Artificer
Base Class: Artificer

This subclass was created originally on TikTok by user parlimenthomebrew. I am simply writing it down for my own purposes to use it in a future game.

Tool Proficiency

At level 3, you gain proficiency with the herbalism kit and one other type of artisan tools of your choosing.

Herbal Knowhow

At third level, you learn the Druidcraft cantrip and gain proficiency in Nature. You are also resistant to poison damage and have advantage on saving throws against poison.

Leafy Armor

As an action, you can grow plants into bioarmor. While wearing this bioarmor you have an AC of 13+Int mod. You can also use the bioarmor as a spell casting focus and have the ability to cast Entangle without using a spell slot (Int Mod times per long rest). In addition, you can treat the vines around you as natural weapons. As an action you can make one melee weapon attack (reach of 10ft. using Int as modifier) dealing 1d6+Int piercing damage on a hit. You can make more attacks when you reach 9th level (2) and 15th level (3).  You can activate your armor at will and it lasts 2 hours.

Poisonous Bloom

At 5th level, whenever you case a spell that deals damage using your bioarmor as a focus, you can release poisonous spores as a bonus action. The spores attack one target of the spell within 30 ft. of you. The creature takes 1d4+Int poison damage. This damage die increases at 9th level (1d6), 13th level (1d8), and 17th level (1d10).

Master Poisoner

Your spells and poisons ignore resistance to poison damage. When you would deal poison damage to a creature who is immune to poison, you can deal acid damage instead

Conditioned Fortitude

Your years spent working with plants and poisons grant you immunity to poison damage and the poisoned condition. Additionally, you have the ability to recognize any plant-based poison by it symptoms and know how to treat it.

Improved Bioarmor

As you get more familiar with your bioarmor, it grows stronger. At 9th level, when you activate your bioarmor you gain temporary hit points equal to your Int. score. You also gain the ability to cast speak with plants at will whilst wearing your bioarmor. Additionally, you may impose disadvantage on any saving throws you impose on a creature against being grappled or restrained. 

Your vine weapons also become magical for the purpose of overcoming resistances and immunities to nonmagical damage.

Forest Step

Once per long rest, you can cast Transport via Plants without expending a spell slot.

Verdant Mantle

Once per long rest as an action, you can take the form of a plant guardian for one minute. Your size doubles in all dimensions, increasing your size by one category. Melee weapon attacks you make against enemies deal an extra damage dice worth of damage. The temporary HP you gain while wearing your bio armor doubles and you make Int-based attacks with advantage. The ground within 15 feet of you is difficult terrain for your enemies.

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