Teach some of the awakened shrubs how to craft pots of awakening themselves. This has the upside of freeing up your time for other projects and has the downside of the second generation of shrubs technically being loyal to the first generation instead of being loyal to you directly, though really that just means you rule by proxy.
You command your shrub generals, they command their children. And so goes the chain of command through each generation of shrubs.
You are now god-king of an expanding, self-sustaining, and perhaps most importantly photosynthesizing shrub empire.
The future is green.
problem: assuming we use the rules found in xanatars guide to everything, this will not save much time.
First of all each awakened shrub must be proficient in the appropriate tool or the arcana skill. To give them that proficiency, you must use the training rules, meaning that it will take 10 workweeks to train a single awakened plant to even start making the magic items you need (this is becuase they have no intelegence modifier). You can spend time doing so yourself but most likely you are going to find a trainer that can do it for you, and that takes gold
From there, it says that you need some kind of exotic material that can only be accuired as part of an adventure where you ought to face but not nessesarily kill an creature of CR 1-3. If you want you can use the optional rules in ebberon to replace the exotic ingredient with an dragonshard that can be more easily aquired. You need to slay a lot of monsters to keep this production chain going, and you will need a lot of gold
untrained hirelings will be cheaper and more effective
You are probably better of making them yourself
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
problem: assuming we use the rules found in xanatars guide to everything, this will not save much time.
First of all each awakened shrub must be proficient in the appropriate tool or the arcana skill. To give them that proficiency, you must use the training rules, meaning that it will take 10 workweeks to train a single awakened plant to even start making the magic items you need (this is becuase they have no intelegence modifier). You can spend time doing so yourself but most likely you are going to find a trainer that can do it for you, and that takes gold
From there, it says that you need some kind of exotic material that can only be accuired as part of an adventure where you ought to face but not nessesarily kill an creature of CR 1-3. If you want you can use the optional rules in ebberon to replace the exotic ingredient with an dragonshard that can be more easily aquired. You need to slay a lot of monsters to keep this production chain going, and you will need a lot of gold
untrained hirelings will be cheaper and more effective
You are probably better of making them yourself
Sure, it's not without some logistical problems but so is any empire.
On the plus side once you teach the first shrub that shrub can teach others, and the shrub teacher doesn't need to be paid (or at least doesn't incur living expenses so it might just be a reduced cost). So the gold cost of learning is really only for teaching the first shrub and even then if you yourself are already proficient in potter's tools you could potentially just train it yourself. Naturally, this doesn't remove the time cost or the cost of potter's tools, necessary for each parent shrub and materials needed for crafting pots of awakening.
The time cost can be alleviated in another way through simultaneous instruction. Send your shrubs to school. Or rather found a school for your shrub children and then send them to it. Being plant creatures without much need in the way of shelter that school doesn't even need to be housed in a building so it could potentially be mobile and easily disguised.
Founding Shrub School: First grow one shrub. Teach that shrub to use potter's tools. Craft more pots of awakening (assisted by shrub prime). Have shrub prime teach a class of other shrubs to use potter's tools and once they graduate shrub school they can craft pots of awakening. Rinse and repeat. You meanwhile are adventuring to secure the funding and materials to support your school for awakened shrubs. The school can partially support itself as the shrub alumni are able to use their training to craft mundane pottery and sell them. As far as finding mundane materials an animated plant ought to be quite adept at finding clay within the ground via their roots.
Could you just hire untrained peasants to form an army? Absolutely. And that's good for short term solutions. But a shrub army has no upkeep beyond water and sunlight (and replacing shrubs who die). And a shrub army is loyal at least by proxy. Your ongoing efforts to fund shrub school can't be harmful there either.
problem: assuming we use the rules found in xanatars guide to everything, this will not save much time.
First of all each awakened shrub must be proficient in the appropriate tool or the arcana skill. To give them that proficiency, you must use the training rules, meaning that it will take 10 workweeks to train a single awakened plant to even start making the magic items you need (this is becuase they have no intelegence modifier). You can spend time doing so yourself but most likely you are going to find a trainer that can do it for you, and that takes gold
From there, it says that you need some kind of exotic material that can only be accuired as part of an adventure where you ought to face but not nessesarily kill an creature of CR 1-3. If you want you can use the optional rules in ebberon to replace the exotic ingredient with an dragonshard that can be more easily aquired. You need to slay a lot of monsters to keep this production chain going, and you will need a lot of gold
untrained hirelings will be cheaper and more effective
You are probably better of making them yourself
Sure, it's not without some logistical problems but so is any empire.
