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Phytomancer

A phytomancer has a keen interest and affinity with the Plants of the natural world. They know how to make things grow hale and healthy, and can even inspire a specially prepared Plant to animate and do their bidding for a short time. A phytomancer might be employed as a gardener to a wealthy patron, creating order from chaos, or prefer a life of solitude, delighting in the seasonal changes of the natural world.

Cultivars

Your cultivar can look any number of ways – like a carefully sculpted bonsai tree, a tangle of vines, or a walking vegetable. Use your imagination and consult with the DM to finalize the cultivar’s look and feel!

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.   Proficiencies. You gain proficiency with herbalism kit and the potter’s tools. If you already have either of these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.   Seedcraft. You learn the druidcraft and shillelagh cantrips. They are artificer spell for you, and don’t count against your number of cantrips known.

Phytomancer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Phytomancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Phytomancer Spells
Artificer Level Spell
3rd entangle, ensnaring strike
5th barkskin, spike growth
9th plant growth, speak with plants
13th grasping vine, aura of life
17th commune with nature, wrath of nature

Cultivar

At 3rd level, you can enable rapid growth from a set of specially prepared seed pouches. As an action, you can throw a seed pouch to an unoccupied space you can see within 20 feet of yourself. Upon reaching its destination, the seed pouch springs to life, creating a Cultivar.   The cultivar is friendly to you and your companions, and it obeys your commands and lasts for 10 minutes. You can summon a cultivar once for free and must finish a long rest before doing so again. You can also summon the cultivar by expending a spell slot of 1st level or higher. If you summon a second cultivar from this feature, the first one immediately withers and dies. You can wither your cultivar at any time (no action required by you).   In combat, the cultivar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.   If you cast the mending spell on your cultivar, it regains 2d6 hit points.

Green Thumb

At 5th level, your command of the natural world heightens. You have advantage on saving throws against poison, and you have resistance to poison damage. You also become immune to the effects of the entangle and spike growth spells, and can cast the goodberry spell once per day without expending a spell slot.

Miraculous Growth

At 9th level, you can cast enlarge/reduce without expending a spell slot, provided you use your herbalism kit as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once). When you cast enlarge/reduce on your cultivar, the reach of its slam attack increases by 5 feet, its slam attack is considered magical for the purposes of bypassing resistances and immunities, and it is no longer vulnerable to fire damage. Illustration by Lee Haupt

Gilding the Lily

At 15th level, you can summon a second cultivar for free and must finish a long rest before doing so again. If you summon the second cultivar while the first is still present, the first one doesn’t wither and die. If you place a third, one of your existing cultivar withers and dies.   Additionally, your shillelagh gains new potency. Once on your turn when you hit a creature with your shillelagh, you can roll a d8. Add the results to the damage of the attack, and designate a creature with 30 feet of you that you, and grant them a number of temporary hit points equal to the result + your Intelligence modifier. The recipient of these temporary hit points can immediately make a new saving throw against one unwanted blindness, deafness, paralysis, poison, or disease. The temporary hit points last for 1 minute.

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