JNAProductions
2016-07-04, 11:56 PM
Hit Points-1d10 Per Botanist level
Proficiencies
Armor-None
Weapons-Simple Weapons
Tools-Gardener's Tools
Saves-Constitution, Intelligence
Skills-Choose two from Athletics, Acrobatics, Stealth, Arcana, History, Investigation, Religion, Animal Handling, Insight, Medicine, Perception, and Survival
Level
Feature
1
Natural Defense, Botany
2
Botanical Study
3
Spellcasting
4
Ability Score Improvement
5
Extra Attack
6
Botanical Study
7
-
8
Ability Score Improvement
9
Plantlike Form
10
Botanical Study
11
Lumbering Strike
12
Ability Score Improvement
13
-
14
Botanical Study
15
Apotheosis
16
Ability Score Improvement
17
Improved Photosynthesis
18
Botanical Study
19
Ability Score Improvement
20
Botanical Study
Natural Defense-At level one, plants have begun to infuse your body, giving you a hard, barklike skin. You have the option of treating your AC as 10+Dexterity Modifier+Intelligence Modifier.
Botany-Beginning at level one, you learn various botanical knacks. These work similarly to a Warlock's Invocations. You gain one at levels 1, 5, 9, 13, and 17. In addition, you gain proficiency in the Nature skill.
Botanical Study-At level two, you must select your path-that of Trees, Flowers, or Fungi.
Spellcasting-At level three, you gain spellcasting. Spells known are drawn from the Botanist spell list, but in all other respects is the same as Eldritch Knight spellcasting.
Cantrips
Druidcraft
Guidance
Mending
Resistance
Shillegah
Thorn Whip
Light
1st Level
Animal/Plant Friendship
Create Or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Fog Cloud
Goodberry
Healing Word
Longstrider
Purify Food and Drink
Speak with Animals and Plants
2nd Level
Animal/Plant Messenger
Barkskin
Beast/Plant Sense
Gust of Wind
Heat Metal
Lesser Restoration
Locate Animals or Plants
Pass Without Trace
Spike Growth
3rd Level
Daylight
Meld Into Stone/Wood
Plant Growth
Protection From Energy
Speak With Plants
Water Breathing
4th Level
Blight
Confusion
Control Water
Freedom of Movement
Grasping Vine
Ice Storm
Polymorph
Plantlike Form-At level nine, your body becomes even more infused with plants. You no longer require food, only sunlight, water, and soil (though you can still eat and gain normal benefits from doing so). In addition, you can hold your breath for ten times longer.
Lumbering Strike-At level 11, your strikes have all the weight of a massive tree. You may double your damage dice when using a weapon attack.
Apotheosis-At level 15, you become a plant entirely. You gain advantage on saves against any mental effects, though you have disadvantage on saves against any fire based effect. In addition, when immobile, you can (over the course of a minute) take the form of your chosen plant, becoming indistinguishable from it.
Improved Photosynthesis-At level 17, when in sunlight (or other bright light, such as from a Daylight spell) and when you have at least 1 HP, you gain regeneration equal to 5+your Intelligence modifier.
Botanical Studies
Flowers
Lying Petals-You gain proficiency in Deception at level 2 when you choose this Study. (If you already have Deception proficiency, gain proficiency in another skill of your choice.)
Deceptive Form-You may cast Disguise Self at-will starting at level 6. This is not considered a magical effect-your form actually changes.
Pollen Of Power-You may, at level 10, cast Dominate Person once per long rest, and Charm Person once per short rest.
True Lies-At level 18, you may double your proficiency bonus in Deception.
A Thousand Petals-At level 20, you may use your action to become petals on the breeze once per long rest. This lasts for one minute (or until your concentration is broken). You gain a fly speed of 50', with the ability to hover. You may pass through opponents squares without provoking opportunity attacks, and have resistance to all bludgeoning, piercing, and slashing damage. In addition, if you pass through someone's space, you may deal 2d6+Dexterity modifier slashing damage to them, or half on a successful Dexterity save against your spell DC. This damage can only occur once per opponent per turn.
Pine Trees
Cold Weather Plant-At level 2, you gain resistance to cold damage.
Evergreen-At level 6, you are able to endure even the harshest weather while staying green and vibrant. You may survive in temperatures of as low as -20 degrees Celsius without any harm.
Tough Bark-At level 10, your bark becomes thicker than ever, increasing your AC by 1 when using your Natural Defense.
Towering Pine-At level 18, you may cast the Enlarge spell at-will, with a duration of Concentration. This is not a magical effect.
Capstone For Pines-Hell if I know. Some advice greatly appreciated.
