Plantae Practetionier (5e Class)

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Under construction[edit]

This class is still under construction and open to creative criticism and ideas to both new ideas and reworks to what is already present.

Plantae Practetionier[edit]

cb5196a13a71b1358ff660665209b207.jpg
https://www.pinterest.ca/cheshoconnor/leonin/

A day of silence, a day of dread, but a possible moment of hope as the mayors daughter returns and with her brings an unknown, a stranger from forests far past the tree line, carrying with them a weight of unknown anticipation, and familiar calm. They both walk inside the town mayor's home, the old leader laying bedridden in silk woven sheets and feather filled pillows. As the door opens, his eyes flutter open, his arm shakily rises, his voice croaks out a plea of aid before it turns into a grunt of anger and disappointment at the sight of the guest. The daughter rushing to his side pleading her case to muffled ears while the unknown induvial moves to the other side of the bed, removing items from their satchel, preparing a concoction that they promised will cure the leader. The room fills with the aroma of floral herbs and spices while a heated argument continues with in, but a disheartening cough from the mayor is all that was needed to end the argument and him accepting the aid. The unknown hands them the promised cure and drinks it, to his amazement it worked, he feels his burden begin to lift. Both daughter and father embrace in triumph, while the individual gathers their things and begins their departure soon after, but not before leaving behind a note. As the next sun cresses the hill, the church bells are rung to tell their mayor has passed, a day of mourning begins. As his daughter is preparing the body she finds the note and reads it "The one who burns the witches always ends up in the flame"

Creating a Plantae Practetionier[edit]

How did someone learn to harness the powers of nature while defying the wills of the gods?. Was it knowledge passed down through generations?, perhaps an old tome found through deep treacherous exploration?, or even knowledge gained from a secluded tribe who has to send out a young warrior on a task to prove their worth or avange a deep shame?, or even a gamble payed with life that payed off?.

Quick Build

You can make a Plantae Practetionier quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far traveler background.

Class Features

As a Plantae Practetionier you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple Weapons, Longsword, Great club, Longbow
Tools: Herbalist kit (at later level)
Saving Throws: Wisdom, Constitution
Skills: Survival and Choose 2 from: Animal Handling, Arcana, Insight, Medicine, Nature or Perception

Equipment

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

  • Leather armor and the specialized component pouch
  • (a) Short bow and 20 arrows or (b) Handaxe
  • (a) Handaxe or (b) Any simple weapon
  • (a) Explorers pack or (b) Priests pack
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The Plantae Practetionier

Level Proficiency
Bonus
Features
1st +2 Hunt and Trade
2nd +2 Half is knowing
3rd +2 Homebrewed Archetype
4th +2 Ability Score Improvement, Recitational use
5th +3 Spiritual
6th +3
7th +3 Extra attack
8th +3 Ability Score Improvement
9th +4
10th +4 Know to need
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Eye for quality
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Break out the reserves.
Spell Casting 1st level 2nd level 3rd level 4th level 5th level 6th level 7th level 8th level 9th level
level 1 4 - - - - - - - -
level 2 4 - - - - - - - -
level 3 5 3 - - - - - - -
level 4 4 3 - - - - - - -
level 5 6 4 2 - - - - - -
level 6 6 4 2 - - - - - -
level 7 7 5 3 1 - - - - -
level 8 7 5 3 2 - - - - -
level 9 7 5 3 2 1 - - - -
level 10 8 6 3 2 1 - - - -
level 11 8 6 3 2 1 1 - - -
level 12 8 6 4 2 2 1 - - -
level 13 8 6 4 2 2 1 1 - -
level 14 9 7 4 3 2 2 1 - -
level 15 9 7 4 3 2 2 1 1 -
level 16 9 7 5 3 3 2 1 1 -
level 17 9 7 5 3 3 2 2 1 1
level 18 10 8 5 3 3 3 2 1 1
level 19 10 8 6 4 3 3 2 2 1
level 20 10 8 6 4 4 3 2 2 2

Natures Boons[edit]

Following the gods in their ways and deeds will only serve you so well before you learn you can earn more for yourself when you turn to nature. The dryads have their ways but you also have your own.

Spell casting

The nature you reside in is itself magical and whimsical, you simply found a way to tap into this property. You gain access to both the Dryad and Ranger spell trees but you have no access to cantrips. The amount of spells you can have prepared remains the same as normal full casters.

Your spell casting modifier is Wisdom.

Spell save DC = 8 + your proficiency modifier + your Wisdom modifier
Spell attack modifier = your proficiency modifier + your Wisdom modifier

Hunt and gather[edit]

Given the connection the person has is more material than spiritual, the power for his skills is not recovered through rest, but through action, as material is used and spent, it must be replaced in order for it to become of use once more.

At level one you learn that in order to recover spent/Used spell slots, you must either purchase or scavenge for the needed components/materials. On short and long rests you can use your allocated time to scavenge the local forests for plants, herbs and similar to replenish your materials. For certain levels of spells more time must be spent, resembling the components' difficulty in obtaining and or it’s rarity, or it’s time needed to prepare once found.