On the plus side once you teach the first shrub that shrub can teach others, and the shrub teacher doesn't need to be paid (or at least doesn't incur living expenses so it might just be a reduced cost). So the gold cost of learning is really only for teaching the first shrub and even then if you yourself are already proficient in potter's tools you could potentially just train it yourself. Naturally, this doesn't remove the time cost or the cost of potter's tools, necessary for each parent shrub and materials needed for crafting pots of awakening.
The time cost can be alleviated in another way through simultaneous instruction. Send your shrubs to school. Or rather found a school for your shrub children and then send them to it. Being plant creatures without much need in the way of shelter that school doesn't even need to be housed in a building so it could potentially be mobile and easily disguised.
Founding Shrub School: First grow one shrub. Teach that shrub to use potter's tools. Craft more pots of awakening (assisted by shrub prime). Have shrub prime teach a class of other shrubs to use potter's tools and once they graduate shrub school they can craft pots of awakening. Rinse and repeat. You meanwhile are adventuring to secure the funding and materials to support your school for awakened shrubs. The school can partially support itself as the shrub alumni are able to use their training to craft mundane pottery and sell them. As far as finding mundane materials an animated plant ought to be quite adept at finding clay within the ground via their roots.
Could you just hire untrained peasants to form an army? Absolutely. And that's good for short term solutions. But a shrub army has no upkeep beyond water and sunlight (and replacing shrubs who die). And a shrub army is loyal at least by proxy. Your ongoing efforts to fund shrub school can't be harmful there either.
question is, could the teacher become so experienced in the art of pottery and magic item crafting that they themselves gain levels in the artificer class?
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
question is, could the teacher become so experienced in the art of pottery and magic item crafting that they themselves gain levels in the artificer class?
I hope so. The storytelling opportunities are great.
And of course, because someone is going to ask, how do we make this combat worthy? Well let's not assume infinite amounts of downtime, but with very little funds and three months, our level 2 Artificer can have three shrubs minions, which can make a respectable Magic Stone volley build. Two would be enough if you also threw one pebble, but one more allows you to then use your own action to throw a Fire Bolt. Four attacks a turn is not bad for a 2nd level character.
Take it to 3rd level and I actually think the best specialty to go with your army of shrubs is the Artillerist, because of the Protector turret. Awakened Shrubs don't have a lot of HP, so being able to give them 8-10 or so temporary HP will go a long way to keeping them alive. Of course, one Fireball pretty much spells doom.
Rollback Post to RevisionRollBack
Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
And of course, because someone is going to ask, how do we make this combat worthy? Well let's not assume infinite amounts of downtime, but with very little funds and three months, our level 2 Artificer can have three shrubs minions, which can make a respectable Magic Stone volley build. Two would be enough if you also threw one pebble, but one more allows you to then use your own action to throw a Fire Bolt. Four attacks a turn is not bad for a 2nd level character.
Take it to 3rd level and I actually think the best specialty to go with your army of shrubs is the Artillerist, because of the Protector turret. Awakened Shrubs don't have a lot of HP, so being able to give them 8-10 or so temporary HP will go a long way to keeping them alive. Of course, one Fireball pretty much spells doom.
aid is a nice spell to have since it gives extra health while leaving concentration open for other things, but i really do not think this makes for a good combat build as the time investment for just a single minion is too great to risk it, as an roleplay build it could work great. It is also a great risk since many awakened shrubs might be indirectly in controll of some of your other shrubs
question is, could the teacher become so experienced in the art of pottery and magic item crafting that they themselves gain levels in the artificer class?
I hope so. The storytelling opportunities are great.
plot twist: your artificer is secretly just an awakened shrub another artificer made who got really good, or they rebel against you
here is the million dollar question however: what do you do past level 2 if you wanna really optimize shrubs per day? do we take mark of handling, go and continue to go for sorcerer until we get fast crafting at 11th level and 5th level spells at 9? to we dip into druid to get more useful plant spells like plant growth that lets us grow our shrubs faster, along with druid craft as well as getting awaken earlier?
also oh god u posted this on april 1st, neat
Ah, so I did. Don't take it for a joke, though. I do very much want a gnome shrubmancer.
of course you do, the idea crossed my mind before i saw the post but you really got me hooked on the idea
we need to do a party of artificers with a shrub army in a mafia theme, protecting our city from invaders and laws that would hurt us.