Eucalyptus Trees
Hot Weather Plant-At level 2, you gain resistance to fire damage.
Burn! All Will Burn!-At level 6, as an action, you may light yourself on fire for one minute. You take one point of damage per round while on fire, but your melee attacks deal an extra 1d6 fire damage, and anyone grappling you (or otherwise near to you) takes 2d6 fire damage when they initiate the grapple and at the start of each of their turns.
Ablative Bark-At level 10, your bark becomes brittle and ablative. You may, once per short rest, cast Hellish Rebuke at third level as your bark explosively flies off.
Burn Brighter-At level 18, your Burn! damage increases to d10s.
Eucalyptus Nova-At level 20, you may, once per long rest as a bonus action, initiate a nova. This is similar to Burn! except it deals twice the damage to both you, anyone you strike, and anyone grappling you.
Acacia Trees
Thorns-You may, once per short rest, cast Armor Of Agathys as a first level spell at level 2. This does not deal cold damage-it instead deals piercing damage. The spell increases to second level at level 9 and third level at level 16.
Swarming Ants-You may, at level 6, summon four Swarms of Ants once per long rest. They appear from nearby areas, or, if you know you will be venturing into an area inhospitable to ants, you may create a terrarium for them, costing 10 GP, and carry it with you.
Poisonous Bark-At level 10, you can fill yourself with poison in response to danger. As a reaction, you may inflict the Poisoned condition on yourself (lasting till the end of your next turn) but any enemy that strikes you in melee takes 1d8 poison damage and must make a Constitution save against your Spell Save DC or be poisoned until the end of their next turn.
Improved Tolerance Threshold-At level 18, you grow resistant to your own poisons. You may now make a Constitution save against your own Spell Save DC when using Poisonous Bark.
Ants And Poison And Thorns-You may, once per long rest at level 20, bring all your abilities together in one massive retaliation. As a reaction to taking melee damage, you may cast Armor Of Agathys (with piercing damage instead of cold) at fifth level, poison your enemy for one minute (with a new saving throw allowed at the end of each of their turns), and create six swarms of ants in their space, acting immediately after them in the initiative count.
Trees
Improved Bark-At level 2, you gain a +1 bonus to AC when using your Natural Defense.
Large Form-At level 6, you may choose to be treated as Large whenever you wish. You, however, only occupy a 5X5 space even when being treated as Large.
Massive Form-At level 10, you may actually become Large. As an action, you may put yourself under the effects of an Enlarge spell, though the duration is simply Concentration.
Barkier Bark-At level 14, you gain a further +1 bonus to AC when using your Natural Defense.
Ironwood-At level 18, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.
Forest-At level 20, you may use your action to become a forest. You gain the effects of an Enlarge spell, and summon three tree duplicates of yourself, each of which acts independently. The Enlarge spell, further, lasts through your first three failed Concentration checks, though each failed one causes one tree to become non-sentient and simply root where it is. After your fourth failed Concentration check (or one minute passes) all trees are nonmagical and the Enlarge spell wears off. This can be done once per long rest.
Flowers
Bend In The Breeze-You are lithe and flexible. Gain proficiency in Acrobatics at level 2. (If you already have proficiency, gain proficiency in another skill of your choice.)
Small Form-You may be treated as one size category smaller if it ever benefits you, starting at level 6.
Tiny Form-At level 10, you may actually become one size smaller. As an action, you may put yourself under the effects of a Reduce spell, though the duration is simply Concentration.
Bendier In The Breeze-At level 14, your form becomes even more flexible. Your proficiency bonus for Acrobatics is now doubled.
Nimble-At level 18, you gain proficiency in Dexterity saving throws.
A Thousand Petals-At level 20, you may use your action to become petals on the breeze once per long rest. This lasts for one minute (or until your concentration is broken). You gain a fly speed of 50', with the ability to hover. You may pass through opponents squares without provoking opportunity attacks, and have resistance to all bludgeoning, piercing, and slashing damage. In addition, if you pass through someone's space, you may deal 2d6+Dexterity modifier slashing damage to them, or half on a successful Dexterity save against your spell DC. This damage can only occur once per opponent per turn.
Fungi
Spongy Body-At level 2, you gain 2 extra hit points, and you gain 1 more hit point at every level you take in this class.
Rooting Down-At level 6, you gain the ability to put down roots as an action. In order to move you from this spot, an enemy must succeed on a strength saving throw against your spell save DC (for instance, if a foe were to shove you, they would first have to succeed on the Athletics check, then succeed against your spell saving throw DC). In addition, while rooted, your move speed is halved, but you are under the effects of a Spider Climb spell.
