Plantaemancer (5e Class)

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Plantaemancer

A man charms a large, wicked-toothed flower out of the ground. It hungrily devours the goblins which dare come for its master. After the screams of the little humanoids have faded, the man rubs the petals like one might tickle a cat. The plant purrs and changes, blooming a face out of the stomata and uprooting from the ground. The man sits upon its stem as they both plod off.

The village struck by famine gaze in reverence at the woman who rejuvenates their fields of wheat that was battered by hailstorms. The stalks grow verdant again, and begin to show signs of new germ to sprout. Life can return again, to be reaped and sown.

Not Just Flowers

Also known as floramancers, plantaemancers are people who use the power of nature, specifically plants. They do not simply use them as appendages as most druids do with spells like druidcraft or entangle. Rather, to them, nature has its own power that can be utilized and manipulated, parallel to that of conventional magic. Everything shares the same life force. By manipulating this connection, plantaemancers make trees and flowers an extension of their own selves, their wills and desires.

Creating a Plantaemancer

cornelia_green_thumb_8841.jpg
From W.I.T.C.H.

When making a plantaemancer, consider what connections they have with nature. Do they seek to serve it and coexist with plants, or are they actually control freaks who want nature to be their servant? It is usually the former, but the latter is not unheard of. What makes your character eager to specify on plants and maybe even fungi, as opposed to animals like a ranger or druid? Has your character had an affinity for this since birth? Perhaps odd natural phenomena have occurred around them, making them naturally fit plantaemancers.

Quick Build

You can make a plantaemancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Outlander or Hermit background.

Class Features

As a Plantaemancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Plantaemancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Plantaemancer level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple and Martial non-metal weapons
Tools: Herbalism Kit, Poisoner's Kit
Saving Throws: Charisma and Constitution
Skills: Choose 2 from Animal Handling, Nature, Medicine, Persuasion, Sleight of Hand, Survival, Perception and History.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) club or (b) quarterstaff
  • (a) Shield (wood) or (b) leather armor
  • (a) Herbalism Kit or (b) Poisoner's Kit
  • If you are using starting wealth, you have 2d4 x10 gold in funds.

Table: The Plantaemancer

Level Proficiency
Bonus
Features Plant Burst
1st +2 Verdant Speech, Green-Touched, Natural Path 0
2nd +2 Seed Flourish 3
3rd +2 Garden Garment 3
4th +2 Ability Score Improvement 3
5th +3 5
6th +3 Natural Path feature 5
7th +3 Wrathful Garden 5
8th +3 Ability Score Improvement 5
9th +4 7
10th +4 Natural Path feature 7
11th +4 Petal Power 7
12th +4 Ability Score Improvement 7
13th +5 9
14th +5 Natural Path feature 9
15th +5 Fertile Blood 9
16th +5 Ability Score Improvement 9
17th +6 11
18th +6 Natural Mastery 11
19th +6 Ability Score Improvement 11
20th +6 Natural Path feature 12

Verdant Speech

Starting at 1st level, you have the ability to communicate with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Green-Touched

Starting at first level, you are attuned with the power of greenery. It has touched your body and you are allowed to reciprocate with the will of your soul, imbuing your life to manipulate that of plants. You gain immunity to being poisoned and to poison damage. Additionally, you can instantly make a flower blossom, a seed pod open, or a leaf bud bloom that is within 30 feet of you as an action.

Natural Path

At 1st level, you chose a path. Choose between Path of Overgrowth or Path of Seeding, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 20th level.

Seed Flourish

Starting 2nd level, your communication with plants evolves to your power being able to manipulate and grow them. These manifest in bursts of plants and similar beings that come to your aid when you use an action to grow them instantly from a quickly sown seed. The types of Blooms you have in your arsenal are detailed below, at the bottom of the class page. As you gain more levels as a plantaemancer, you can call on more varieties of plants, as shown under the Plant Burst column of the class table. You start off with 3 blooms of your choice you can call to your aid. You can only have up to 3 active bloom effects at a time. You can summon blooms a number of times equal to your Charisma modifier, regaining use when you finish a long rest.

