Artificer
Base Class: Artificer

The most commonly found Artificers are those who utilize metals for weapons and armor, or who brandish potions to aid their allies. The Floramaven however, is a lesser-known Artificer specialization, one which specializes in woodcrafts, thatchwork, wicker weaving, reed shaping, and other similar plant crafts. Whilst still yet being practitioners of an arcane form of magical practice, these Artificers are some of the few arcanists who utilize plant-based spells similar to druids, while utilizing Woodcutter's Tools as their focus.

In Avalestra, these Artificers are exceedingly rare, as wood shaping, thatch-weaving, wicker works, and such crafts are regularly practiced by common folk in so many places that there is little need to elevate this form of artifice, however, the Sarune Wood Elves are the nation that have the longest established history of this craft. Yet it is so ancient and practiced throughout the lands that almost any race is likely to have some tradition which could establish the fundamentals of this specialization.

Bonus Proficiencies

When you choose this Specialization at 3rd level, you gain proficiency in Herbalist's Tools and Woodcarver's Tools.

Floramaven Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Floramaven Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Floramaven Spells
Artificer Level Floramaven Spells
3rd Ensnaring Strike, Entangle
5th Barkskin, Earthbind
9th Plant Growth, Speak with Plants
13th Grasping Vine, Guardian of Nature (Tree form only)
17th Tree Stride, Wrath of Nature

 

 

Flora Forming

At 3rd level when you choose this Specialization, you learn the Thorn Whip cantrip. Additionally, you learn to use special Woodcarving techniques and shaping magic to manipulate nonmagical wooden or plant matter objects into new shapes rather easily. When holding your Woodcarver's Tools, you are able to form one existing piece of wood into any shape that suits your purpose over the course of 1 minute. While it is possible to make crude coffers, doors, and so forth, fine detail such as moving parts isn’t possible with the use of this feature alone (although ornamentation and cosmetic changes like wood color, grain, or luster are possible). You may also shape wicker, rattan, thatch, or reeds in addition to wood but you may affect a piece of these materials no larger than large size. This feature can also be used to reshape, warp, or degrade any previously shaped or crafted nonmagical wooden object with your Woodcarver's Tools in your hand over the process of 1 minute. If you use this feature to affect tools, weapons, or shields with this feature, the object's hit points are reduced by half, any attack roll or skill check made with the item has disadvantage, and wooden shields become unwieldy and useless. If you use this feature to warp or degrade a wooden object in such a way, the Mending cantrip is unable to fix or restore the damage done, only another usage of this feature can restore the item.

Expert Wood-Shaping

At 5th level, you learn how to shape wood even faster than before, and you are able to cause your wood works and plant crafts to possess new and unusual traits. Firstly, you gain the ability to shape wood using your Flora Forming feature much more rapidly than usual, reshaping wood in a manner of seconds. As an action, you touch a piece of nonmagical wood and you may immediately affect it in any of the ways your Flora Forming feature allows. If another creature is holding the item, you must roll a melee spell attack roll with disadvantage to touch that item. You may use this feature a number of times equal to your Intelligence modifier before you must finish a long rest to use it again.

Additionally, you may now make your woodwork and plant crafts possess unusual and magical traits. As a 30 minute process, you may create or alter plant matter objects in the following ways:
- you can make a tiny basket, box, or chest with a magical extradimensional space inside which carries up to 50 pounds of matter. The object maintains its normal weight no matter the weight of its contents.
- you can craft perfect fire logs which will magically catch fire and burn normally in any weather condition, even pouring rain. You can craft 3 such foot-long logs at a time, which will burn for up to four hours as a normal bonfire would, and be consumed into ash when that time has passed.
- you can fashion a magic club, greatclub, quarterstaff, mace, javelin, shortbow, or longbow from any length of wood at least 2 feet in length, imbuing it with magic and forming its shape.
Each of these items exists for up to six hours, but you may cause any one such item to exist for much longer if you choose to attune to it. If you do so, the object will exist for as long as it remains attuned to you.

Enhanced Plantshaping

At 9th level, you are able to magically cultivate plants that behave in ways that nature does not normally grow them, creating magical hybrids that function in unique ways. Whenever you cast a spell from your Floramaven Spells list, you may also use a bonus action to cast the Goodberry spell without expending a spell slot. The berries appear in the origin square of the effect of said spell, and can be found growing attached to the plant structures created by the spell or from the ground in that square (your choice). Also, you add the Hail of Thorns spell to your Artificer Spell list and you may cast it at the target of your ranged attacks or a target hit with your Thorn Whip cantrip.

Additionally, you can perform a 4 hour process to create the following new substances: Bronzewood, Ironvine, and Midnightshade. Bronzewood is a wood that has equivalent hardness to well-forged steel with a burning point similar to steel, and during the 4 hour process you alter a mass up to 50 pounds worth of wood into Bronzewood by using 20 gold worth of tinctures, resins, and powders. Wood sculpted into the shape of armor, shields, or weapons and treated in this way creates perfectly usable versions of such items, yet they weigh half as much as their metal counterparts and are treated as if they are magic for the purpose of damage resistance, though these items may still yet be enchanted as normal. Ironvine (and also Ironroot) is a ropelike strand that has a hardness and tensile strength much like steel. These strands are created with a length of rope, vine, or roots which are treated with 10 gold worth of resins and powders during the 4 hour process to create a rope-like substance that has hardness equal to steel. Midnightshade is a terrible poisonous substance which you are able to create which has an awful effect on those who fall victim to it. You spend 4 hours in the above creation process to create 2 doses of this poison. Those who either ingest a dose or are struck by a slashing or piercing weapon with a dose of this poison must make a Constitution saving throw equal to your spell save DC or become poisoned and suffer a level of exhaustion. Whenever the poisoned creature finishes a long rest, they must roll an additional Constitution saving throw. On a failure, the poison inflicts two levels of exhaustion.

Floramancy Mastery

At 15th level, you have fully mastered your spellcasting and plant shaping abilities to such a degree that you can now manifest new and powerful plant spells. You are able to cast the Transport via Plants spell once before you must finish a long rest to cast this spell using this feature again.

Additionally, you can cast the Wall of Thorns spell once before you must finish a long rest to cast the spell using this feature again. At 17th level, you may cast Wall of Thorns one additional time using this feature before you must finish a long rest to use both again.

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