Plant Magic
Plant Magic
Class Features
Hit Points
● Hit Dice: 1d6 per level
● Hit Points at 1st level: 8 + Constitution modifier
● Hit Points at higher level: 1d8 (or 4) + constitution mod per level
Proficiencies
● Armor:
● Weapons:
● Tools: Choose one type of artisan’s tools or Herbalist kit
● Saving Throws:Intelligence & Wisdom
● Skills: Choose two from Arcana, Deception, Insight, Natrue, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your
background, or 4d4 x 10 gold
● Proficient Weapon
● A Tome titled
● (a) Scholars pack or (b) Dungeoneering Pack
Save DC
● 8 + Charisma + proficiency Bonus
Level 2 Botanical Breakdown
Starting at level 2, You are able to break down plants with a ritual. After the Ritual is done you
are able to store the traits of that plant inside your head. For the breaking down process you
must make a Nature and Arcana and must get an average of 14 or more to have a successful
Ritual for more complicated plant/flowers Dm discretion. You then can apply those traits to a
plant you create. You must make Nature and Arcana and must get an average of 16 and it'll
increase by 2 for every trait you try to place on the plant/flower after the first one.
Starting at level 5, You sprout 3 large versions of one of your unique plants/flowers
within 30 ft of your choosing. At the cost of 5 stamina you may cause one of the flowers
to explode into petals raining down on creatures within 15 ft causing them to suffer
from the plant's natural effects on a failed dex save. When exploding you create either
pollen or particles for the creature to inhale or ingest the flower.
Level 20
Spells
Level 3 : Animate Treant - This spell creates a Treant servant. Choose a tree at least 10 ft in
height . Your spell imbues the target with mana triggering the dormant life force within the tree,
allowing it to become its true monstrous self. The target can take one of two forms; Logman or
Trevenant . On each of your turns, you can use a neutral action to mentally command any
creature you made with this spell if the creature is within 60 feet of you (if you control multiple
creatures, you can command any or all of them at the same time, issuing the same command to
each one). You decide what action the creature will take and where it will move during its next
turn, or you can issue a general command, such as to guard a particular chamber or corridor. If
you issue no commands, the creature only defends itself against hostile creatures with its best
defensive options and reactions. Once given an order, the creature continues to follow it until its
task is complete. The creature is under your control for 24 hours, after which it stops obeying
any command you've given it. To maintain control of the creature for another 24 hours, you must
cast this spell on the creature again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with this spell, rather than
animating a new one.
Logman ; A Treant form that sheds its leaves and takes on a brute monstrous form.
Stats : 22 Str 14Dex 14Int 22Con 16Wis 16Cha
Resistance to bludgeoning and piercing and has a natural toughskin subtracting 3 damage from
those forms of damage
Vulnerability to Slashing
Axes and Fire deal 2x Damage
Natural Attack: Heavy Melee ( 7 stam) : 2d8+str
Blocks without Shield and can be healed with mending
When not moving on its turn, logman gains an additional 2d6 RDD to rooting itself in the ground,
enhancing its defense through stability and drawing energy from the earth.
Trevenant ; A Treant from that sheds some layers of its bark and turns it into a magical ax and
attacks with vines it conjures
Stats: 16 Str 22 Dex 14 int 16 Con 14 wisdom 22 Cha
Resistance to bludgeoning and piercing and has a natural toughskin subtracting 3 damage from
those forms of damage
Vulnerability to Slashing
Axes and Fire deal 2x Damage
Natural Attack: ax made of hardened wood dealing 1d6 + Strength modifier slashing damage
Trevenant can manipulate vines within a 30-foot radius. These vines can attack, restrain, trip, or
grapple a target. Targets must succeed on a Dexterity saving throw or be restrained until the end
of Trevenant's next turn. Vines do 1d8+Dex.
RACE:Custom Lineage
While attuned to the artifact you have advantage on 3 saves Dex Saves, Con Save, and
Wisdom saves
While attuned to the artifact, you can use an action to cast one 4th-level spell from it per long
rest, but it must be used at least 1 hour before resting.
While attuned to the artifact, your walking speed increases by 10 feet. X2= speed is now 60
including the mobile feat.
While attuned to the artifact, you gain +10 in Mana/Stamina. I went with plus +10 to mana now I
have 22 mana.
While attuned to the artifact, you have disadvantage on saving throws against poison.
When you become attuned to the artifact, there is a 10 percent chance that you attract the
attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same
alignment as its creator . If slain the avatar will rebuild itself in 30 days unless its ashes are
purified by a grand priest
Profession -
Ion mage
+ 20 mana
+ You gain , Minor Arcana restoration once per long rest you may recover half your mana
on a short rest
+ War caster
+ Elemental Affinity