Artificer
Base Class: Artificer

Botanist artificers are visionaries who predicted the impending undead apocalypse long before anyone else. Equipping themselves with a sturdy cooking pot for a helmet and grabbing a bag of high-grade fertilizer from the back of their wagon, they turned to their trusty gardens and never looked back.

Level 3: Tool Proficiency

At 3rd level, you gain proficiency with Herbalism Kits. If you already have this proficiency, you gain proficiency with another type of artisan's tools of your choice.

Level 3: Botanist Spells

Starting 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.

Botanist Spells

Artificer Level

Spells

3rd

Entangle, Goodberry

5th

Barkskin, Spike Growth 

9th

Fireball, Plant Growth

13th

Polymorph

17th

Wall of Thorns

Level 3: Bloom and Doom

Starting at 3rd level, your tinkering with floral magic allows you to harness solar power to rapidly grow tactical plants. You gain the following benefits.

Sun Bank. You gain a Sun Bank that stores solar energy. Your Sun Bank can hold a maximum number of Sun Points equal to your Proficiency Bonus. Your Sun Bank resets to 0 after a long rest.

Potted Sunflower. You carry a magically nurtured Sunflower in your gear. At the start of each of your turns (including the first turn of combat), if you are not Incapacitated, your Potted Sunflower generates 1 Sun Point into your Sun Bank. (This increases to 2 Sun Points at 15th level).

Plants. As an action using your Herbalism Kit, you can spend 1 Sun Point to deploy a plant in an unoccupied space on the ground within 15 feet of you.

​You can have a maximum number of active plants on the battlefield equal to your Proficiency Bonus. If you attempt to plant a new one while at your limit, your oldest active plant instantly turns into mulch and perishes. Additionally, you can dismiss any number of your active plants at any time (no action required).

You can use your bonus action to mentally command each active plant within 120 ft. Each active plant shares your initiative and takes its turns immediately after yours, executing your commands. If it has not received any commands from you when its turn starts, it takes the Dodge action.

​Your plants use the following stat block. As you gain levels in this class, it becomes stronger and gains new abilities.

Peashooter

Small Plant, Unaligned

  • Armor Class: 12 (16 at level 15) + Proficiency Bonus
  • Hit Points: 5 + (5 * your Artificer level)
  • Speed: 0 ft.
  • Immunities: Charmed, Deafened, Frightened, Prone
Actions

Pea Shot. Ranged Spell Attack: + your Intelligence modifier and Proficiency Bonus to hit, range 60/120 ft., one target. Hit: 1d8 + Intelligence modifier damage.

Level 5: Repeater

At 5th level, your plant modifications become significantly more aggressive, allowing your basic artillery to deliver a relentless volley. You gain the following benefits.

Repeater Upgrade. When you deploy a Peashooter, it is now a Repeater. When commanded to attack, it makes two ranged spell attacks instead of one.

Level 9: Genetic Amplification

At 9th level, through extensive botanical experimentation, you learn to infuse your plants with specialized elemental energy.

When you finish a long rest, you may choose one of the following elemental adaptations. Your Peashooters gain your chosen modification until you pick a different one at the end of a long rest.

Electro Pea

Your Peashooter's attack damage changes to Lightning damage. On a hit, lightning arcs from the pea, dealing lightning damage equal to your Intelligence modifier to a second creature of choice within 15 feet of the primary target.

Fire Pea

Your Peashooter's attack damage changes to Fire damage. On a hit, fire bursts from the pea, dealing extra fire damage equal to your Intelligence modifier plus proficiency bonus.

Snow Pea

Your Peashooter's attack damage changes to Cold damage. On a hit, the target's speed is reduced by 10 feet until the start of your next turn.

Level 9: Plant Food

At 9th level, you learn to synthesize concentrated plant food to unleash devastating bursts of floral energy. You gain the following benefits.

Plant Food Bank. You gain a pool of Plant Food charges equal to your Proficiency Bonus. You regain 1 expended charge whenever you finish a long rest.

Feed Plant. As a bonus action, you can expend 1 Plant Food charge to boost one of your active plants within 15 feet of you. The next time the target Peashooter is commanded to attack before the end of your next turn, it doubles its total number of attacks. This benefit cannot stack with itself.

Level 15: Gatling Pea

By 15th level, you have perfected the ultimate form of floral artillery. Your Potted Sunflower produces more energy, and your plants can be upgraded into devastating, rapid-firing Gatling Peas. You gain the following benefits.

Twin Sunflowers. Your Potted Sunflower now generates 2 Sun Points at the start of your turn instead of 1.

Mega Gatling Upgrade. When you deploy a Peashooter, it is now a Mega Gatling Pea.

When commanded to attack, it makes four ranged spell attacks instead of two, maintaining your chosen 9th-level Genetic Amplification damage type and effects.

Mega Gatling Peas have an AC equal to 16 plus your Proficiency Bonus.

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