Someone needs to design a DMsGuild product around this idea. Add in some Monty Python references, and it's gold.
I can't imagine I am the only one working on this very idea. So everyone who does write something, post it to DMsGuild "Pay what you Want" and then link here for everyone to comment?
Someone needs to design a DMsGuild product around this idea. Add in some Monty Python references, and it's gold.
I can't imagine I am the only one working on this very idea. So everyone who does write something, post it to DMsGuild "Pay what you Want" and then link here for everyone to comment?
what kind of DM's guild product however? an subclass? adventure?
of course you do, the idea crossed my mind before i saw the post but you really got me hooked on the idea
we need to do a party of artificers with a shrub army in a mafia theme, protecting our city from invaders and laws that would hurt us.
i have a suspicion playing an party where everyone has the same class and the exact same gimmic can get a little bland, even if your are role playing experts and experienced gardeners. Playing an campaign where everyone has just two levels of artificer and can multiclass freely from there, or with just a few artificers, or where we make an warlock invocation that is similar to infusions but limited to common magic items might work
Rollback Post to RevisionRollBack
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Someone needs to design a DMsGuild product around this idea. Add in some Monty Python references, and it's gold.
I can't imagine I am the only one working on this very idea. So everyone who does write something, post it to DMsGuild "Pay what you Want" and then link here for everyone to comment?
what kind of DM's guild product however? an subclass? adventure?
Anything people want to write. Just make it Pay what you want and share the link.
It could be a sub class, a race, an entire villain with backstory, a party, a one shot. Or in my case I started yesterday a two shot it's one story but you can play it from both sides and depending on which side you pick depends on whether you are the good guys or the other good guys (perspective is great lol)
Someone needs to design a DMsGuild product around this idea. Add in some Monty Python references, and it's gold.
I can't imagine I am the only one working on this very idea. So everyone who does write something, post it to DMsGuild "Pay what you Want" and then link here for everyone to comment?
what kind of DM's guild product however? an subclass? adventure?
Anything people want to write. Just make it Pay what you want and share the link.
It could be a sub class, a race, an entire villain with backstory, a party, a one shot. Or in my case I started yesterday a two shot it's one story but you can play it from both sides and depending on which side you pick depends on whether you are the good guys or the other good guys (perspective is great lol)
I was thinking of an adventure with an evil artificer that is creating an army of shrubberies and the players have to stop some transports of flower pots to the villains base, and eventually a raid on their botany themed castle. I don't know how to make a DMs Guild product, but the idea is gold.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Someone needs to design a DMsGuild product around this idea. Add in some Monty Python references, and it's gold.
I can't imagine I am the only one working on this very idea. So everyone who does write something, post it to DMsGuild "Pay what you Want" and then link here for everyone to comment?
what kind of DM's guild product however? an subclass? adventure?
Anything people want to write. Just make it Pay what you want and share the link.
It could be a sub class, a race, an entire villain with backstory, a party, a one shot. Or in my case I started yesterday a two shot it's one story but you can play it from both sides and depending on which side you pick depends on whether you are the good guys or the other good guys (perspective is great lol)
I was thinking of an adventure with an evil artificer that is creating an army of shrubberies and the players have to stop some transports of flower pots to the villains base, and eventually a raid on their botany themed castle. I don't know how to make a DMs Guild product, but the idea is gold.
Its surprisingly simple, once you have an account. They have tutorials on how to post stuff. But I am looking forward to your idea. Hopefully I will have some more time this weekend to write up some more of my 2 shot "Cities vs Hippys" lol
Someone needs to design a DMsGuild product around this idea. Add in some Monty Python references, and it's gold.
I can't imagine I am the only one working on this very idea. So everyone who does write something, post it to DMsGuild "Pay what you Want" and then link here for everyone to comment?
what kind of DM's guild product however? an subclass? adventure?
Anything people want to write. Just make it Pay what you want and share the link.
It could be a sub class, a race, an entire villain with backstory, a party, a one shot. Or in my case I started yesterday a two shot it's one story but you can play it from both sides and depending on which side you pick depends on whether you are the good guys or the other good guys (perspective is great lol)
I was thinking of an adventure with an evil artificer that is creating an army of shrubberies and the players have to stop some transports of flower pots to the villains base, and eventually a raid on their botany themed castle. I don't know how to make a DMs Guild product, but the idea is gold.
