You may have X number of (X = your wisdom modifier + your naturalist level) prepared spells. These must be spells from the naturalist spell list.
You can change these spell on each long rest. The naturalist is also a full caster. Details on spell points page.
Your spell casting ability is tied to your attachment to nature and means nature must be present for you to cast spells. These means that dispell and other magical domains that prevent you from attaching you to nature prevent you from casting spells.
Ritual Casting. You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.
At the second level you gain a form of Nature the you can harness. Choose between on of the following.
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Dispell: Is rejecting what is natural for short period. It is unlike both Wildheart and Wildshape where instead of harnessing nature and bringing its magic within. You send out what nature you have inside becoming volatile and forceful. When using dispell, you gain the following for a number of minutes equal to half your levels in the Naturalist class and this effect can not be ended early.
-2 AC
1 Free Action that can be used before your next turn
You may add your Wisdom Modifier to Global Attack Modifier
+2d4 force damage on all attacks
+2d6 at level 6
+2d8 at level 14
+2d10 at level 20
You may use your form of Nature x number of times per day. x being equal to your levels in the Naturalist Class. All of these features last for 36 seconds.
At the 3rd level you may choose between one of the following subclasses
Way of Wild-heart
Way of Fools
Ability Score Improvements
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At the 10th level, when making an attack with your action you may make an additional attack or use a cantrip.
At the 15th level, you may choose a second "Form of Nature".
At the 17th level, you have now become a perfect form of naturalist. You are no longer prevented from using magic will using your form of nature.
At the 20th level, you may use your form of nature as many times at you wish. Nature now aids you with its magical strength to use it.