Wizard
Base Class: Wizard

Botanist is an expert in the study of plant life, particularly those of the magical variety. Whereas potion makers are specialized in mixing magical ingredients and plants, wizards from the School of Botany prefer creating and using said plants immediately.

Student of nature

Starting at 2nd level, your study of plants and plant- based magic has paid off in four ways : You gain proficiency in the Nature skill and the herbalism kit. And you gain advantage on any checks made to recall information about magical plants and plant creatures and discern them or what they can be used for. If you have proficiency in Nature already, you gain expretise instead. Druid’s 1st to 5th level spells count as wizard spells for you. You can choose them when you level up, copy them to your spellbook or prepare them as per normal wizard spells. You can cast the Find Familiar spell as an action once per day without requiring any components, but you expend a spell slot when you do so. Additionally, when you cast this spell, the familiar can take the form of an Awakened Shrub.

Battle gardener

Additionally at 2nd level, you have learned how to magically enhance and grow plants of all sorts to suit your needs. As an action, you can expend a 1st level spell slot or higher to produce one of the following effects of your choice :

Aromatic Herbs : You conjure a small aromatic plant in an unoccupied space on a solid surface within 30 feet of you. Creatures of your choice that end their turn within 10 ft of the plant regain hit points equal to 1d6 + your intelligence modifier (minimum of 1). The plant can heal a number of times equal to your proficiency bonus plus the spell slot level before it shrivels and dies. As a bonus action on your turn, you can move the Aromatic herb for up to 20 ft, if you end your turn without moving it, it automatically moves 10 ft towards the ally with the lowest amount of Hitpoints.

Thorn spitter : You conjure a large flower with spikes covering most of it in an unoccupied space on a solid surface within 30 feet of you that you can see. It is spectral but counts as difficult terrain. As a bonus action, you can make the flower spit thorns on a target within 30 ft of it, make a ranged spell attack, on a hit, the target takes 1d8 magical piercing damage, for every two spellslot levels above 1st, the damage increases by 1d8. The flower lasts for 1 min or until you dismiss it as a bonus action.

Seed barrage : You conjure a barrage of explosive seeds in a 5 ft radius, 30ft high cylinder centered on a point that you can see on the ground within 30 ft of you. Each creature in that area must make a Dexterity saving throw against your spell save DC, or take 2d12 thunder damage and be knocked 30 ft up into the sky, on a success, a creature takes half damage and is not knocked up to the sky. For each spellslot level above 1st, the damage increases by 1d12.

Herbal Knowledge

Starting at 6th level, you spend half the required cost instead of the full cost when crafting items and consumable if the ingredients of these items consist of herbs and plant.

Awakened Guardian

At 10th level, you have made some progress in your research about flora, and figured out a way to make your familiar the incarnation of nature itself.

Once per long rest, you may perform an hour long ritual to make your awakened shrub familiar gain the following traits :

  • It grows in size to become huge.
  • Its HP increases by 5 times your wizard level, and its AC becomes 17.
  • Its Strength score becomes equal to your intelligence score, its Rake attack damage is now 2d10 instead, and it can attack a number of times equal to half your proficiency modifier (rounded down). It can now use its attack action even though it is a familiar.

Improved Horticulture

When you reach 14th level in this class, you learn to improve the plants you magically grow.

  • The healing of your Aromatic Herbs increases to 2d6+your Intelligence modifier (minimum of 2).
  • The damage dice of your Thorn spitter becomes a d10 instead, and its range becomes 60ft.
  • Your seed barrage explosion can leave behind (Your choice) a 10ft radius radioactive aura on the ground for the next year. Any creature that end their turn in that aura must succeed on a Constitution saving throw against your wizard DC, becoming poisoned for the next minute on a failure. A creature can remake the saving throw at the end of each of their turn, provided they are not ending their turn in that aura. If a creature spends 1 hour in that aura, they gain 1 level of exhaustion that cannot be removed by long rests. If you cast Greater restoration or similar magic on the center of that aura, the radiation dissipates.

Comments

Posts Quoted:
Reply
Clear All Quotes