Artificer
Base Class: Artificer

A botanist is an expert in the study of plant life, particularly those of the magical variety. Whereas Artificers who specialize as Alchemists are known for combining ingredients to create elixirs and potions, Botanists draw upon the magic of unrefined plant life to produce both medicinal cures and debilitating attacks. Many Botanists act as full-time teachers and professors, eager to pass on their knowledge to future generations.

Tool Proficiency

At 3rd level, you gain proficiency with Herbalism Kits, and you are able to use an Herbalism Kit as a spellcasting focus for your Artificer spells.

Botanist Spells

You always have certain spells prepared after you reach certain levels in this class, as shown in the Botanist Spells table below. These spells count as Artificer spells for you, but don't count against the number of Artificer spells you can prepare.

Botanist Spells

Artificer Level Spells
3rd Entangle, Goodberry
5th Barkskin, Spike Growth
9th Plant Growth, Speak With Plants
13th Freedom of Movement, Watery Sphere
17th Commune with Nature, Tree Stride

 

Student of Nature

Your study of plants and plant-based magic has paid off in two ways:

  • You gain proficiency in the Nature skill. If you already have this skill proficiency, you gain proficiency in one other skill of your choice available to Artificers at 1st level.
  • You learn the Druidcraft cantrip. This cantrip counts as an Artificer cantrip for you, but does not count against the number of artificer cantrips you know.

Enhanced Horticulture

At 3rd level, you've learned how to magically grow and enhance plants of all sorts to suit your needs. Using an Herbalism Kit, you can use an action to produce one of the following effects of your choice. You can use this a number of times equal to your proficiency bonus, and you regain any expended uses of it when you finish a long rest.

Aromatic Herbs

You conjure a Small aromatic plant in an unoccupied space on a solid surface that you can see within 30 ft. of you. The plant occupies its space. Creatures of your choice that end their turn within 10 ft. of the plant regain hit points equal to 1d8 + your Intelligence Modifier (minimum of 1). The plant can heal a number of times equal to your proficiency bonus - after healing that number of times, the plant shrivels and dies.

Poisonous Plant

You conjure a vibrantly colored flower at a point you can see within 30 ft. of you, which releases a burst of poisonous pollen. Each creature within 10 ft. of the flower must make a Constitution saving throw against your Spell Save DC. Ona failure, a creature takes 1d8 poison damage and becomes Poisoned until the start of your next turn. On a success, the target takes half as much damage, and does not become Poisoned. The flower then withers and dies.


Seed Barrage

You conjure a barrage of explosive seeds in a 10 ft. radius, 30 ft. high cylinder centered on a point you can see within 30 ft. of you. Each creature in that area must make a Dexterity saving throw against your Spell Save DC, taking 2d8 thunder damage on a failure, or half as much damage on a success.

Herbal Remedy

At 5th level, you've developed a detailed knowledge of herbs and their many uses, enhancing the healing you produce through them. 

Whenever you cast a spell that restores hit points using your Herbalism Kit as the spellcasting focus, you can enhance your spell in one of the following ways:

  • You restore an additional number of hit points equal to your Intelligence modifier (minimum +1).
  • You end one disease, or one of the following conditions affecting the creatures you heal: Blinded, Deafened, Paralyzed or Poisoned.

Improved Horticulture

You've learned new ways to cultivate the plants you magically grow.

Improved Aromatic Herbs

The healing given by your Aromatic Herbs increases to 2d8 + your Intelligence Modifier (minimum +2).

Improved Poisonous Plant

The damage of your poisonous Plant increases to 2d8, and cannot be reduced by any means.

Improved Seed Barrage

The damage of your Seed Barrage now increases to 4d8 Thunder damage.

Botanical Mastery

You've accumulated a wealth of experience and knowledge about plants, granting you access to rarer specimens that you can magically grow. The following effects are added to your list of options for your Enhanced Horticulture.

Parasitic Spores

You conjure a parasitic mushroom at a point you can see within 30 ft. of you, which them releases a burst of spores. Each creature in a 10 ft. radius sphere centered on that point must make a Constitution saving throw against your Spell Save DC. On a failure, the target takes 4d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. On a success, a creature takes half as much damage.

Soothing Lavender

You conjure a lavender plant at a point that you can see within 30 ft. of you, which then releases a soothing aroma. Each creature within 10 ft. of the lavender must succeed on a Constitution saving throw against your Spell Save DC or fall Unconscious until the start of your next turn, until the sleeper takes damage, or until a creature uses its action to shake the sleeper awake. The lavender then withers and dies.

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