Garden Garment

You interaction with nature comes to give you a very calming presence, complete with aromatherapeutic scents, and a sheer raiment of natural energy that looks like a robe or dress woven of pollens, natural fibers, and small petals of flowers. It's not just for show, either. Starting 3rd level, this garment's scents give you proficiency in the Persuasion skill. If you already have proficiency in this skill, you instead gain expertise. Additionally, you can attempt to Hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. This raiment also gives you advantage in Dexterity (Stealth checks to hide in environments with foliage.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Wrathful Garden

Starting at 7th level, you can summon up the powers of nature in a rage to batter and ensnare enemies. As an action, you call upon the powers of the slumbering plants of the earth and have them burst forth in an area centered around a point within 60 feet of you, with a radius of 30-feet. This area is considered a forest environment and is difficult terrain, covered in thorny, ensnaring plants. Any creatures which end their turn within the area must succeed on a Strength saving throw (DC= 8 + your Charisma modifier + your proficiency bonus) or be restrained by the entangling plants. A creature restrained by the plants can use its action to retry the save on each of its turns. On a success, it frees itself. Any creature that enters the area must succeed on a Dexterity saving throw (DC= 8 + your Charisma modifier + your proficiency bonus) or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. As the gardener, you are immune to the effects of this garden. This abnormal growth lasts for a number of turns equal to your plantaemancer level + your Charisma modifier (min. 1), and withers away when the duration ends or when you dispel it with a bonus action. You can use this feature once, and you must finish a long rest to use this feature again.

Petal Power

Starting 11th level, the aura of the flowers envelopes you. Like its dainty petals that fly all about the world, you gain an air of buoyancy. As a bonus action, you can swirl yourself in a gentle vortex of flower petals that lifts you off the ground. You gain a flying speed of 30 feet and are considered to be hovering while this effect is active. The aroma also makes beasts with Intelligence scores of 10 or less calmed by you and less likely to attack if they can smell it. You may dispel this effect with a bonus action.

Fertile Blood

Starting 15th level, the forces of plant nature within you literally start to change you into one with a green thumb as your blood takes on plant-like properties. Your skin hardens into bark, making it so your Armor Class can no longer drop below 16. You also gain some chlorophyllic properties that enhance your movement and reflex when empowered with sunlight. You have advantage on Dexterity saving throws and ability checks while in bright sunlight.

Natural Mastery

Starting at 18th level, you gain mastery with the plants, taking on their endless properties to boost your own body. You can perform the following effects:

  • Hydrophilic: If you complete a short rest while in a body of water, you have advantage in all Constitution saving throws until you take a long rest.
  • Plant Flesh: Other plants can lend their life energy and meld into your own. For purposes of spells like regenerate, you can use plant limbs as a substitute when repairing severed body parts.
  • Forest Sense: While in a forest terrain or similar, you may expend an action to become aware of the locations of all creatures within the vicinity of the terrain (up to a radius of 120 feet), including how many there are, their states of mind, and their general health.

Path of Overgrowth

You focus on being hardy and outlasting opponents, as well as proliferating as much of nature as you can, overrunning enemy forces with plant minions.

Absorbent

Starting at 1st level, you are like a plant in how they suck up water to rejuvenate themselves. If you complete a short rest in a body of water, you gain temporary hit points equal to your Charisma modifier + your plantaemancer level (minimum of 1). These temporary hit points last until the start of your next long rest.

Sap Sip

Starting at 6th level, your Blooms get a boost from your Garden Garment while they can smell and appreciate your aroma. While a plant-type creature friendly to you remains within 10 feet of you, they have advantage in attack rolls.

Bountiful Plant

Starting at 10th level, when you use your Wrathful Garden feature, you may plant an additional Bloom in an unoccupied space within 30 feet of you with no additional action. The bloom is immune to the effects of the garden.

Quick Bud

Starting at 14th level, you can narrowly evade death by budding from your wounded self much like a shoot off a dead trunk. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

Canopic Protections

At 20th level, you are able to channel your powers as a mental connection to others, like a great structure of roots. You can communicate with any plant type creature within 60 feet of you, and you have advantage in all saving throws and attack rolls while in a forest environment.

Path of Seeding

Your expertise focuses on spreading your forces discreetly to weaken enemies or heal allies from the inside, whether its via spores or pollen.

Sleep Spore

You can utilize a variety of fungal spores that coexist with plants and manipulate their properties to be somniferous. Starting at 1st level, you can blow a mouthful of spores out from your location, covering area of a 15-foot cone with spores. This area is considered lightly obscured. A creature in the area, or that enters the area, with current hit points equal to or less than Xd10, where X is your Charisma modifier, instantly falls unconscious into a deep sleep. This slumber lasts until until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. A moderate wind (at least 10 miles per hour) disperses the spore cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. You must finish a long rest before using this feature again.