Improved Roots-At level 10, your roots provide better sustenance for you, and more mobility. Your speed is now no longer reduced when rooted, and you regain one hit point a minute while rooted.
Resilient Body-At level 14, you gain 14 extra hit points, and you gain 1 more hit point at every level you take in this class.
Hard To Kill-At level 18, you gain resistance to any two damage types of your choosing. You may change these during a short rest.
Fungal Spores-At level 20, you may, once per long rest, release fungal spores in a radius of 60' that last for one minute. These spores provide 1/2 cover (3/4ths cover for you) and will attempt to root down in enemies. Any enemy in the radius takes 5d6 poison and slashing (this is only resisted if they resist both poison AND slashing damage) damage at the start of each of their turns, or half on a successful saving throw. Each successful save reduces the damage taken by 1d6, and the effect goes away when the damage reaches 0d6. This takes effect either when activated or when an enemy first enters the area.
Botanical Knacks
Awaken Plants Requires 17th level-You may, once per week, cast Awaken on a plant with no material component cost.
Master Of Combat-You gain a single Fighting Style of your choice. This may only be taken once.
Glintweed-You may, given an action and a small amount of dirt or compost, cause a Glintweed to grow. This sheds bright light in a 15' radius, and dim light for 15' beyond. The plant lasts as normal if fed and watered, and will last for one day when picked.
Poisonous Blows-Requires 13th level-You gain a poisonous touch. YOur unarmed strikes now deal 1 bludgeoning plus 1d8 poison damage, and if they hit, you may, once per turn, inflict the poisoned condition on the foe hit. The foe must make a Constitution save with a DC equal to your spell DC, or be poisoned for one minute. It may repeat the save at the start of each of its turns.
Growing Corpses-Requires 5th level-You may, once per day, cast Revivify, using part of your own body as the material component. When casting it in this way, you take damage equal to half the max HP of whoever you are reviving.
Great Shillegah-You learn the Shillegah cantrip. If you already know it, learn a new cantrip from the Botanist spell list. When casting Shillegah, it now causes the weapon to be 1d10 (2d6 Versatile).
Greater Whallop-Requires Great Shillegah and level 9 or higher-When you cast Shillegah, you may now add both the normal damage modifier and your spellcasting modifier.
Not sure what to do for Botanical knacks or the other two archetypes. Anyway, offer some suggestions, and let me know if anything seems broken.
Proficiencies
Armor-None
Weapons-Simple Weapons
Tools-Gardener's Tools
Saves-Constitution, Intelligence
Skills-Choose two from Athletics, Acrobatics, Stealth, Arcana, History, Investigation, Religion, Animal Handling, Insight, Medicine, Perception, and Survival
Level
Feature
1
Natural Defense, Botany
2
Botanical Study
3
Spellcasting
4
Ability Score Improvement
5
Extra Attack
6
Botanical Study
7
-
8
Ability Score Improvement
9
Plantlike Form
10
Botanical Study
11
Lumbering Strike
12
Ability Score Improvement
13
-
14
Botanical Study
15
Apotheosis
16
Ability Score Improvement
17
Improved Photosynthesis
18
Botanical Study
19
Ability Score Improvement
20
Botanical Study
Natural Defense-At level one, plants have begun to infuse your body, giving you a hard, barklike skin. You have the option of treating your AC as 10+Dexterity Modifier+Intelligence Modifier.
Botany-Beginning at level one, you learn various botanical knacks. These work similarly to a Warlock's Invocations. You gain one at levels 1, 5, 9, 13, and 17. In addition, you gain proficiency in the Nature skill.
Botanical Study-At level two, you must select your path-that of Trees, Flowers, or Fungi.
Spellcasting-At level three, you gain spellcasting. Spells known are drawn from the Botanist spell list, but in all other respects is the same as Eldritch Knight spellcasting.
Cantrips
Druidcraft
Guidance
Mending
Resistance
Shillegah
Thorn Whip
Light
1st Level
Animal/Plant Friendship
Create Or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Fog Cloud
Goodberry
Healing Word
Longstrider
Purify Food and Drink
Speak with Animals and Plants
2nd Level
Animal/Plant Messenger
Barkskin
Beast/Plant Sense
Gust of Wind
Heat Metal
Lesser Restoration
Locate Animals or Plants
Pass Without Trace
Spike Growth
3rd Level
Daylight
Meld Into Stone/Wood
Plant Growth
Protection From Energy
Speak With Plants
Water Breathing
4th Level
Blight
Confusion
Control Water
Freedom of Movement
Grasping Vine
Ice Storm
Polymorph
Plantlike Form-At level nine, your body becomes even more infused with plants. You no longer require food, only sunlight, water, and soil (though you can still eat and gain normal benefits from doing so). In addition, you can hold your breath for ten times longer.
