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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