For spell levels 1-3 you can spend 1 hour scavenging the woods. The amount of spells recovered is equal to a d4 + half proficiency rounded down. It is rolled separately for each level of spells.

For spell levels 4-6 the time is increased to needing 2 hours of searching. The amount restored works similarly to the first levels just with an added chance of failure. As you need to roll a straight d20 for each level. If it’s lower than a 5, you fail to find any of the materials.

For levels 7-9. The time increases further still to 4 hours. Just now you roll a d4 without any modifiers. Along with a higher chance of failure, as you now have to roll a d20 and score a higher than 8 with each roll to be successful in finding materials

Alternatively, you can spend earned coin in towns with a supplied herbalist, being able to purchase all your spent spell slots. The higher the spell slot being resupplied the higher the amount of coin needed to spend

Half is knowing[edit]

At level 2 you know the inner and detailed workings of a herbalism kit, your kit now has charges and each charge represents how many times or how much of it's contents are used in order to gain unique effects while carried. You have 15 charges per kit. You can also increase a healing potion's potency through a small ritual, taking 10 mins and expending a use of the herbalist kit. The end effect being to add the casters wisdom modifier when the potion is drunk (example. Simple healing potion 2d4+2. With the effect active 2d4+2+wisdom modifier)

Homebrewed[edit]

At level 3 you learn the inner workings of your herbalism kit and gain proficiency with it, allowing you to craft healing potions, but only at the cost of your resources (spell slots) and they cannot be interchanged. Once a potion is created it cannot be turned back into resources.

The base cost for creating a health potion is two first level spell slots for one normal health potion.

This feature can be used with higher level spell slots as per the table of conversions bellow. The effect can be used only up to level 4 spell slots.

Conversion Table
Type and amount ↓ ; Spell level → 1st level 2nd level 3rd level 4th level
Health potion 0.5 1 2 4
Greater Health potion - - 1 2
Superior Health potion - - - 1


Archetype[edit]

What plants are you more proficient in using?, what poisons or remedies you were taught to create?, all depend on which parts of nature you limbs trailed in the most. At level 3 you get to choose an archetype which represents which corner of nature you're the most proficient and comfortable inside. You have to choose between Lush Plains and Murky Marsh

Recreational Use[edit]

At level 3 during short and long rests, you can choose to share some of your gathered materials with the party, granting them a soft bonus, costing one 1st level spell slot for 3 separate individuals. It takes the form of sharing a hand rolled cigar, a special mixed tea, or other forms.

For short rests

it grants each player a free hit die to roll with the shamans con modifier.

For long rests it grants one of two bonuses, the shaman chooses
  • it grants each player temporary hit points equal to a rolled hit die of the players affected plus the shamans con modifier (each player uses their own hit dice value, but the shamans con modifier). This does not consume a hit dice and the temporary health lasts for 4 hours after the long rest finishes.
  • Grants advantage on one ability check of the players choosing, but it has to be used with in 4 hours

Ability Score Improvement[edit]

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.

Whimsical Nature[edit]

At level 5 you learn more ways to mimic and improve the powers you carry and harness.

You can spend a resource from your herbalist kit to cast any ritual spell in 1 minute instead of the 10 minutes needed, and if you spend the spells required spell slot you can apply the effect on another person that isn’t yourself

By spending 1 resource (3-rd level spell slots) during a long rest, you are able to force recovery to happen much faster, making it so you only need 4 hours to gain the benefits of a long rest. This can be applied to other members of the party also, but it costs 2 resources instead of 1. It can only be used once per week.

Know to need[edit]

At level 10 you can use your herbalism kit to cure status effects and curses, the process compared to the spells takes longer, needing 30 mins per effect to be fully removed, but it only comes at the cost of herbalism kit and not resources (spell slots)

Eye for quality[edit]

At level 14 you now apply your full proficiency bonus for resupplying spells at levels 1-3 and half proficiency rounded down at spell levels 4-6

Break out the reserves[edit]

At level 20 if you have less than half of any spell slot, you automatically are refilled up to half of the maximum you can hold upon finishing a long rest.

Archetypes[edit]

Lush Plains[edit]

Wide and varied greenery, the soft touch of grass under your feet, the soft scent of the local flora wafting through the air and across your body and the pleasing sight of nature's unrivaled beauty. Plantae Practetionier's from these lands are more seldom met with plants that are detrimental to ones health, but rather more beneficial.

Mending asperations[edit]

At level 3 your knowledge with plants that sooth injuries and cure wounds is rivaled only by your peers.

When you cast a healing spell you can add your half your Plantae Practetionier rounded up to the amount healed.

Correctly Cutting Corners[edit]

Over the time you have used your herbalist kit you have learned how to use it's contents more efficiently.

At level 6 your herbalism kit's total charges increase by 5. Making the total 20.

Purpose Picked[edit]

At level 9 you learn further tricks and techniques to aid and improve your prowess.

Know to need improves. Whenever you use your herbalist kit to improve a potions potency you now also add your Plantae Practetionier level and multiply it by half your proficiency modifier rounded up, atop your wisdom modifier.