Lumbering Strike-At level 11, your strikes have all the weight of a massive tree. You may double your damage dice when using a weapon attack.
Apotheosis-At level 15, you become a plant entirely. You gain advantage on saves against any mental effects, though you have disadvantage on saves against any fire based effect. In addition, when immobile, you can (over the course of a minute) take the form of your chosen plant, becoming indistinguishable from it.
Improved Photosynthesis-At level 17, when in sunlight (or other bright light, such as from a Daylight spell) and when you have at least 1 HP, you gain regeneration equal to 5+your Intelligence modifier.
Botanical Studies
Flowers
Lying Petals-You gain proficiency in Deception at level 2 when you choose this Study. (If you already have Deception proficiency, gain proficiency in another skill of your choice.)
Deceptive Form-You may cast Disguise Self at-will starting at level 6. This is not considered a magical effect-your form actually changes.
Pollen Of Power-You may, at level 10, cast Dominate Person once per long rest, and Charm Person once per short rest.
True Lies-At level 18, you may double your proficiency bonus in Deception.
A Thousand Petals-At level 20, you may use your action to become petals on the breeze once per long rest. This lasts for one minute (or until your concentration is broken). You gain a fly speed of 50', with the ability to hover. You may pass through opponents squares without provoking opportunity attacks, and have resistance to all bludgeoning, piercing, and slashing damage. In addition, if you pass through someone's space, you may deal 2d6+Dexterity modifier slashing damage to them, or half on a successful Dexterity save against your spell DC. This damage can only occur once per opponent per turn.
Pine Trees
Cold Weather Plant-At level 2, you gain resistance to cold damage.
Evergreen-At level 6, you are able to endure even the harshest weather while staying green and vibrant. You may survive in temperatures of as low as -20 degrees Celsius without any harm.
Tough Bark-At level 10, your bark becomes thicker than ever, increasing your AC by 1 when using your Natural Defense.
Towering Pine-At level 18, you may cast the Enlarge spell at-will, with a duration of Concentration. This is not a magical effect.
Capstone For Pines-Hell if I know. Some advice greatly appreciated.
Eucalyptus Trees
Hot Weather Plant-At level 2, you gain resistance to fire damage.
Burn! All Will Burn!-At level 6, as an action, you may light yourself on fire for one minute. You take one point of damage per round while on fire, but your melee attacks deal an extra 1d6 fire damage, and anyone grappling you (or otherwise near to you) takes 2d6 fire damage when they initiate the grapple and at the start of each of their turns.
Ablative Bark-At level 10, your bark becomes brittle and ablative. You may, once per short rest, cast Hellish Rebuke at third level as your bark explosively flies off.
Burn Brighter-At level 18, your Burn! damage increases to d10s.
Eucalyptus Nova-At level 20, you may, once per long rest as a bonus action, initiate a nova. This is similar to Burn! except it deals twice the damage to both you, anyone you strike, and anyone grappling you.
Acacia Trees
Thorns-You may, once per short rest, cast Armor Of Agathys as a first level spell at level 2. This does not deal cold damage-it instead deals piercing damage. The spell increases to second level at level 9 and third level at level 16.
Swarming Ants-You may, at level 6, summon four Swarms of Ants once per long rest. They appear from nearby areas, or, if you know you will be venturing into an area inhospitable to ants, you may create a terrarium for them, costing 10 GP, and carry it with you.
Poisonous Bark-At level 10, you can fill yourself with poison in response to danger. As a reaction, you may inflict the Poisoned condition on yourself (lasting till the end of your next turn) but any enemy that strikes you in melee takes 1d8 poison damage and must make a Constitution save against your Spell Save DC or be poisoned until the end of their next turn.
Improved Tolerance Threshold-At level 18, you grow resistant to your own poisons. You may now make a Constitution save against your own Spell Save DC when using Poisonous Bark.
Ants And Poison And Thorns-You may, once per long rest at level 20, bring all your abilities together in one massive retaliation. As a reaction to taking melee damage, you may cast Armor Of Agathys (with piercing damage instead of cold) at fifth level, poison your enemy for one minute (with a new saving throw allowed at the end of each of their turns), and create six swarms of ants in their space, acting immediately after them in the initiative count.
Trees
Improved Bark-At level 2, you gain a +1 bonus to AC when using your Natural Defense.
Large Form-At level 6, you may choose to be treated as Large whenever you wish. You, however, only occupy a 5X5 space even when being treated as Large.
