Artificer
Base Class: Artificer

An unrivaled master in the field of magically mutated plant life. Botanists use their excessive knowledge of what makes plants grow and flourish, to harness the most potent and powerful effects from their crop. Although these skills can be used to tangle and poison one's foes, they also hold great medicinal capabilities, making botany a prominent practice on and off the battlefield.

Botanist Proficiencies

You gain proficiency in the Medicine and Nature skills. You also gain proficiency with Herbalism Kit and Poisoner's Kits.

Botanist Spells

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

Spell

3rd

druidcraft, entangle, goodberry, shillelagh

5th

spike growth, locate animals or plants

9th

plant growth, speak with plants

13th

blight, hallucinatory terrain

17th

mass cure wounds, tree stride

Expeditious Cultivation

You've learned how to magically and alchemically manipulate plant life. Starting at 3rd level when you choose this subclass, you can spend an action to rapidly grow a mess of mutated weeds and vines in a 10-foot radius around you. These plants last for 1 minute, and for the duration the ground in the area is considered difficult terrain to creatures other than you. When you use this ability choose one of the following effects. For the duration, the area affected gains the following benefits.

Rejuvenating Fruit. At the beginning of each of your turns, you can have any number of creatures within the area gain 1d6 temporary hit points.

Restraining Vines. As a bonus action, you can have vines lash out of the ground. One creature within the area must make a Dexterity saving throw (DC equals your Artificer spell save DC). If the target fails, they are grappled. A creature grappled this way repeats the saving throw at the end of each of its turns, ending the effect on a success.
Additionally, if a creature attempts to leave the area you can use your reaction to force them to make a Dexterity saving throw (DC equals your Artificer spell save DC). If the target fails, they are grappled. A creature grappled this way repeats the saving throw at the end of each of its turns, ending the effect on a success.
You can have no more than one creature grappled this way at a time.

Thorned Tendrils. Whenever a creature moves into or within the area, you can choose to have it take 1d4 piercing damage for every 5 feet it travels.

Undergrowth Understanding

Starting at 5th level, you and your allies can ignore difficult terrain caused by plants (including difficult terrain created by Expeditious Cultivation). You have advantage on Nature and Medicine checks made to find or recall information about plants.

Arcane Vegetation

Now weaving arcane energy with your existing alchemically mutated plants, the strength and abilities of your greenery are empowered. Your Expeditious Cultivation gains the following improvements:

- The radius increases by 10 feet (to a total of 20 feet).
- Rejuvenating Fruit. While within the area, you can’t be blinded, deafened, frightened, or poisoned. Creatures of your choice within the area are immune to poison damage.
- Restraining Vines. You can have up to two creatures grappled by Restraining Vines at a time. When you use a bonus action to force a creature to make a saving throw, you can target a creature up to 30 feet away from the area in any direction (including above).
- Thorned Tendrils. The damage dealt by Thorned Tendrils increases to 2d4. Damage dealt this way is considered magical for the purpose of overcoming resistance. If a creature would be dealt 15 or more damage this way on its turn, it must make a Constitution saving throw (DC equals your Artificer spell save DC) or be poisoned for 1 minute.

Verdant Sovereign

You are immune to disease and can’t be poisoned. You have resistance to poison damage. You can cast Transport via Plants without spending a spell slot once per long rest.

Expert Horticulturist

You’ve mastered the combination of arcane prowess and abundant knowledge of vegetation. Using this fusion, you are able to refine the process at which you overwhelm your enemies with overgrowth. Your Expeditious Cultivation gains the following improvements:

- The radius increases by an additional 10 feet (for a total of 30 feet).

- The effect lasts a number of minutes equal to your Intelligence modifier (minimum of 1).

- Rejuvenating Fruit. If a creature other than you within the area drops to 0 hit points but is not killed outright, you can use your reaction to have them drop to 1 hit point instead. Once you use this feature you can’t use it again until you finish a short or long rest.

- Restraining Vines. The range of your Restraining Vines increases by 30 feet (for a total of 60 feet outside of the radius). If a creature fails a saving throw to avoid being grappled by Restraining Vines, the target is restrained. Saving throws made on subsequent turns to end the effect are made at disadvantage.

- Thorned Tendrils. The damage dealt by Thorned Tendrils increases to 3d4 per 5 feet. When a creature enters the area for the first time or starts its turn there, it must make a Constitution saving throw (DC equals your Artificer spell save DC) or take 4d8 poison damage. You choose which creatures are affected by this.

 

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