Base Class: Artificer
When you choose the path of the Woodcarver, you have chosen to control nature rather than letting it control you.
Level 3: The Carver's Tools
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor and martial weapons. You also gain proficiency with woodcarvers' tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Level 3: Woodsmith Spells
Your dual connection to both the weave and nature ensures you always have certain spells ready. When you reach an Artificer level specified in the Woodsmith Spells table, you thereafter always have the listed spells prepared.
Artificer Level | Prepared Spells |
---|---|
3 | Thorn Shield, Photosynthesis |
5 | Create Arrows, Primal Senses |
9 | Ball of Elements, Entropy's Durable Orb |
13 | Nature's Empowerment, |
17 | Create Swamp, Natural Immunity |
Level 3: Woodsmith's Blessing
Starting at 3rd level, the powers of nature imbue you with the ability to grow stronger than those around you. You gain the following abilities:
- You can learn and use any infusion you know as many times as you want.
- You may use an action to create any weapon that you can think of out of wood. No matter what, you are proficient with this weapon, and it deals 2d8 slashing, piercing, or bludgeoning damage depending on what the weapon is. You may use this ability a number of times equal to your proficiency modifier, per long rest.
- This weapon becomes a +1 weapon at 6th level, +2 at 10th level, and +3 at 14th level.
- You can use a number of infusions equal to your intelligence modifier (minimum 1) per object. You can only use this ability on objects that contain wood.
Level 5: Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Additionally, when you are using a wooden weapon from your Woodsmith's Blessing feature, you may make an extra attack with that weapon using your bonus action.
Level 9: Golem Maker
Starting at 9th level, you can manipulate the plant life around you to create golems who do your bidding. These golems be large or smaller and can take any form you want. The golem has the following statistics:
- Armor Class: 15 + Your Intelligence Modifier
- Hit Points: 10 * Your class level
- Speed: Walk 30ft., 1 speed type of your choice equal to the golem's walking speed.
- Strength: 20 (+5)
- Dexterity: 15 (+2)
- Constitution: 20 (+5)
- Intelligence: 3 (-4)
- Wisdom: 10 (+0)
- Charisma: 1 (-5)
- Damage Immunities: Psychic
- Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed
- Senses: Darkvision 120 ft., Passive Perception 10
- Languages: Understands the languages of its creator but can't speak
- Proficiency Bonus: Half the creator's proficiency bonus.
Immutable Form. The golem is immune to any spell or effect that would alter its form.- Magical Form. The golem's attacks are magical.
Actions - Multiattack. The golem makes two slam attacks.
- Slam. Melee Weapon Attack: +5 + proficiency bonus to hit, reach 5 ft., one target. Hit: 21 (3d8 + 5) bludgeoning damage.
You must use an action to create a golem, and you may only do this once per long rest. To command the golem, you must use a bonus action. The actions a golem can take when commanded are the same as what players can take regularly.
You may only have a number of golems created at one time equal to half your proficiency bonus.
Level 15: Avatar of Oak
You have been infused with the essence of nature itself, gaining heightened abilities and learning how to command all plant life how you please. You gain the following traits and abilities:
- Your maximum infused items increase by your intelligence modifier (minimum 1)
- Your maximum infusions known increases by 2.
- You gain the cantrip mold earth, you may use this cantrip as a bonus action, and you may also use this cantrip to manipulate any non-magical plant life.
- When below half your maximum hit points, you gain temporary hit points equal to half your artificer level + constitution modifier at the start of every round.
Previous Versions
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