Massive Form-At level 10, you may actually become Large. As an action, you may put yourself under the effects of an Enlarge spell, though the duration is simply Concentration.
Barkier Bark-At level 14, you gain a further +1 bonus to AC when using your Natural Defense.
Ironwood-At level 18, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.
Forest-At level 20, you may use your action to become a forest. You gain the effects of an Enlarge spell, and summon three tree duplicates of yourself, each of which acts independently. The Enlarge spell, further, lasts through your first three failed Concentration checks, though each failed one causes one tree to become non-sentient and simply root where it is. After your fourth failed Concentration check (or one minute passes) all trees are nonmagical and the Enlarge spell wears off. This can be done once per long rest.
Flowers
Bend In The Breeze-You are lithe and flexible. Gain proficiency in Acrobatics at level 2. (If you already have proficiency, gain proficiency in another skill of your choice.)
Small Form-You may be treated as one size category smaller if it ever benefits you, starting at level 6.
Tiny Form-At level 10, you may actually become one size smaller. As an action, you may put yourself under the effects of a Reduce spell, though the duration is simply Concentration.
Bendier In The Breeze-At level 14, your form becomes even more flexible. Your proficiency bonus for Acrobatics is now doubled.
Nimble-At level 18, you gain proficiency in Dexterity saving throws.
A Thousand Petals-At level 20, you may use your action to become petals on the breeze once per long rest. This lasts for one minute (or until your concentration is broken). You gain a fly speed of 50', with the ability to hover. You may pass through opponents squares without provoking opportunity attacks, and have resistance to all bludgeoning, piercing, and slashing damage. In addition, if you pass through someone's space, you may deal 2d6+Dexterity modifier slashing damage to them, or half on a successful Dexterity save against your spell DC. This damage can only occur once per opponent per turn.
Fungi
Spongy Body-At level 2, you gain 2 extra hit points, and you gain 1 more hit point at every level you take in this class.
Rooting Down-At level 6, you gain the ability to put down roots as an action. In order to move you from this spot, an enemy must succeed on a strength saving throw against your spell save DC (for instance, if a foe were to shove you, they would first have to succeed on the Athletics check, then succeed against your spell saving throw DC). In addition, while rooted, your move speed is halved, but you are under the effects of a Spider Climb spell.
Improved Roots-At level 10, your roots provide better sustenance for you, and more mobility. Your speed is now no longer reduced when rooted, and you regain one hit point a minute while rooted.
Resilient Body-At level 14, you gain 14 extra hit points, and you gain 1 more hit point at every level you take in this class.
Hard To Kill-At level 18, you gain resistance to any two damage types of your choosing. You may change these during a short rest.
Fungal Spores-At level 20, you may, once per long rest, release fungal spores in a radius of 60' that last for one minute. These spores provide 1/2 cover (3/4ths cover for you) and will attempt to root down in enemies. Any enemy in the radius takes 5d6 poison and slashing (this is only resisted if they resist both poison AND slashing damage) damage at the start of each of their turns, or half on a successful saving throw. Each successful save reduces the damage taken by 1d6, and the effect goes away when the damage reaches 0d6. This takes effect either when activated or when an enemy first enters the area.
Botanical Knacks
Awaken Plants Requires 17th level-You may, once per week, cast Awaken on a plant with no material component cost.
Master Of Combat-You gain a single Fighting Style of your choice. This may only be taken once.
Glintweed-You may, given an action and a small amount of dirt or compost, cause a Glintweed to grow. This sheds bright light in a 15' radius, and dim light for 15' beyond. The plant lasts as normal if fed and watered, and will last for one day when picked.
Poisonous Blows-Requires 13th level-You gain a poisonous touch. YOur unarmed strikes now deal 1 bludgeoning plus 1d8 poison damage, and if they hit, you may, once per turn, inflict the poisoned condition on the foe hit. The foe must make a Constitution save with a DC equal to your spell DC, or be poisoned for one minute. It may repeat the save at the start of each of its turns.
Growing Corpses-Requires 5th level-You may, once per day, cast Revivify, using part of your own body as the material component. When casting it in this way, you take damage equal to half the max HP of whoever you are reviving.
Great Shillegah-You learn the Shillegah cantrip. If you already know it, learn a new cantrip from the Botanist spell list. When casting Shillegah, it now causes the weapon to be 1d10 (2d6 Versatile).
Greater Whallop-Requires Great Shillegah and level 9 or higher-When you cast Shillegah, you may now add both the normal damage modifier and your spellcasting modifier.
Not sure what to do for Botanical knacks or the other two archetypes. Anyway, offer some suggestions, and let me know if anything seems broken.