Artificer
Base Class: Artificer

An avid plant grower eager for the advancement of agriculture, or a budding culinary expert adamant on growing all their produce fresh, the Botanist is a walking garden with a whole ecosystem on their very back. Using the science of biology, Botanists discover, manipulate, and advance the use of plant life to help aid their allies, keep them fed, and boost their health. 

Green Thumb

When you adopt this specialization at 3rd level, you gain proficiency with the Herbalism Kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. In addition, you learn the Druidcraft spell. This spell count as artificer spells for you, but does not count against the number of Artificer spells you prepare. 

Botanist Spells

Staring at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Botanist Spells table. These spells count as Artificer spells for you, but they don't count against the number of Artificer spells you prepare. 

Artificer level Spells

3rd

Goodberry, Purify Food and Drink

5th

Barkskin, Spike Growth

9th

Create Food and Water, Plant Growth

13th

Conjure Woodland Beings, Guardian of Nature

17th

Tree Stride, Wrath of Nature

Specialized Ecosystem

Beginning at 3rd level, you develop a set of unique tweaks to your utilities that you carry with you, strapping soil shelves to your armor, jars at your wait, and all kinds of excess storage to host and grow plants. 
   As an action, you can turn a suit of armor into a Specialized Ecosystem, which begins to naturally grow decorative common plant life. While wearing the Specialized Ecosystem, you can use the armor as a spellcasting focus for your Artificer spells. 

Magical Vegetation

Additionally at 3rd level, during a short or long rest, while wearing your Specialized Ecosystem and using a Herbalism Kit, you can plant seeds along it to grow and hold a number of Magical Vegetation equal to your proficiency bonus, choosing from the Magical Vegetation options below. At the end of the rest, they ripen, and your Specialized Ecosystem emits an aura with a radius of 30 feet. 

   You may choose a Magical Vegetation option more than once; however, duplicate Magical Vegetation effects do not stack. Removing a Magical Vegetation from your Specialized Ecosystem destroys its aura effects immediately, and after being removed for 1 minute, the vegetation loses all magical aspects and turns to a regular edible plant or compost. 

   While you are conscious, you, and any friendly creature within the aura gain benefits depending on what you are growing. In addition, as an action, you or a friendly creature within 5 feet of your Specialized Ecosystem can remove a Magical Vegetation from it and consume the vegetation, gaining the consumed effects. 

Chili Peppers.

You grow spicy chilis that are hot to the tongue and conjures a sweat to anyone's brow. 

Aura. Resistance to fire damage. 

Consumed. For the next minute, after hitting with a spell or attack that deals fire damage, the creature can use their bonus action to deal additional fire damage equal to your Intelligence modifier (minimum of 1). 

Exotic Fruit.

You grow elaborate looking fruit with vibrant colors and a magnificent taste. 

Aura. Advantage on saving throws against fear and charm effects. 

Consumed. For the next minute, the creature has advantage on all Charisma checks. 

Ghostly Garlic.

You grow pungent bulbs of garlic that seems to be somewhat translucent. 

Aura. Advantage on saving throws against undead creatures. 

Consumed. For the next minute, the creature has advantage on any attacks made against undead. 

Green Beens.

You grow long stringy green beans that seem to jig with energy and move on their own. 

Aura. Additional 10 feet of movement speed. 

Consumed. For the next minute, the creature can use their conus action to dash. 

Mushrooms.

You grow red and white spotted shrooms, or brown toadstool tops with spindly white stems. 

Aura. Cannot be targeted by divination magic or perceived through magical scrying sensors. 

Consumed. For the next minute, the creature gains 10 feet of true sight and can see into the Ethereal Plane. 

Potatoes.

You bury tough potatoes and spuds, growing into all kinds of interesting shapes and sizes. 

Aura. 120 feet of Darkvision.

Consumed. For the next minute, the creature has +1 to their AC. 

Strawberries.

You grow plump heart-shaped strawberries that are juicy, sweet, and tasty. 

Aura. Spells or abilities that restore hit points gain a bonus equal to your Intelligence modifier (minimum of 1). 

Consumed. The creature restores hit points equal to 2d4 + your Intelligence modifier (minimum of 1). 

Watercress.

You grow a layer of rich green watercress with small leaves floating above a small confined pool. 

Aura. Additional swim speeds of 30 feet and the ability to breathe underwater. 

Consumed. For the next minute, the creature gains resistance to cold damage. 

Acquired Taste

At 5th level, the fruit and vegetables you sprout have been adapted to bolster those who eat them and can be supported elsewhere. 

Creatures that consume your Magical Vegetation gain temporary hit points equal to your Intelligence modifier (Minimum of 1) for the duration of the consumed effect. 

Additionally, if you have a Homunculus Servant granted by your Infusions, the Homunculus can act as a secondary Specialized Ecosystem. It may carry and grow up to 2 of your Magical Vegetations using your Specialized Ecosystems feature during the required rest. The total between you must not exceed your Magical Vegetation limit. 

Enhanced Growth

When you reach 9th level, your biological breakthroughs allows you to have plants at the ready in any situation. 

At the beginning of your first turn in combat, if you currently have no Magical Vegetation growing on your Specialized Ecosystem armor, you can choose to forgo your turn in initiative to instantly refill your Specialized Ecosystem with Magical Vegetation ignoring the requirements to rest. The vegetation ripens and takes into effect immediately. 

You can use this feature once, and cannot use this feature again until you take a long rest. 

Grand Terrarium

At 15th level, your mobile garden has advanced into a plethora of greenery and nature. 

While wearing your Specialized Ecosystem armor, you gain the following benefits: 

  • Your size becomes large, increasing your carrying capacity and the weight you can push, drag, and lift. 
  • Your Magical Vegetation maximum limit is increased by 2. 
  • Allies can consume Magical Vegetation while within the auras range, rather than within 5 feet of you. In addition, they can use their bonus action to consume it, rather than their action. 
  • As an action, if your Specialized Ecosystem has space, you can expend a spell slot of 1st level or higher to plant and ripen a Magical Vegetation instantly. 

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