Artificer
Base Class: Artificer

Evergreen Artificers recognize the strength and beauty of the nature around them. Although not drawn to the worship of nature as Druids are, their reverence for the natural world is noteworthy. Usually manifesting as organo-mechanical contraptions, Evergreen Artificers gain understanding and inspiration from the innerworkings of nature. As compared to other artificers, Evergreen Artificers may be shunned or seen as uncreative since thee inspiration for their creations is drawn from pre-existing states of flora and fauna. Undisturbed by this, Evergreen Artificers seek to show reverence to what is natural while using their creativity and insightful minds to better society. 

Tool Proficiency

When you take on the mantle of the Evergreen at level 3, you gain proficiency in the use of an herbalism kit. If you already have this proficiency, you instead gain proficiency in another type of artisan's tools of your choice.

Evergreen Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Evergreen Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you can prepare. 

Artificer Level

Evergreen Spells

3

Detect Poison and Disease, Entangle

5

Barkskin, Spike Growth

9

Daylight, Plant Growth

13

Blight, Stone Shape

17

Cloudkill, Transmute Rock

Herbal Knowledge

Additionally, at the 3rd level, your knowledge on flora of all kinds and their potential uses and dangers deepens. You learn the Druidcraft cantrip, which counts as an Artificer spell for you and does not count against the number of cantrips that you can know. In addition, you gain proficiency in the Nature skill if you do not already and your proficiency bonus is doubled for any ability check you make that uses this proficiency. Finally, you gain resistance to poison damage and you have advantage on saving throws you make against being poisoned. 

Evergreen Bioarmor

At 5th level, you have developed a way of growing plants into a bioarmor that you can wear. As an action, you can cause plants to sprout beneath you and wrap themselves around you until you use an action to cause them to wither away. While you are wearing your armor, you gain the following benefits: 

  • You get a bonus to your AC equal to your Intelligence modifier (minimum 1)
  • You can use your bioarmor as a focus for your spellcasting 
  • You can treat the vines that wrap around you as natural weapons. As an action, you can make one weapon attack against a creature within 5 feet of you, using your Intelligence modifier for the attack and damage rolls. You deal 1d6 piercing damage on a hit. You can make one additional attack with this action when you reach 9th level (2 attacks) and 15th level (3 attacks)

Poisonous Bloom

At 5th level, you learn how to make the blooms of your bioarmor poisonous to other creatures. Whenever you cast a spell that deals damage using your armor as the spellcasting focus, you can cause the blooms to release poisonous spores at one target of that spell. The target must be within 30 feet of you. That creature takes poison damage equal to 1d4 + your Intelligence modifier (minimum of one). The damage die increases when you reach certain levels, to 1d6 at 9th level, 1d8 at 13th level, and 1d10 at 17th level.

Informed Immunity

After years of working with plants and poisons, your body can shrug off any affliction. At 9th level, you gain immunity to poison damage and the poisoned condition. In addition, you can recognize any plant-based poison by its symptoms and know how to treat it.

Improved Bioarmor

At level 9, your bioarmor improves. While wearing your armor, you gain the following benefits: 

  • Whenever you initially activate your bioarmor, you gain temporary hit points equal to half your Artificer level (rounded up) + your Intelligence modifier
  • Your vine lash attacks now count as magical for the purposes of overcoming magical resistances. 
  • You can cast Speak with Plants once per day without expending a spell slot. 

Evergreen Step

Starting at 15th level, you learn how to move and shift with the trees. You can cast Tree Stride without expending a spell slot. Once you cast it in this way, you can’t do so until you finish a short or long rest.

Verdant Mantle

At 15th level, you can embody the very nature of the flora you study. As an action, while wearing your bioarmor, you can take the form of a Verdant Guardian, gaining the following benefits for 1 minute:

  • You size doubles in all dimensions, increasing your size by one category, and any melee weapon attacks you make deal an additional die of weapon damage
  • At the start of each of your turns, your regain hit points equal to your Intelligence modifier (minimum 1). 
  • While you are on the ground, the area within 15 feet of you is difficult terrain for your enemies. 

Once you learn this feature, you can't do so again until you finish a long rest. 

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