You are a botanist. You've always found comfort around plants, and they seem to rejuvenate your energy levels. Choose an environment where you have intimate knowledge of the plants in that area, and you will gain proficiency when investigating any plants from that region, handling plants from that region (cooking, making potions, etc.), and growing plants from that region.
- Skill Proficiencies: You gain proficiency in Nature and Investigation.
- Tool Proficiencies: You gain proficiency in the Herbalism kit or in the Alchemist's supplies.
- Languages: You gain no new languages, but you do gain more of an understanding of nature.
- Equipment: You gain:
- a) an Herbalism kit or b) Alchemist's supplies
- a Component pouch
- a) a cared-for pair of shears passed down by a mentor or b) a book of common plants in your chosen environment
Environments:
- Forest: Most common and basic plants are found in the forest.
- Underground/Caves: Lots of mushrooms, moss, and, on the rare occasion, something that glows.
- Flatlands (plains, tundra, etc): Mostly just a lot of grass, but you do sometimes get some pretty flowers and the stray tree.
- Mountains: Depending on your DM, you could see a lot of trees and wild mountain flowers spread around, or it could be sparse.
- Coast: A few trees, perhaps, and some dead grass is most likely what you're going to get.
- Underwater: Coral doesn't count as a plant (it's actually an animal, look it up!).
- Space: ???
- Infernal Realms: Some pretty rare plants are found here, but they tend to play hard-to-get. And are also usually deadly.
| d8 | Environment Specialty |
|---|---|
| 1 | Forest |
| 2 | Underground/Caves |
| 3 | Flatlands |
| 4 | Mountains |
| 5 | Coast |
| 6 | Underwater |
| 7 | Space |
| 8 | Infernal Realms |
[DISCLAIMER] Unless your DM allows it, you are not intended to take both the spell and the feat. Whichever portion fits your character is the one you are intended to take.
If you are a magic-using character, you gain the spell Tend Plants, which allows the following:
You choose any number of non-creature plants that you can see within range in a 5 foot cube. This spell can affect plants that do not fit entirely within the area, but it only affects the portions of those plants that are inside the area. You manipulate the affected plants in one of the following ways.
- You change the color, taste, or texture of any of the plants' leaves, petals, or fruit. You can use this to create messages. These changes last for 1 hour.
- You cause the plants to shake and twist, releasing any ripe fruits or ready seeds and knocking off any tiny pests such as bugs or mice. For 1 hour, such pests can't consume the plant or climb on it. This only affects Tiny creatures that don't have a level or CR greater than 0.
- You cause the plants or part of the plants to move up to 5 feet in a direction of your choice. This can't relocate a plant that is firmly rooted in the ground nor does it change the flexibility of the plants, but it can cause vines to rise and coil, branches to shake, tumbleweeds to roll, etc. This movement doesn’t have enough force to cause damage.
- You cause the plants to twist into knots. For 1 hour, the plants are difficult terrain for any creature walking through them, and climbing the plants does not cost any extra movement.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
If you are not a magic-using character, you gain the Plant Master feat, which allows the following:
You have become one with nature, bringing plants into your life and home. After great study, you have found that using the life blood of these organisms can greatly improve that healing properties.
You are a master in the knowledge of nature, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain a proficiency +1 bonus in the Medicine, Nature, and Survival skills.
Spell List
TEND PLANTS SPELL (this is a homebrew spell, but I don't know who the author is so I can't credit them)
You choose any number of non-creature plants that you can see within range in a 5 foot cube. This spell can affect plants that do not fit entirely within the area, but it only affects the portions of those plants that are inside the area. You manipulate the affected plants in one of the following ways.
- You change the color, taste, or texture of any of the plants' leaves, petals, or fruit. You can use this to create messages. These changes last for 1 hour.
- You cause the plants to shake and twist, releasing any ripe fruits or ready seeds and knocking off any tiny pests such as bugs or mice. For 1 hour, such pests can't consume the plant or climb on it. This only affects Tiny creatures that don't have a level or CR greater than 0.
- You cause the plants or part of the plants to move up to 5 feet in a direction of your choice. This can't relocate a plant that is firmly rooted in the ground nor does it change the flexibility of the plants, but it can cause vines to rise and coil, branches to shake, tumbleweeds to roll, etc. This movement doesn’t have enough force to cause damage.
- You cause the plants to twist into knots. For 1 hour, the plants are difficult terrain for any creature walking through them, and climbing the plants does not cost any extra movement.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Spell Level | Spells |
|---|---|
| 3rd | plant growth |
Suggested Characteristics
N/A
Previous Versions
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