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shield Other, Status.

3rd—Call Lightning Snare,Stone Shape, Summon Nature's Ally III Call Lightning, Daylight, Deeper Darkness, Fireball, Flame Arrow, Fly, Gaseous Form, Lightning Bolt, Meld into Stone, Neutralize Poison, Quench, Searing Light, Sleet Storm, Stone Shape, Summon Monster III (Elemental or Elemental Kin Only), Tiny Hut (Earth Element, Small Hut), Water Breathing, Water Walk. Create Food and Water, Leomund's Tiny Hut, Cure Serious Wounds, Displacement, Dispel Magic, Hold Person, Helping Hand, Magic Circle against Good, Magic Circle against Evil, Magic Circle against Chaos, Magic Circle against Law, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light.

4th— Summon Nature's Ally IV, Air Walk, Commune with Nature, Control Water, Fire Shield, Flame Strike, Freedom of Movement (If due to weather or some form of element), Hold Monster (restricts movement by air or water), Ice Storm, Planar Ally, Lesser (Elemental or Elemental Kin Only), Resilient Sphere (Air), Rusting Grasp (Earth), Secure Shelter, Solid Fog, Spike Stones, Stoneskin, Summon Monster IV , Wall of Fire, Wall of Ice. Cure Critical Wounds, Leomund's Secure Shelter, Death Ward, Stoneskin, Divine Power, Lesser Geas, Neutralize Poison, Resilient Sphere, Restoration, Sending, Spell Immunity, Tongues.

5th— Summon Nature's Ally V, Call Lightning Storm, Cone of Cold, Control Winds, Hallow, Overland Flight, Passwall, Plane Shift (Elemental and Prime Material Only), Shadow Walk, Stone Shape, Telekinesis, Transmute Mud to Rock*, Wall of Stone. Break Enchantment, Mass Cure Light Wounds, Dispel Good, Dispel Evil, Dispel Chaos, Dispel Law, Hallow, Raise Dead, Spell Resistance, Bigby's Interposing Hand.

6th— Summon Nature's Ally VI, Acid Fog, Chain Lightning, Find the Path, Fire Seeds, Flesh to Stone*, Forceful Hand, Freezing Sphere, Move Earth, Planar Ally (Elemental or Elemental Kin Only), Shadow Walk, Stone Tell, Summon Monster VI (Elemental or Elemental Kin Only), Sympathetic Vibration, Wall of Iron, Wind Walk. Mass Bear's Endurance, Guards and Wards, Greater Heroism, Mass Bull's Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Contingency, Mass Eagle's Splendor, Bigby's Forceful Hand, Geas/Quest, Mass Fox's Cunning, Heal, Hardening, Heroes' Feast, Mass Owl's Wisdom, Undeath to Death.

7th— Summon Nature's Ally VII,Control Weather, Delayed Blast Fireball, Earthquake, Fire Storm, Forcecage, Grasping Hand, Hold Person, Mass, Mage's Sword, Phase Door, Statue, Summon Monster VII (Elemental or Elemental Kin Only), Sunbeam, Wall of Force (Air). Mass Cure Serious Wounds, Spell Turning, Holy Word, Mordenkainen's Magnificent Mansion, Regenerate, Greater Restoration, Mass Hold Person, Resurrection, Refuge.

8th—Clenched Fist, Horrid Wilting, Incendiary Cloud, Iron Body, Polar Ray, Repel Metal or Stone, Summon Monster VIII (Elemental or Elemental Kin Only), Sunburst, Telekinetic Sphere, Whirlwind. Antimagic Field, Protection from Spells, Cloak of Chaos, Temporal Stasis, Mass Cure Critical Wounds, Holy Aura, Shield of Law, Greater Spell Immunity.

9th—Crushing Hand, Elemental Swarm, Gate (Elemental Planes and Prime Material Plane Only), Genesis, Hold Monster, Mass, Imprisonment, Meteor Swarm, Storm of Vengeance, Summon Monster IX (Elemental or Elemental Kin Only), Prismatic Sphere. Mass Heal, Miracle, True Resurrection, Freedom, Mordenkainen's Disjunction, Foresight.

Table: Naturalist Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - -
2nd - - -
3rd - - - -
4th - - - - -
5th - - - - - -
6th - - - - - -
7th - - - - - - -
8th - - - - - - - - -
9th - - - - - - - - - -
10th - - - - - - - - - -

Abilities: Nature sense: A Naturalist can identify plants and animals (their species and special traits) with perfect accuracy. The Naturalist can determine whether water is safe to drink or dangerous. Animal companion: A 1st-level Naturalist may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship. Summon familiar: A Naturalist can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description. Scribe Scroll: A Naturalist has the bonus item creation feat Scribe Scroll, enabling her to create magic scrolls. Chosen Animal: The Naturalist must choose a small or medium-sized animal that he has formed an affinity with. Large animals must be approved by the DM, but are common as well. Earth/Poison Magic: An Naturalist is considered to have every spell with the Earth/Poison Descriptors on his spell list for the purpose of activating magic items. Natural Warrior: A Naturalist body slowly develops into something more like the animals of the world he lives in than that of his natural form. He slowly gains a form much like a lycanthrope’s hybrid form, and the exact look of this form varies from Naturalist to Naturalist, especially once fully developed.

