Plantaemancer, Variant (5e Class)

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Plantaemancer[edit]

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[edit]

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[edit]

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: non-metal Light Armor
Weapons: Simple and Martial non-metal weapons
Tools: Choose 2 from Herbalism Kit, Poisoner's Kit, A musical instrument (Ocarina or Pan flute)
Saving Throws: Charisma and Constitution
Skills: Choose 3 from Animal Handling, Nature, Medicine, Persuasion, Performance, Survival, Arcana, Perception and Religion.

Equipment

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

  • (a) club or (b) quarterstaff
  • (a) leather armor or (b) {{{item2b}}}
  • (a) 2 tools you are competent with or (b) {{{item3b}}}
  • 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 4
4th +2 Ability Score Improvement 4
5th +3 Plant Control 5
6th +3 Natural Path feature 5
7th +3 Wrathful Garden 6
8th +3 Ability Score Improvement 6
9th +4 Nature Ally 7
10th +4 Natural Path feature 7
11th +4 Petal Power 8
12th +4 Ability Score Improvement 8
13th +5 Plant Control 9
14th +5 Natural Path feature 9
15th +5 Fertile Blood 10
16th +5 Ability Score Improvement 10
17th +6 Nature Ally 11
18th +6 Natural Mastery 11
19th +6 Ability Score Improvement 12
20th +6 Natural Path feature 12

Verdant Speech[edit]

Starting at 1st level, you have the ability to communicate with plants and plant type creature. 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. Add sylvan to known languages, if you already know it learn a language of your choice.

Green-Touched[edit]

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[edit]

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[edit]

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. When you summon a bloom choose a free square of 5 feet of side that is within 30 feet and that you can see where to create it. 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 2 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[edit]

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[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.

Plant Control[edit]

When you reach 5th level you learn to control plants more precisely, you can cast once per long rest Plant Growth, consider Charisma like your spellcasting ability and your level in this class like your spellcaster level for this spell. When you cast this spell using an action you can cast it on a single specific plant (excluding magic plants or creatures), it grows one size and reaches maturity. A plant under this spell cannot be targeted again for its entire duration and returns to normal after an hour or spending a bonus action to get it back to its original appearance. Plants grown in this specific way do not offer more food than is normally recoverable. Using Plant Growth in this way does not consume its use. Get a second long rest use of this skill when you reach the 13th level

Wrathful Garden[edit]

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 start 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. You and plant type creature 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. If an area fire attack hits the garden make a Charisma saving throw (DC the highest among 10 or half the damage it could inflict), if you fail the saving throw the garden wither away early.

Nature Ally[edit]

Starting 9th level, you can cast once per long rest Wrath of Nature or Commune with Nature (once, not once each), consider Charisma like your spellcasting ability and your level in this class like your spellcaster level for this spell. You can’t use these magic to know or command purely rocky territory. You can also spend 2 uses of your blooms to use this skill. Get a free second long rest use of this skill when you reach the 17th level

Petal Power[edit]

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[edit]

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 Dexterity ability checks while in bright sunlight.

Natural Mastery[edit]

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 or long rest while near a body of water, you have advantage in all Constitution saving throws until you take a long rest and consider as if you have consumed a ration as part of rest.
  • Plant Flesh: Other plants can lend their life energy and meld into your own. You can cast regenerate once for long rest but only on yourself, you must to be in a natural environment for the full duration of the spell or it end early, 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 a bonus 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[edit]

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.

Bark shield

Starting at 1st level, your skin is like the bark of trees, when unarmored your AC become 13+ your dexterity or costitution modifier (The higher of the two).

Force of nature

Starting at 1st level, you learn the cantrips Shillelagh and Thorn Whip, consider Charisma like your spellcasting ability and your level in this class like your spellcaster level for this cantrips.

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 and without consuming any use of your blooms. In addition you can recover your use of Wrathful Garden with a short or long rest.

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. In addition your Wrathful Garden becomes immune to fire area attack.

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 have advantage in all saving throws and attack rolls while in a forest environment. In addition you have an additional use of Wrathful Garden, when you finish a short or long rest you recover both the expended uses.

Path of Seeding[edit]

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

Herbalist

Your knowledge of plants is so advanced that you know how to use them to prepare powerful potions. Starting at 1st level, you gain proficiency in the Herbalist kit, if you already have proficiency in this tool, you instead gain expertise. At the end of a long rest, if you have a flask and some water, you can make a Charisma check using the Herbalist kit (CD 15), if the check is successful add to your inventory a healing potion, for every 5 of which exceeds DC the healing potion heal +1d4+1. The potion created using this ability return back to water at the end of your next long rest if it has not been consumed, you can use it again to create a new potion.