Its surprisingly simple, once you have an account. They have tutorials on how to post stuff. But I am looking forward to your idea. Hopefully I will have some more time this weekend to write up some more of my 2 shot "Cities vs Hippys" lol
Ah, thanks. I'm making an adventure now. It should be around 20-50 pages, and will be Pay What You Want. It should be up by the end of the week, and will be named "The Sinister Shrubbist"
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Ah, thanks. I'm making an adventure now. It should be around 20-50 pages, and will be Pay What You Want. It should be up by the end of the week, and will be named "The Sinister Shrubbist"
Can't wait to read it. Hopefully I will have time to do some more on mine this weekend, at the moment I have a campaign I am in to prepare for on Friday night. And a One shot I wrote last year is being given it's first play through with me DM'ing my kids on Saturday. If they enjoy it I already have plans to kick it off into a campaign lol
Ah, thanks. I'm making an adventure now. It should be around 20-50 pages, and will be Pay What You Want. It should be up by the end of the week, and will be named "The Sinister Shrubbist"
Can't wait to read it. Hopefully I will have time to do some more on mine this weekend, at the moment I have a campaign I am in to prepare for on Friday night. And a One shot I wrote last year is being given it's first play through with me DM'ing my kids on Saturday. If they enjoy it I already have plans to kick it off into a campaign lol
What's yours about?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Ah, thanks. I'm making an adventure now. It should be around 20-50 pages, and will be Pay What You Want. It should be up by the end of the week, and will be named "The Sinister Shrubbist"
Can't wait to read it. Hopefully I will have time to do some more on mine this weekend, at the moment I have a campaign I am in to prepare for on Friday night. And a One shot I wrote last year is being given it's first play through with me DM'ing my kids on Saturday. If they enjoy it I already have plans to kick it off into a campaign lol
What's yours about?
Basically a trade route was cut between two cities straight through a forest. The cities can't see what the problem is as for every tree cut down two new ones were planted, the trade route has done wonders for unemployment and the two cities have a guarding agreement set up so the route is patrolled and is safe(ish). The hippies who lived in the commune in the forest, are not happy that the trees were cut down and they have vowed revenge on the two cities, mixture of druids, bards, rangers. It can be played from both sides, one mans terrorist is another mans freedom fighter kind of thing. Still working out the details lol
Rollback Post to RevisionRollBack
From Within Chaos Comes Order!
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problem: assuming we use the rules found in xanatars guide to everything, this will not save much time.
First of all each awakened shrub must be proficient in the appropriate tool or the arcana skill. To give them that proficiency, you must use the training rules, meaning that it will take 10 workweeks to train a single awakened plant to even start making the magic items you need (this is becuase they have no intelegence modifier). You can spend time doing so yourself but most likely you are going to find a trainer that can do it for you, and that takes gold
From there, it says that you need some kind of exotic material that can only be accuired as part of an adventure where you ought to face but not nessesarily kill an creature of CR 1-3. If you want you can use the optional rules in ebberon to replace the exotic ingredient with an dragonshard that can be more easily aquired. You need to slay a lot of monsters to keep this production chain going, and you will need a lot of gold
untrained hirelings will be cheaper and more effective
You are probably better of making them yourself
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Sure, it's not without some logistical problems but so is any empire.
On the plus side once you teach the first shrub that shrub can teach others, and the shrub teacher doesn't need to be paid (or at least doesn't incur living expenses so it might just be a reduced cost). So the gold cost of learning is really only for teaching the first shrub and even then if you yourself are already proficient in potter's tools you could potentially just train it yourself. Naturally, this doesn't remove the time cost or the cost of potter's tools, necessary for each parent shrub and materials needed for crafting pots of awakening.
The time cost can be alleviated in another way through simultaneous instruction. Send your shrubs to school. Or rather found a school for your shrub children and then send them to it. Being plant creatures without much need in the way of shelter that school doesn't even need to be housed in a building so it could potentially be mobile and easily disguised.
Founding Shrub School:
First grow one shrub. Teach that shrub to use potter's tools. Craft more pots of awakening (assisted by shrub prime). Have shrub prime teach a class of other shrubs to use potter's tools and once they graduate shrub school they can craft pots of awakening. Rinse and repeat. You meanwhile are adventuring to secure the funding and materials to support your school for awakened shrubs. The school can partially support itself as the shrub alumni are able to use their training to craft mundane pottery and sell them. As far as finding mundane materials an animated plant ought to be quite adept at finding clay within the ground via their roots.