At 1st level, the Naturalist gains natural armor as his skin thickens or the hair on his body begins to become more like a coat of fur. The natural armor bonus granted by this ability is equal to the Naturalist’s Constitution bonus (minimum 1) and can never be more than 1 per every two feral druid levels.

At 3rd level, the Naturalist gains a bite attack dealing 1d6 points of damage (assuming a Medium Naturalist). If a feral druid already had a bite attack, the damage of the bite increases by one die type. Naturalist may ignore the normal racial prerequisites for the Rapid Strike and all feats with Rapid Strike as a prerequisite.

At 5th level, a Naturalist base speed in all movements increases by 5 feet * Dexterity modifier. It cannot be increased by more than 10 feet per 3 Naturalist levels. A Naturalist wearing armor heavier than light or carrying a heavy load does not gain the benefits of this ability.

At 7th level, the Naturalist gains two claw attacks, each dealing 1d4 points of damage (assuming a Medium Naturalist). A Naturalist may not mix and match his natural attacks when he uses the full-attack action unless he takes the penalties as normal for using all natural weapons. His bite is considered his primary weapon and his claws are his secondary weapons. If a Naturalist already had claws, the damage of the claws increases by one die type.

Upon reaching 9th level, the Naturalist gains the scent ability, as described in the Monster Manual. Wild Creature: A Naturalist is as much an animal as he is a human. His eyes have adapted to the often dark realms of the natural world. A Naturalist gains low-light vision. If a Naturalist already has low-light vision, he receives no benefit from this bonus. A Naturalist is treated as though he were of the animal type for any effects relying on type (such as magic fang). If the effect would be detrimental to the feral druid, he gets a +4 bonus on the save against it. Woodland stride: At 2nd level, the Naturalist may move through any sort of natural undergrowth at his normal speed without taking damage or suffering any other impairment. Tricks of the Trade: At 2nd and each odd level thereafter, a Naturalist may select one of the following bonus.

Bonus Feat: The Naturalist gain a bonus feat, she must meet the prerequisite. This ability can never be taken more than 3 time in any given adventurer career.

Skill Bonus (Ex): Upon gaining this trick the Naturalist choose one skill, she gain a +4 competence bonus on the skill chosen. This tricks can be selected multiple time, it effect do not stack. But she may choose another skill.

Skill Mastery (Ex): The Naturalist becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Naturalist may gain this trick multiple times, selecting additional skills for it to apply to each time.

Trap Sense (Ex): A Naturalist gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This trick can be taken multiple time and it effect stack. Trackless step: At 3rd level, an Naturalist leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if desired. Magical Animal Affinity: At 3rd level, the Naturalist becomes further able to cast spells in order to increase the size of his pack. Whenever he casts a summoning spell that calls only his chosen animal, the Animal Leader is able to spontaneously apply any one Metamagic feat without adjusting its level. If the level that would be adjusted is variable (for example, Heighten Spell), it may not be used with this ability. This does not increase the casting time of the spell, so it could be applied to Quicken Spell. Lay on Hands: Beginning at 3rd level, a Naturalist with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Naturalist level × her Charisma bonus. A Naturalist may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Resist nature's lure: Starting at 4th level, a Naturalist gains a +4 bonus to saving throws against the spell-like abilities of feys. Animal Speaking: At 8th level, the Naturalist gains the ability to speak with animals of his chosen animal's type even while in his natural form. Venom immunity: At 9th level, a Naturalist gains immunity to all poisons. Pack Leader: At 9th level, the Naturalist becomes more in touch with his chosen animal in any form, and all animals of his chosen animal's type are considered Friendly unless under magical compulsion.

Further, he becomes better able to fight in coordination with his chosen animal, allowing them to provide an additional +1 flanking modifier above the normal bonus while flanking with his animal companions or the Naturalist himself. His animal companions provide an additional +2 flanking modifier above the normal bonus instead. Bonus feat: Every five levels, a Naturalist gains a bonus feat. Healing Body: At 11th level or higher, a Naturalist can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Naturalist level each day, and she can spread this healing out among several uses. Persuade Earth: A number of times per day equal to half his Naturalist level, the Naturalist can try to alter the reaction of any earth elemental or fey toward him, adding his Wisdom modifier to his Diplomacy roll . The Naturalist is always entitled a Diplomacy check to influence such creatures. If not controlled by another entity, earth Elementals always have a neutral starting attitude toward the Naturalist.

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