Gardener

Starting at 1st level you gain the ability to magically create water to water plants and give them special effects. You can cast Create or Destroy like a level 1 spell but you can select only create water, consider Charisma like your spellcasting ability and your level in this class like your spellcaster level for this spell. If you use this spell to water plants choose one of the following effects

  • The grass in the watered area grows instantly to almost a meter tall, a medium-sized creature or smaller can use it to hide. If watered so a second time the grass grows further allowing even large creatures to hide.
  • A watered plant grows enough edible fruit to feed a creature. A creature that eats these fruits (1 action) can recover 1 pf and remove the poisoned condition if it has it. The fruit must be eaten within 1 hour of their creation or wither.
  • All plant type creature in the watered area lost fire vulnerability, if it has no vulnerability to fire then he obtain fire resistance. This change persist 1 hour.

You can use this feature a number of time equal to 1 + half your Plantaemancer level rounded up.

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 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.

Fetch the seeds

Starting at 10th level, when you complete a short rest restore all the expended uses of used blooms. The limit of active bloom become 3.

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 half the level in this class (rounded up) + 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 know 2 additional bloom. In addition your bloom gain a bonus to all the rolls equal to your Charisma modifier and the DC of their ability, spell and attack increase by 2.

Blooms[edit]

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 4 * 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.At the end of your turn it must remain within 30 feet of you or wither away. It can only move. While it remains within 5 feet of you and you are unarmored, your Armor Class cannot go below 13, and all the fire damage you or an ally within 5 feet of the bloom take are redirected to the Anthurium.

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 with the following modifications. The damage inflicted is by fire, the bloom shoots a number of bullets equal to 1+ your level by plantaemancer /3 (rounded down) and the range change to 30 feet.

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 60 feet of you. Make a ranged spell attack using Charisma instead of Dexterity for each razor, apply your proficiency bonus for the rolls. A flower deals magical slashing damage equal to 1d6 + half of your level by plantaemancer (rounded up). The flowers all strike simultaneously, and you can direct them to hit one creature or several (Up to three), each flower that hit and damage an enemy reduce by 10 feet all of his non magical movement speed until the end of his next turn, this effect doesn't stack with itself for multiple hit on the same target. For purpose of other effect consider this blooms like a level 1 spell using Charisma like your spellcasting ability and your level in this class like your spellcaster level. Using this bloom doesn't count in the limit of 2 active bloom.

Shrieker: When you use this bloom you create up to 3 seed on your hand that you can plant using an action, you can plant this seed in any adiacent free space even in rocky or innatural territory, when planted they grow instantly in a Shrieker (Monster Manual) that wither after 24 hour or when you use a bonus action to do so. Having this creature doesn't count in the limit of 2 active bloom.

Grey Fungus

Fern Hound

Red Crown: Prerequisite - plantaemancer level 3
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.

Snapdragon Prerequisite - plantaemancer level 3
The DC of Poison Spray become 8 + your Charisma modifier + Proficiency bonus.

Vinegrown Zombie Prerequisite - plantaemancer level 3
You can plant this seed in any dead humanoid corpse, the vinegrown take control of the corpse from the inside. Treat this creature like a zombie (Monster manual) with with the following modifications, the Intelligence, Wisdom and Charisma become 10, the type change in plant, gain fire vulnerability, and undead fortitude change the type of damage from radiant to fire. In addition the vinegrow can mimic the normal behavior of a human, a creature can make a check of medicine (Int) DC 20 to spot the presence of the Vinegrown or if he know the person personally a check of insight against the check of deception of the plant. The vingrown has +5 to look like he’s impersonating.

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 60 feet. This bloom wither after 1 minute. Using this bloom doesn't count in the limit of 2 active bloom. You can't use this bloom on creature that have no speed of movement.

Kelpie Prerequisite - plantaemancer level 5
The Kelpie's spell save DC become 8 + your Charisma modifier + Proficiency bonus.

Deathvine: Prerequisite - plantaemancer level 5
The DC to escape Deathvine Grapple become 8 + your Charisma modifier + Proficiency bonus.

Plant Centaur: Prerequisite - plantaemancer level 5

Amaryllis: Prerequisite - plantaemancer level 7
You summon a fearsome flower with the shape of a small phoenix. It shares the stat block and ability of an eagle. It is a plant type creature and is immune to fire damage. The amaryllis can explode and wither on command or when it dies casting fireball centered on the eagle with your Charisma as its spellcasting modifier.

Mushroom Man: Prerequisite - plantaemancer level 11

Forest Avenger: Prerequisite - plantaemancer level 11
The Forest Avenger's spell save DC become 8 + your Charisma modifier + Proficiency bonus.