Could you just hire untrained peasants to form an army? Absolutely. And that's good for short term solutions. But a shrub army has no upkeep beyond water and sunlight (and replacing shrubs who die). And a shrub army is loyal at least by proxy. Your ongoing efforts to fund shrub school can't be harmful there either.
question is, could the teacher become so experienced in the art of pottery and magic item crafting that they themselves gain levels in the artificer class?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I hope so. The storytelling opportunities are great.
And of course, because someone is going to ask, how do we make this combat worthy? Well let's not assume infinite amounts of downtime, but with very little funds and three months, our level 2 Artificer can have three shrubs minions, which can make a respectable Magic Stone volley build. Two would be enough if you also threw one pebble, but one more allows you to then use your own action to throw a Fire Bolt. Four attacks a turn is not bad for a 2nd level character.
Take it to 3rd level and I actually think the best specialty to go with your army of shrubs is the Artillerist, because of the Protector turret. Awakened Shrubs don't have a lot of HP, so being able to give them 8-10 or so temporary HP will go a long way to keeping them alive. Of course, one Fireball pretty much spells doom.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
aid is a nice spell to have since it gives extra health while leaving concentration open for other things, but i really do not think this makes for a good combat build as the time investment for just a single minion is too great to risk it, as an roleplay build it could work great. It is also a great risk since many awakened shrubs might be indirectly in controll of some of your other shrubs
plot twist: your artificer is secretly just an awakened shrub another artificer made who got really good, or they rebel against you
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Someone needs to design a DMsGuild product around this idea. Add in some Monty Python references, and it's gold.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
We are legion. We are GROOT.
we need to do a party of artificers with a shrub army in a mafia theme, protecting our city from invaders and laws that would hurt us.
I can't imagine I am the only one working on this very idea.
So everyone who does write something, post it to DMsGuild "Pay what you Want" and then link here for everyone to comment?
From Within Chaos Comes Order!
what kind of DM's guild product however? an subclass? adventure?
i have a suspicion playing an party where everyone has the same class and the exact same gimmic can get a little bland, even if your are role playing experts and experienced gardeners. Playing an campaign where everyone has just two levels of artificer and can multiclass freely from there, or with just a few artificers, or where we make an warlock invocation that is similar to infusions but limited to common magic items might work
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Anything people want to write. Just make it Pay what you want and share the link.
It could be a sub class, a race, an entire villain with backstory, a party, a one shot. Or in my case I started yesterday a two shot it's one story but you can play it from both sides and depending on which side you pick depends on whether you are the good guys or the other good guys (perspective is great lol)
From Within Chaos Comes Order!
I was thinking of an adventure with an evil artificer that is creating an army of shrubberies and the players have to stop some transports of flower pots to the villains base, and eventually a raid on their botany themed castle. I don't know how to make a DMs Guild product, but the idea is gold.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Its surprisingly simple, once you have an account. They have tutorials on how to post stuff. But I am looking forward to your idea. Hopefully I will have some more time this weekend to write up some more of my 2 shot "Cities vs Hippys" lol
From Within Chaos Comes Order!
Ah, thanks. I'm making an adventure now. It should be around 20-50 pages, and will be Pay What You Want. It should be up by the end of the week, and will be named "The Sinister Shrubbist"
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Can't wait to read it. Hopefully I will have time to do some more on mine this weekend, at the moment I have a campaign I am in to prepare for on Friday night. And a One shot I wrote last year is being given it's first play through with me DM'ing my kids on Saturday. If they enjoy it I already have plans to kick it off into a campaign lol
From Within Chaos Comes Order!
What's yours about?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Basically a trade route was cut between two cities straight through a forest. The cities can't see what the problem is as for every tree cut down two new ones were planted, the trade route has done wonders for unemployment and the two cities have a guarding agreement set up so the route is patrolled and is safe(ish). The hippies who lived in the commune in the forest, are not happy that the trees were cut down and they have vowed revenge on the two cities, mixture of druids, bards, rangers.
It can be played from both sides, one mans terrorist is another mans freedom fighter kind of thing. Still working out the details lol
From Within Chaos Comes Order!