Base Class: Artificer
A Gardener Artificer is a herbalist and magic crafter who has spent their life surrounded by nature, seeking to cultivate magical plants and use them to create miraculous inventions. They are more comfortable working with wood than metal, and their expertise allows them to call on the powers of the natural world. Their connection to nature is so deep, Gardeners are often seen enlisting the aid of plants and Dryads to help them protect their homes and workplaces.
Level 3: Tools of the Trade
You gain the following benefits.
Natural Skill. You gain proficiency in the Nature skill. If you already have this proficiency you gain Expertise in it instead.
Tool Proficiency. You gain proficiency with Woodcarver’s Tools and the Herbalism Kit. If you already have one of these proficiencies, you gain proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).
Wand Crafting. When you craft a magic Wand, the amount of time required to craft it is halved.
Level 3: Gardener Spells
When you reach an Artificer level specified in the Gardener Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Spells |
|---|---|
| 3 | Entangle, Hail of Thorns |
| 5 | Spike Growth, Barkskin |
| 9 | Plant Growth, Speak with Plants |
| 13 | Conjure Woodland Beings, Grasping Vine |
| 17 | Commune with Nature, Tree Stride |
Level 3: Enchanted Cultivation
You learn the Shillelagh cantrip, which is an Artificer spells for you.
In addition, when you deal damage with a spell granted by this Subclass on your turn you gain a Magic Seedling that floats near you for 10 minutes. You can gain up to 2 seedlings on your turn, and you can have up to 6 Magic Seedlings. You can use these seedlings in the following ways.
Thorn Burst. When you deal damage with an attack, you can expend up to 4 Magic Seedlings to deal an additional 1d4 Piercing damage per seedling expended.
Flourish. When you restore Hit Points to a creature using an Artificer spell, you can expend up to 2 Magic Seedlings to increase the Hit Points regained by 1d6 per seedling expended.
Level 5: Nourishing Magic
Immediately after you cast a spell granted by this Subclass of level 2 or higher using a spell slot, you can use your Reaction to distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 1d8 plus your Artificer level, divided among the chosen creatures however you like.
Level 9: Dryad Companion
You learn the Summon Fey spell and always have it prepared. The spell counts as an Artificer spell for you and you can ignore the Material component when you cast it. When you cast the spell you summon the spirit of a Dryad to aid you. When a Dryad spirit you summon deals damage or is killed you gain a Magic Seedling. At Artificer Level 11, if you place this spell into your Spell-Storing Item a creature must use 3 uses of the item to cast the spell.
In addition, when you cast this spell using a spell slot, you can modify it to not require Concentration but its duration will be reduced to 10 minutes. Once you have modified the spell in this way you cannot do so again until you finish a Long Rest.
Level 15: Cultivation Mastery
When you cast Summon Fey you can increase the level of the spell by draining the magic from an item created with your Replicate Magic Item feature. You can drain up to 3 items at once, increasing the level of the spell by 1 for each item drained. The items are destroyed in the process.
In addition, the amount of Temporary Hit Points granted by your Nourishing Magic feature increases to 2d8 plus your Artificer level.







Comments