Calculation with example

2d4+2+wisdom mod+current Plantae Practetionier levelx1/2 proficiency

2d4+2+5+9x2

Heal all harm[edit]

Time seems add more wear and tear over your body the further it continues to tick down, only meaning you need to fight back with more force to it's advance. Thanks to this at level 15 you learn the following the benefits:

  • Whenever you cast a healing spell you can now add your full Plantae Practetionier level to the amount healed.
  • Homebrewed's spell level cap is increased giving you access to the following conversions, giving you the following conversions:
Caption text
Type and amount ↓ ; Spell level → 5th level 6th level
Health potion 6 8
Greater Health potion 3 4
Superior Health potion 2 3
Supreme Health potion - 1

Never too much[edit]

Mastery of any art always means making more of what you have and the way to get this is sometimes so obvious it's forgotten at times.

Whenever you cast a healing spell it's level automatically increases by one for a total of 9th level.

  • What this means is when a healing spell is cast at 1-st level, it uses the first level spell slot but it counts as if upcasted to second level. This effect continues equally up the chain. 3rd level turns into 4th, 4th turns into 5th and so on, but it only uses the lower levels spell slot.

Mangrove Marsh[edit]

Deep twisted roots intertwined with dense leaves and high waters covering the ground you step on. The air damp and rich with the scent of rotting wood and moss.

The marshes rarely are inviting, with creatures hiding between the many thickets and knee high waters, a trend that the plants follow closely. Prickly, sharp and pungent, all of them grown to ward off certain parties and or allure others to a fate they see fit.

Those who live in the marshes have deep knowledge of how to benefit from treacherous terrain and deadly environments.

Locals life[edit]

Thus at level 3 gaining the following benefits:

  • As an action you can use a charge from your herbalist kit to remove the poisoned effect from you or an ally
  • As a bonus action you can use a charge from your herbalist kit to coat your weapon in a deathly poison, adding 1d4 poison damage on all attacks with that weapon for one turn. This effect levels with you by increasing the damage dice dealt. At level 6 it's 2d4 at level 12 3d4 and level 18 it becomes 4d6

Daily deeds[edit]

At level 6 as an action you can now use a charge from your herbalist kit on yourself to cure yourself against poison and give yourself resistance against poison damage. If you use a first level spell slot you can share this effect to others as well. Costing 1-st level spell slot per individual. The effect lasts for 4 hours.

The damage from Locals life's bonus action increases. When you use a charge of your herbalist kit to coat your weapon with a deathly poison you can now add your proficiency modifier to the damage roll.

Your own front door[edit]

The misty waters hide much under their murky surface or dense landscapes, but you've learnt to look past them and spot the items or people that are ruining the landscapes silhouette and how to avoid this yourself. At level 9 you get the following bonuses:

  • You can now add your proficiency bonus to any perception checks and stealth that takes place in the wilderness atop your current modifier.
  • If you are located inside a marsh, swap or similar environment (Ask your dungeon master if unsure) you do these checks at advantage as well.

Misery loves company[edit]

The marshes abyssal depth lays claim to many lives, why should you be any different.

At level 15 your local life's bonus actions improves further still, giving you the following benefits

  • It now has a duration of 1 minute.
  • You now add your Wisdom/Spell modifier to the damage roll
  • As an action can be applied to your allies or other persons weapons you deem fitting of the gift. The damage rolled remains the same as if on your own weapon and costs 1 charge of your herbalist kit per use, per individual.

Treacherous being[edit]

Much time has been spent handling materials that can end a life by simply breathing in too sharply, that time has changed your body in ways beneficial to you. At level 19 you gain the follow benefits

  • You are now always resistant to poison damage and have advantage on saving throws against poisons
  • You no longer need a herbalist kit to apply the benefit of local life bonus action, as simply trailing your hand over the blades surface is now enough.
  • Living creatures that come into contact with a bodily fluid of yours, be it through a cut on the skin, ingestion or similar now must make a constitution saving throw equal to your spell save dc or become poisoned and take 1d4 poison damage for 1 minute.

Arid Sands[edit]

The sands, an area where little life can exist let alone thrive. But just because the amount is small that does not mean it does not exist, it simply means it hard grown numb to it's harsh environment and how it treated, greatly increasing it's endurance and durability in return.

Sanded Skin[edit]

The warm air always carries with it some of the local lands, evidence of this being holes in attire or equipment along with fine dust gathering in all crevices open to the winds as a result of bearing to this constant barrage for years, you and your body has gotten numb to it's effects.

At level 3 you gain the following benefits:

  • You gain proficiency with Shields
  • When calculating your Armor class you swap dexterity for constitution. Making your new ac calculation the following:
Unarmored AC = 10 + Constitution modifier
Armored AC = Armor AC + Constitution modifier
  • When asked to roll for an event that gives exhaustion such as long marches, hot weather and or lack of food, you gain advantage on these rolls
Momentary road block hit so will just list some ideas and work them in later.

Another area option that benefits the user when inside dry/arid areas such as deserts and savannas but different than the marsh bonus. Some sort of spell cohesion that improves their buffs, such as Air bublle instantly getting 2 bubbles or some other bonus effect applied, maybe temporary health after each buff spell used or something along those lines. Thinking needs to be done

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