Rafflesia: Prerequisite - plantaemancer level 11
The Rafflesia use the stat block of the Shrieker with the following changes: the Hp become your prantaemancer level * 4, obtains resistance to bludgeoning and piercing damage, immunity to psychic damage and vulnerability to fire, and can't use the shriek action. The area around the rafflesia becomes pestilential within a radius of 40 feet. Creatures that need to breathe and that enter or are located within the area for the first time must make a Constitution saving throw against your DC (8 + your Charisma modifier + Proficiency bonus), if the saving throw succeeds they do not suffer damages and are obliged to hold the breath in the area; if they fail they suffer 8d8 necrotic damages, they are obliged to hold the breath within the area and they will not be able to take actions or reactions (Except the action of Dash) until they leave the area. Exiting and re-entering the area requires a new saving throw, a creature that is holding its breath before entering the target area. If a creature within the area tries to speak, cast a spell with verbal components or use attacks that require voice or open your mouth (Like breath weapons or screams) must repeat the saving throw and in case of failure in addition to the normal effects the action is wasted (Consuming any used spell slots). You, plant-type creatures, creatures that don’t need to breathe, and creatures immune to the poisoned condition are immune to the effects of Rafflesia.

Stapelia Prerequisite - plantaemancer level 15
The Stapelia use the stat block of the Shrieker with the following changes: the Hp become your prantaemancer level * 4, obtains resistance to bludgeoning and piercing damage, immunity to psychic damage and vulnerability to fire, and can't use the shriek action. Until it's alive Stapelia emanates an Antimagic Field (10 foot radius) centered on itself, for purpose of other effect consider this blooms like a level 8 spell using Charisma like your spellcasting ability and your level in this class like your spellcaster level. This antimagic field has no effect on spell-like ability of this class or on spell casted by plant-type.

Hibiscus Prerequisite - plantaemancer level 15
This bloom is not a creature and it's size it's tiny. It's appearance is the same as a normal flower and doesn't occupy the square where it is planted. When you create the Hibiscus get the effect of the spell Programmed Illusion but the range is centred on the bloom and the destruction or wither of the flower despell it. For purpose of other effect consider this blooms like a level 6 spell using Charisma like your spellcasting ability and your level in this class like your spellcaster level. Spot the Hibiscus require a passive perception or a perception ability check equal to 8 + your proficiency bonus + your charisma modifier, even if spotted require an Arcana or Nature check against your Dc (8 + your proficiency bonus + your charisma modifier) to understand it's true nature. If the bloom take damage it wither. Using this bloom doesn't count in the limit of 2 active bloom but all active Hibiscus wither when you take a long or short rest.

Amanita Muscaria Prerequisite - plantaemancer level 17
This bloom is not a creature and it's size it's tiny. It's appearance is the same as a normal poisonous fungus and doesn't occupy the square where it is planted. If the Amanita is hit by an attack or a non-plant creature different from you moves in a square within 5 feet range from the mushroom it explode releasing it's spore and interrupting the movement, the movement can be resumed after the explosion. The explosion hit all the creature in 5 feet range from the mushroom inflicting 10d6+30 necrotic damage (Constitution saving throw halve the damage), if this damage leave a creature with 0 Hit Point it dissolves in fertilizer. This damage has no effect on construct, elemental and plant creature. Spot the amanita require a passive perception or a perception ability check equal to 8 + your proficiency bonus + your charisma modifier, even if spotted require an Arcana or Nature check against your Dc (8 + your proficiency bonus + your charisma modifier) to understand it's true nature.

Plant corpse Prerequisite - plantaemancer level 17
When you use this bloom you can create in a 8 hours process a corpse that resemble any generic medium humanoid creature and transfer your soul from your body to the new corpse, the original body become life-less but it is preserved as if it were under the influence of the spell Gentle Repose. You lost all of your race privileges and gains new one based on the new race. If the original body is present you can make return the soul to it's original body and reverse all the modification in 1 hour process, a plant body wither instantly when the soul leave. All the damage, condition and disease are vincolated to the body that have it and are not moved with the change of body. The new body is identical to that of an average individual of the chosen race, but you can try a Performance check (DC 20) to give a specific appearance to the new body, including the appearance of creatures you know well or can see. Someone can spot that the creature it's a plant making an investigation or perception check against DC 25, a creature saw you get hit with a piercirng, bludgeoning or slashing attack has advantage to the check. In addition the type of the creature change in plant, it obtain the fire vulnerability and the piercing resistance, and no longer need to eat but only to drink (can still eat if he want). This bloom doesn't count in the limit of 2 active bloom.

Multiclassing[edit]

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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