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Plant Magic

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0% found this document useful (0 votes)
183 views8 pages

Plant Magic

Uploaded by

daquanmorris12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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.

Researched traits: Brittle Bones & Poison

Name of Trait Effects When Effects when Pollen/No If Pollen Effect


Ingested enter the Pollen when inhaled
bloodstream

BloomCrack Not applicable. As your Trait Yes When


(Brittle Bones) enters the Pollen/mist
bloodstream it that has
will give the Researched
creature trait Brille
Vulnerability bones
to slashing, For every hit on
Piercing, and a creature their
Bludgeoning. speed is
reduced by 5.

Floral Bane When Poison As the poison Yes When the


(Poison) trait is courses through Pollen/Mist
ingested The the creature's that has the
creature will veins with the poison trait
have 1 level of Researched enters the nasal
Exhaustion. trait, causing the creature
Blood vessels to becomes
weaken and Confused as
rupture. Each the poison has
round the a direct
poison remains passageway to
in the the brain. Both
bloodstream it Intelligence
suffers internal and Wisdom
bleeding taking stats take a -1
1d6 necrotic per round
damage. they’re
poisoned.

Level 5 Bursting Flora

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 10 Venomous Guardian


At level 10, You create a Toxin Flytrap that emerges out the ground that stands at 5ft
tall, with wide, mottled green leaves and a gaping maw that gives a sense of danger to
it. The steams are thick and sturdy, supporting its massive head(Kyle’s cock) which is
capable of snapping shut with lethal force. The Flytrap Releases a dense Poisonous
mist in a 20ft area. Creatures within the 20 ft radius must make a Con save. On a failed
save they take 6d8 poison damage and suffer from the Poison Researched trait (Inhale)
it takes 5-6 turns to recharge. For additional traits it will cost 5 mana and 3 stamina.
Additionally, any creature attempting to enter or leave the Fly Trap’s Immediate 10ft
radius must succeed on a Dex save, On a failure the creature is snapped up by the
FlyTrap’s jaw taking 1d10 piercing damage and is trapped within the Flytrap’s jaw. On
their turn, Trapped creatures can attempt to break out. The Traits being added to the
poison must be done upon creation in which the Poison will naturally take 1 trait of your
choice and any additional traits will cost 5 Mana 3 stamina and when a trait is added it
lasts until the end of the fight. The bit grapple should activate when they enter its range
for the first time in a turn/starting its turn in the radius or re-entering the radius after
exiting . Being Grappled forces a CON save for the poison once per turn . Creatures may
only be forced to save against the poison once from each methodology meaning , if they
succeed the check for eating a plant then in order to get them you will have to apply it
via blood stream, inhaling the poison, etc

Level 15 Deadly FlyTrap


At level 15, your Toxin Flytrap evolved into a massive plant that towers about 9ft tall with
dark purple leaves that shimmer with toxic sheen. This Flytrap can send out thorny vines
in a 30 ft radius from its base. These Vines cause difficult terrain and can entangle
enemies. Enemies moving through the terrain 2d6 poison every 10 ft on a failed con
save. If successful it only acts as difficult terrain. Once every 5-6 turns the fly trap
releases a mist that carries out 3 airborne researched traits and must make a con save
to succeed. Also the range of its bite radius increases another 10ft. When the flytrap
launches an attack at a creature and they fail the dex save they take 1d10 piercing and
3d8 poison. Now the flytrap can attempt to devour the creature. It takes 6 rounds for the
creature to be fully digested, And every turn they take an additional 2d6 Acid. Enemy
allies can attempt to pry open the flytrap jaws with a contested athletics check, after the
3rd round they roll at disadvantage. If hit with 30 or more fire damage a grapple creature
will be released and once a creature fails to be devoured it goes on cooldown for 6
turns.

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.

About the Character


STATS :15(STR),22--(Dex),19(Con),22(INT),19(Wisdom),22(Charisma)

RACE:Custom Lineage

Mobile feat 10 + movement speed


Darkvison 60ft

Major and Minor Benefits

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.

Major and Minor Deficiencies


While attuned, The artifact erases magic scrolls within 10 feet of it, rendering them non magical.

While attuned to the artifact, you have disadvantage on saving throws against poison.

While attuned to the artifact, you can’t smell

While attuned to the artifact you have a -2 Strength(Original 17)

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

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