Medicinal Dust

Other than just smelling nice, floral pollen also has healing potential. Starting 6th level, you can use an action to spread a sprinkling of floral essence up to 10 feet around you. This essence lingers for an amount of turns equal to your Charisma modifier. For that duration, you can have one of the following effects occur to creatures, including you, within the range of the dust:

  • Any creature that ends their turn within the veil of dust regains hit points equal to 1d6 + your Charisma modifier. Plant type creatures regain twice as much.
  • Any creature that ends their turn within the range of dust is cured of any poisoned condition. They also lose a stack of exhaustion, if any.

You can use this feature a number of times equal to your Charisma modifier. You regain all use of this feature after you finish a long rest.

Wrathful Spore

Starting at 10th level, when you use your Wrathful Garden feature and ensnare a creature within the garden range, the plants move to poison and slowly digest them with acid. At the beginning of each creatures turn, while they are in the garden area, they take acid and poison damage equal to Xd4, where X is equal to your Charisma modifier.

Seed Wounds

Starting at 14th level, your powers enable the very growth of your body and repair to speed up and harden like that of a plant. As a reaction, you can force your plant powers active, granting you a +1 bonus to your AC, and granting you temporary hit points equal to Xd4, where X is your Charisma modifier. This bonus and hit points last until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier. You regain all use of this feature after you finish a long rest.

Pollen Feeder

Starting at 20th level, you can feed yourself the pollen of your garment to heal little by little as time passes. At the start of each of your turns, you regain hit points equal to 8 + your Charisma modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Blooms

You master a variety of different plants and similar biological forms that can do your bidding. Some blooms require more expertise and therefore have prerequisites. You must fulfill the prerequisite to take it. Blooms, unless otherwise specified, are creatures that share your initiative when summoned forth, and act when you use your bonus action to command them to. They are friendly to you and any creatures allied with you and will try their best to carry out your wishes.

Anthurium: A broad red shield flower erupts to protect you with fiery fervor. This shield bloom has an AC of 16 and is resistant to fire damage. It has hit points equal to XD6, where X is equal to your plantaemancer level + your Charisma modifier. It is considered a blind and deaf plant-type creature with 60 feet of blindsight, 15 base walking speed, and has the other statistic scores of a flying sword. It must remain within 5 feet of you or wither away. It cannot attack but may take other actions as normal. While it remains within 5 feet of you and you are unarmored, your Armor Class cannot go below 14, and you have immunity to fire damage.

Longiflorum: A great lily-like flower blossoms forth and spews flaming bullets at your enemies. This bloom shares the stat block of the fire baba, except that it cannot bite and its Fire Bolt action is a magic missile which deals fire damage.

Red Crown: You create a pentagonal flower similar to a parasol that has the face of a lion instead of pistils, and the body of a beast behind it. This creature has the stat block of a lion but is considered plant type. It rolls its own initiative and acts on its own turns independently of you.

Livingstone Daisy: This bloom is not a creature. You create spinning flowers that are as deadly as they are beautiful, and launch them at up to three enemies within 30 feet of you. Each razor flower hits a creature of your choice that you can see within range. A flower deals magical slashing damage equal to 1d4 + your Charisma modifier to its target. The flowers all strike simultaneously, and you can direct them to hit one creature or several.

Strelitzia: Prerequisite - plantaemancer level 5
This bloom is not a creature. A pair of wings fit for the name of the bird of paradise sprout from the back of a willing creature you see within 30 feet of you. You may also target yourself with this bloom. The target creature gains a flying speed of 40 feet.

Amaryllis: Prerequisite - plantaemancer level 5
You summon a fearsome flower with the shape of a small phoenix. It shares the statistics, size, and movement speed of an eagle. It is a plant type creature and is immune to fire damage. As an action, it can cast fireball, with Wisdom as its spellcasting modifier. It can only use this action once per day. When the amaryllis dies, it explodes. Each creature within 60-feet of it must make a 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.

Kelpie

Grey Fungus

Fern Hound

Snapdragon

Vinegrown Shambler

Deathvine: Prerequisite - plantaemancer level 5

Plant Centaur: Prerequisite - plantaemancer level 5

Mushroom Man: Prerequisite - plantaemancer level 10

Forest Avenger: Prerequisite - plantaemancer level 10

Multiclassing

Prerequisites. To qualify for multiclassing into the plantaemancer class, you must meet these prerequisites: Charisma of 13 or above

Proficiencies. When you multiclass into the plantaemancer class, you gain the following proficiencies: Nature, Survival.


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